--- source: Players Guide 2 --- Witches aligned with the coven of the Crimson Cord draw strength from spirits of vitality and are master manipulators of the physical bodies that house the living. Such witches are championed as master healers, able to extend life, heal grievous wounds, and burn away afflictions of the body with remarkable precision. However, their craft can just as easily be turned to darker purpose, inflicting wounds with a touch or instilling curses that cause their foes to waste away. | Crimson Cord Progression | | | ------------------------ | ----------------------------------------------------- | | Witch Level | Features | | 3rd | Crimson Cord Coven Spells, Life Transfer, Wasting Hex | | 7th | Sanguine Link | | 11th | Bloodborne | | 15th | Scarlet Web | Crimson Cord Coven Spells  3rd-Level Crimson Cord Feature  You gain coven spells at the witch levels listed in the Crimson Cord Coven Spells table. See the Witch Subclass class feature for how these spells work. | Crimson Cord Coven Spells | | | ------------------------- | ----------------------------------------------------- | | Witch Level | Spells | | 3rd | cure wounds, inflict wounds, pain wrack*, restoration | | 5th | revivify, vampiric touch | | 7th | blight, death ward | | 9th | contagion, greater restoration | ## Life Transfer  3rd-Level Crimson Cord Feature  You can manipulate your own life energy to bolster or assault the vitality of other creatures. As an action, you can choose to sacrifice a number of hit points up to an amount equal to 4 × your witch level to cause either the heal or harm effect described in this feature. You can’t reduce the amount of damage you take from this feature by any means. - Heal. One creature you can see within 30 feet of you regains hit points equal to the amount of hit points you sacrificed. Alternatively, if you use your action to cast the cure wounds spell, you can expend a use of Life Transfer to trigger this effect as part of the same action (you can choose to affect the same target or different targets). - Harm. You can force one creature you can see within 30 feet of you to make a **CON** save against your spell save **DC**. On a failure, the target takes necrotic damage equal to the amount of hit points you sacrificed. On a success, the creature takes no damage, and you don’t sacrifice the hit points. Alternatively, if you use your action to cast the inflict wounds spell, you can expend a use of Life Transfer to trigger this effect as part of the same action (you can choose to affect the same target or different targets). You can use Life Transfer a number of times equal to your **PB**, and you regain all expended uses when you finish a short or long rest. ## Wasting Hex  3rd-Level Crimson Cord Feature  You can infuse your hexes with power that saps vitality. When you use your Hex feature to give a creature a Hex die and each time a creature starts its turn with a Hex die, you can force the target to make a **CON** save against your spell save **DC** (no action required, and you can’t use the Hex die to reduce this save). On a failure, the creature loses hit points equal to twice your **PB** (minimum of 4), and it can’t regain hit points by any means until the start of its next turn. On a success, the creature only takes half the damage. Constructs and Undead have advantage on the save. ## Sanguine Link  7th-Level Crimson Cord Feature  As an action, you can establish a mystical link with one willing creature you can touch. When you do, you reduce your current hit points and your hit point maximum by 10. If you have fewer than 10 HP or your hit point maximum is less than 10, you can’t use this feature. This reduction lasts until the link ends. While you remain linked, you gain the following benefits: - If the linked creature is within 30 feet of you, as a bonus action (instead of an action), you can target the creature with the heal effect of your Life Transfer feature. - If the linked creature is within 30 feet of you, you can cast cure wounds on it without having to touch it.  - You can focus on a linked creature and immediately learn its current physical and emotional state, including any conditions or spells currently affecting it. You also learn the exact distance and direction of the creature. If the creature is on another plane of existence, you learn that, though you can’t discern which plane. A sanguine link lasts for 24 hours, until you choose to end it (no action required), or until you or the linked creature dies. You can maintain sanguine links with a number of creatures equal to half your **PB** (rounded down) at one time. ## Bloodborne  11th-Level Crimson Cord Feature  At the start of each of your turns, you can choose to expend one of your Hit Dice to either end one condition currently affecting you or to roll the die and regain a number of hit points equal to the result + your **CON** modifier. When you expend a Hit Die in this way, each creature linked to you via your Sanguine Link feature can also choose to expend one of its Hit Dice to regain hit points or end one condition currently affecting it. ## Scarlet Web  15th-Level Crimson Cord Feature  You can cause the life within you to radiate outward, linking all nearby creatures. As an action, you create a magical web centered on you that lasts for 1 minute. While the web is active, you gain the following benefits: - The first time a hostile creature enters a space within 30 feet of you or starts its turn there, it must succeed on a **CON** save or lose a number of hit points equal to your **PB** + your **CON** modifier. Damage suffered in this way can’t be healed by spells or magical effects. - When a friendly creature (including you) ends its turn within 30 feet of you, it regains a number of hit points equal to its **PB** + its **CON** modifier.  - You have advantage on **CON** saves, and you are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. If the suppressed target is a creature, each time it attempts to cast a spell or make a spell attack, it must make a **CON** save against your spell save **DC**. On a success, the spell or attack happens normally. On a failure, the spell or attack fails, expending a spell slot or use of the feature (if limited use). If the suppressed target is a magic item, it functions as a nonmagical item of its type for the duration of your suppression. This effect otherwise works like the magic items aspect of the antimagic field spell. Once you use this feature, you can’t do so again until you finish a long rest.