As a black blood user, you gain the ability to imprint on a weapon of your choice. Your imprinted weapon can be summoned and dispelled using a bonus action, and you have proficiency and a Plus one to Attack and damage with your weapon. You can also expend the same amount of hit points as the weapon's damage die to add another damage die to the weapon's damage roll until a long rest.
Black Blood Incarnate: You have the ability to cast Find Familiar at will to summon a creature made of black blood. The creature uses the stat block of an imp. well the Familiar is summoned the summoner has disadvantage on all intelligence and Wisdom checks. You can also give up to hafe your hitpoints to the Familiar when summoned. The familiar can give inspiration to the summoner in summoned or attached state. It has 3 uses of inspiration per long rest.
Black Blood reactions (BBR). The black blood within the user may act to protect the user on its own. You have 3 uses of this ability and you regain the on short rests. at 5th level, it increases to 4. at 10th it increases to 5, and at 15th level your BBR increases too 6, but you still only regain 3 uses per short rest.
1st Technique Blood Thorns. As a reaction, when a creature acts within 10 feet of you shoot out thorns within a 10-foot range of self these thors push all creatures out of the 10-foot range and deal 2 d6 damage on a failed dexterity check against the user spell save DC. and 1 d6 damage on a successful Dexterity check. costs 1 BBR
2nd Technique Muscular Infusion. As a reaction when you are attacked you can gain resistance to bludgeoning piercing, and slashing damage for one turn. Costs 1 BBR
3rd Technique Madness of black blood. As a reaction when you roll against fear, you can choose to gain immunity to fear after seeing the result of the roll. The immunity lasts until the end of combat. Costs 1 BBR
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