.Lvl. 4 markings: At level four you can do 10 extra damage on hits, but take 4 damage each time this is used and you gain a level of exhaustion. The additional damage goes down by two for each level of exhaustion you suffer. This ability can be used 3 times per long rest.
Lvl. 6 markings: At level six your blood pumps through your veins, as a bonus action you can activate your marks to gain the effects of haste, but after haste ends you begin to radiate a murderous intent. This ability can be used 3 times per long rest.
Lvl. 8 markings: At level eight your murderous intent increases and you gain the ability to frighten your opponents up to 25 ft, they have to succeed in a wisdom saving throw which will equal 8 + your strength. If you use a turn to do an intimidation check you can inflict disadvantage on the enemy's save.
Lvl. 10 markings: Your blood begins to flow quickly this gives the ability to dash, disengage, and hide as a bonus action without having to be a rouge.
Lvl. 12 markings: You can push yourself further when making any physical skill check you can add a 5 to the roll.
Lvl. 14 markings: You go into a blood rage like barbarians you can rage but the rage stops if your you get hit for more than 15 damage. You now get 4 charges for each of these moves, but it causes you to have one exhaustion each time.
Lvl. 16 markings: Your blood allows for superhuman feats you can now lift 100 times your carry weight, and jump up to 60 ft vertically, after this happens you are stunned for 1 round in which if a hits your ac it is considered a crit.
Lvl. 18 markings: Your blood begins to boil and your blood now does damage if cut with a slashing weapon, your blood does 3d6+ your constitution modifier.
Lvl. 20 markings: Your blood-scorned curse has fully formed for 1 round you have advantage on all your attacks you have a plus 20 to damage, and if you were to be knocked down or die you stand back up at 1. You get three charges.
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