You can mark an enemy within range. Until the end of your turn, all crimson rite damage you deal to the target is doubled.
Amplify: You cause the marked target to also lose resistance to your rite damage type until the beginning of your next turn.
When an enemy casts a spell that requires a Dexterity saving throw, you can use your reaction to deflect the spell with your crimson rite. You gain a bonus to the initial saving throw against that spell equal to your Wisdom modifier (minimum of 1). This curse is invoked before the saving throw is rolled.
Amplify: You grant all allies within 5 feet of you this bonus to their saving throw against the triggering spell as well.
The moment a creature falls unconscious or dies within range you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range. After the attack, the creature returns to being unconscious or dead.
Amplify: You grant a bonus to the attack roll and damage roll of the cursed creature's attack equal to your Wisdom modifier (minimum of 1).
When an enemy who is not immune to blindness within range makes a weapon attack, you can use your reaction to impose disadvantage on the attack roll.
Amplify: Following the triggering attack, the affected enemy has disadvantage on the next attack roll they make.
When an enemy casts a spell within range that requires a spell attack roll and targets you, you can use your reaction to rend the spell from the air, imposing disadvantage on the spell attack roll.
Amplify: You make a Wisdom ability check. The DC equals 10 + the spell's level. On a success, the creature's spell misses you automatically.
You can manipulate the vitality of a creature within range to expunge a corruption in their blood. The target creature can immediately make a saving throw against a poisoned condition afflicting it.
Amplify: Your target can instead immediately make a saving throw against one other condition afflicting it. This condition can be blinded, deafened, or paralyzed.
You can link to a creature within range for up to a minute, forcing them to share in the pain they inflict upon you. The next time the cursed creature damages you with a weapon attack, this curse deals necrotic damage to the cursed creature equal to half of the damage you suffered. This curse then ends.
Amplify: This curse instead deals damage equal to the damage you suffered, and it ignores necrotic resistance.
You can attempt to bind an enemy no more than one size larger than you within range. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or have their speed be reduced to 0 until the end of your next turn.
Amplify: This curse becomes ongoing, and can affect a creature regardless of their size category. At the end of each of its turns, the cursed can make another Strength saving throw. On a success, this curse ends. You can end the curse whenever you like (no action required).