Age of Adventure

Hexblood

Skills

  • nature: 1
  • bluff: 1
  • medicine: 1
  • intimidation: 1
  • insight: 1

Abilities

  • Mark of Blood: { creature_name } can use ◆◆ and take 1d4 true damage to try and to mark a target with its own blood. If target is not willing and is aware of the act it can make Dodge(AGI) contest against { creature_name }'s Sleight(AGI) to avoid being marked. Until the end of { creature_name }'s next long rest it can see and hear what marked targets see and hear. Washing for half an hour removes the mark.