You have mastered forbidden alchemical arts, allowing you to infuse your magic into potions. You can craft Hemalurgic Elixirs, potent concoctions that both heal and entwine the drinker’s will with your own.
Crafting Potions:
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During a long rest, you can create a number of Hemalurgic Elixirs equal to your Intelligence modifier (minimum of 1). These potions require rare blood reagents worth 50 gp each.
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A Hemalurgic Elixir functions as a Potion of Greater Healing (4d4+4 HP restored).
Blood Bind:
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When a creature drinks one of your Hemalurgic Elixirs, they must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier).
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On a failure, they become Blood Bound to you for the next 24 hours. While Blood Bound, you can use a bonus action to issue a one-word command (as the command spell) once per turn without expending a spell slot. The creature does not know they are under your influence until you issue a command.
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A creature that succeeds on the saving throw is immune to your Hemalurgic Elixirs for 24 hours.
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