Z's Blood Magic (5e Sourcebook)/Magic/Bloodborne Sacraments/Sacrament of the Dawn

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Sacrament of the Dawn[edit]

Learning the Sacrament of the Dawn connects you to the primal power of light - Burning away the dark and showing a brighter future.

  • Rite Damage: Rite damage dealt by the Sacrament of the Dawn is Radiant damage.
  • Rite Effect (Amplify, Critical): The target is showered in motes of searing light; Until the beginning of your next turn, the target is Blinded, and outlined in colorful light, shedding dim light in a 10ft radius. For the duration, the target can't benefit from being invisible, and any attack roll made against the target has advantage if the attacker can see it.
  • Bonus Rites: Upon gaining the Sacrament of the Armaments, you automatically learn the Will of the Glimmer and Sign of Radiance Rites. These bonus Rites do not count against your number of Rites Known, and cannot be replaced when you gain a level, unless it is a level for which you gain the Crimson Versatility feature and choose to exchange the Sacrament of the Dawn for another Sacrament.


Will of the Glimmer[edit]

Rite Type: Will

Upon being blessed with the Sacrament of the Dawn you gain special ability to create orbs of light. The Will that belongs to the Rite of the Dawn is the Dancing Lights cantrip.


Sign of Radiance[edit]

Rite Type: Sign

The Sign of Radiance forces the target to make a Constitution saving throw, as you connect chemicals to irradiate their blood. A target that critically fails their saving throw suffers this Sacrament's Critical Rite Effect, if eligible.

If the Sign is Amplified, a target that fails their saving throw suffers this Sacrament's Amplify Rite Effect, if eligible.


Lore of Minor Ardent Arcana[edit]

Rite Type: Mercy

You learn secrets of astral radiance. You learn the Sacred Flame cantrip as a Will, and you learn the Color Spray and Guiding Bolt spells; Your Hemocraft Ability is your spellcasting ability for these spells. You may cast either of these using any spell slots you possess, or by spending 1 Sacrifice Point.


Initiate of the Dawn[edit]

Rite Type: Mercy; Benediction, Malison

Upon learning this Rite, you learn both the Blessing of the Archon Benediction and the Hex of Dimness Malison. These bonus Rites do not count against your number of Rites Known.


Blessing of the Archon[edit]

Rite Type: Benediction

As an action, you can grant protection from light to willing targets you can see within 30ft, up to a number of targets not exceeding your Proficiency Bonus; This protection lasts for 1 minute, but it requires your concentration to maintain. For the duration, whenever a target would suffer Radiant damage, the damage is reduced by an amount equal to your Constitution modifier, plus one roll of your Hemocraft die. This mitigation increases to 2 rolls of your Hemocraft dice whenever you are Bloodied, to 3 dice whenever you are Injured, and to 4 dice whenever you are Critical.

Amplify: If you Amplify this Benediction, you add the Bonus of your Minor Rend to the total amount of damage subtracted each time a target suffers Radiant damage.

Hex of Dimness[edit]

Rite Type: Malison

As an action, you force targets you can see within 30ft to make a Charisma saving throw, up to a number of targets not exceeding your Proficiency Bonus. On a failed save, each target is cursed with weakened power over illumination for 1 minute, but this hex requires your concentration to maintain. When a target deals Radiant damage while under this curse, that damage is reduced by half; If a target possesses any ability that deals Radiant damage and allows a saving throw against the ability to take only half damage, while the target is under this curse, creatures succeeding their save against that ability(s) take no damage.

Amplify: If you Amplify this Malison, you can prevent each target from dealing Radiant damage at all for 1 round for each point of bonus granted by your Minor Rend.


Torment of the Dawn[edit]

Prerequisite: Hemocraft level 2

Rite Type: Torment

While this Torment is active on a weapon, the weapon deals additional Rite damage equal to the user's Hemocraft abilities modifier (Min 1). Any target critically hit by a weapon bearing this Torment also suffers this Sacrament's Critical Rite Effect, if eligible.

Additionally, this Torment changes the additional damage dealt by Blade of Blood strikes made with that weapon to Rite damage. A target damaged by a Blade of Blood attack that is bearing this Torment suffers this Sacrament's Amplify Rite Effect, if eligible.


Lore of Improved Ardent Arcana[edit]

Prerequisite: Hemocraft level 5th; Must know Lore of Minor Ardent Arcana

Rite Type: Mercy

You learn the Continual Flame and Moonbeam spells; Your Hemocraft Ability is your spellcasting ability for these spells. You may cast either of these using any spell slots you possess, or by spending 2 Sacrifice Points.


Master of the Dawn[edit]

Prerequisite: Hemocraft level 5

Rite Type: Mercy; Benediction, Malison

Upon learning this Rite, you learn both the Benediction of the Lightbringer Benediction and the Malison of the Rising Sun Malison. These bonus Rites do not count against your number of Rites Known.


