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Through the study of blood magic, you've discovered how to control its effects to use them effectively on the battlefield. Upon taking this feat the character obtains the following abilities:

Dark Passage:  Tapping the power of tainted blood makes the character more nimble. The player takes 1d12 internal damage in exchange for an additional 10 movement speed and advantage on dexterity saving throws for 10 minutes.

Tainted Blade: The character's blood gushes forth, coating their weapons with a deadly taint. The character's weapons gain a bonus to damage rolls equal to their constitution modifier, but the character takes 1d6 internal  damage whenever they miss an attack.

Blood Thirst: The characters enters a frenzy, becoming more powerful at the cost of mental deterioration. For a duration of ten minutes the character can score a critical hit on a 19 or a 20 and gains resistance to non magical damage. The character must succeed on a DC 13 WIS saving throw or take 1d4 psychic and 1d4 internal damage at the end of each of their turns. If the character succeeds, they only take the internal damage.

Blood Drain: When the character kills an enemy that has blood, they can drain a part of their life force, healing for half the damage done on the killing blow.

 

*internal damage is damage that cannot be resisted in any way.

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