(Unarmed Strike) You can apply your Crimson Rites to your unarmed strikes, which is treated as one weapon. You can choose to use either DEX or STR for the attack/damage rolls, which deals your choice of bludgeoning or slashing damage.
When you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.
You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.
As a bonus action, you can activate any rite you know on a weapon you're holding. A weapon can only hold one active rite at a time. When activated, you take 1d4 necrotic damage which can't be reduced in any way.
While your rite is in effect, attacks made with this weapon are magical and you deal an additional 1d4 damage of the type determined by the chosen rite. The rite’s effect lasts until you finish a short/long rest and other creatures cannot gain the benefit of your rite.
Cold Damage
You can reroll a 1 or 2 on damage dice with melee weapons wielded with two hands.
As a bonus action, you mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you hit the cursed creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite.
Amplify. The next attack roll you make against the target before the end of your turn has advantage.
You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, and you have advantage on Intelligence ability checks to recall information about them.
You can invoke a blood curse 1 time(s) per short rest. Before it affects the target, you can choose to amplify the curse. An amplified curse gains an additional effect noted in the curse's description. Amplifying a curse causes you to take 1d4 points of necrotic damage that cannot be reduced in any way.
Creatures that don't have blood in their bodies are immune to blood curses, unless the curse has been amplified.
You can transform into your hybrid form for up to 1 hour. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.