Benediction of the Lightbringer[edit]

Prerequisite: Hemocraft level 5

Rite Type: Benediction

As an action, you grant radiant power to willing targets you can see within 30ft, up to a number of targets not exceeding your Proficiency Bonus; This blessing lasts for 1 minute, but requires your concentration to maintain. For the duration, each time a target deals Radiant damage, or strikes a creature or object with a weapon attack, unarmed strike, or natural weapon, they deal additional Radiant damage equal to one roll of your Hemocraft die.

Amplify: If you Amplify this Benediction, you cause creatures that suffer this additional Radiant damage to shine with astral radiance for the duration; At the start of their turns each round while this Benediction persists, the creature must make a Constitution saving throw - If the save fails, they suffer Radiant damage equal to the Rend bonus of that Minor Rend. If they succeed, they suffer only half as much damage and the radiance dims, ending the condition on themselves.


Malison of the Rising Sun[edit]

Prerequisite: Hemocraft level 5

Rite Type: Malison

As an action, you force targets you can see within 30ft to make a Wisdom saving throw, up to a number of targets not exceeding your Proficiency Bonus. On a failed save, each target is cursed with vulnerability to light for 1 minute, but this hex requires your concentration to maintain.

  • If a target is immune to Radiant damage, that immunity is replaced with Resistance to Radiant damage for the duration;
  • If a target has Resistance to Radiant damage, that Resistance is stripped away for the duration;
  • And if a target is neither Immune, Resistant or Vulnerable to Radiant damage, they suffer Vulnerability to Radiant damage for the duration or until they suffer Radiant damage.
Amplify: If you Amplify this Malison, you grant yourself the ability to use your bonus action, for the duration, to illuminate the target. Each time you do so, the target is entitled a Wisdom saving throw. On a failed save, you deal Radiant damage to the target equal to one roll of your Hemocraft die, plus the Rend Bonus of that Minor Rend; On a successful save, they suffer half as much damage.

Born of the Dawn[edit]

Prerequisite: Hemocraft level 5

Rite Type: Mercy

While you are not Uninjured, you gain resistance to Radiant damage. Furthermore, when you suffer Radiant damage while not Uninjured, you may use your reaction to absorb the light, creating a Prism Star with a value equal to the amount of Radiant damage you suffered. Prism Stars you create last for 1 minute or until expended. When you or a creature within 5ft of you suffers damage, you can use your reaction to expend a Prism Star, causing it to burst with blinding rainbow light in a 10ft radius centered on the creature that suffered the triggering damage. Each creature of your choice within the radius must make a Dexterity saving throw; On a failed save, the creature suffers Radiant damage equal to the value of that Prism Star. If the creature critically fails their saving throw, they suffer this Sacrament's Critical Rite Effect.

Whenever you are Critical, this Mercy improves, making you immune to Radiant damage. When you use your reaction to create a Prism Star while Critical, that Prism Star's value is instead equal to the amount of damage you would have suffered if your immunity had not prevented it, and creatures in the area suffer half as much damage on a successful saving throw.

Brand of the Stolen Light[edit]

Prerequisite: Hemocraft level 6

Rite Type: Brand

A target marked by this Brand is shrouded in magical darkness, being Blinded for the duration, even if they are normally immune to blindness. The target cannot benefit from Darkvision or any ability that ordinarily allows them to see through magical darkness. However, they are allowed a Constitution saving throw at the start of their turn each round for the duration; In any round in which they succeed the save, the blindness is suppressed until the beginning of their next turn.

Each time you deal Radiant damage to the target while it is under the effect of this Brand, record the damage dealt and add it to a cumulative total. Until this total runs out, when you Rend, instead of losing hit points, you can instead subtract an equal amount from this cumulative total; If the remaining total is less than the number of hit points you would lose to a Rend, you lose the remaining number of hit points as normal.


Lore of Greater Ardent Arcana[edit]

Prerequisite: Hemocraft level 9th; Must know Lore of Improved Ardent Arcana

Rite Type: Mercy

You learn the Blinding Smite and Daylight spells; Your Hemocraft Ability is your spellcasting ability for these spells. You may cast either of these using any spell slots you possess, or by spending 3 Sacrifice Points.


Lore of Ancient Ardent Arcana[edit]

Prerequisite: Hemocraft level 13th; Must know Lore of Greater Ardent Arcana

Rite Type: Mercy

You learn the Guardian of Faith and Sickening Radiance spells; Your Hemocraft Ability is your spellcasting ability for these spells. You may cast either of these using any spell slots you possess, or by spending 4 Sacrifice Points.


Lore of Final Ardent Arcana[edit]

Prerequisite: Hemocraft level 17th; Must know Lore of Ancient Ardent Arcana

Rite Type: Mercy

You learn the Dawn and Wall of Light spells; Your Hemocraft Ability is your spellcasting ability for these spells. You may cast either of these using any spell slots you possess, or by spending 5 Sacrifice Points.