Raw power through sacrifice and will. Experimental blood manipulation allows you to convert pain into power.
Innate Abilities
• Blood Memory – When you take damage, gain advantage on your next attack roll or ability check within 1 minute.
• Blood Font (Level 2 – Passive) – At the start of your turn, if you’re below half HP, gain temporary HP equal to your proficiency bonus.
• Once per short rest, when you make a Constitution saving throw, you can choose to fail the save and instead gain one of the following effects (your choice):
• Trigger Blood Memory immediately.
• Use Sanguine Strike without taking self-damage.
• Immediately use Crimson Counter, even if it’s not your turn.
Action Abilities
• Sanguine Strike – As part of a weapon or spell attack, take 1d6 damage to deal +2d6 damage on hit. This bonus damage ignores resistance.
• Hemorrhage (Level 6 – 1/Short Rest) – Target a creature within 60 feet. It must make a Constitution saving throw (DC = 8 + Prof + your casting stat). On a failure, it begins bleeding for 1 minute, taking 1d6 necrotic damage at the start of its turns. It can repeat the save at the end of each of its turns. You may sustain the effect by taking 1 damage per round.
Bonus Action Abilities
• Blood Bind – Choose a creature within 30 feet. Until the end of your next turn, they take 1d4 damage whenever you take damage.
• Vampiric Pulse (Level 8 – 1/Short Rest) – When a creature takes damage from Blood Bind, Sanguine Strike, or Crimson Counter, you can use your bonus action to siphon from them. Regain HP equal to half the damage dealt.
Reaction Abilities
• Crimson Counter – When a creature within 5 feet hits you with a melee attack, you lash out, dealing 1d6 slashing or necrotic damage back to them.
• Blood Shield (Level 10 – 1/Short or Long Rest) – When you take damage, reduce the incoming damage by 1d8, and the attacker must succeed on a Strength save or be pushed 10 feet away.
Capstone Ability (Level 12)
• Blood Surge (1/Long Rest – Transformation) – As a bonus action, enter a Blood Surge state for 1 minute:
• Use Sanguine Strike without taking damage.
• Whenever you take damage, gain +1 to damage rolls (stacking up to +5; resets if you don’t take damage by end of your next turn).
• Hemorrhage becomes AoE: affect up to 3 creatures within 30 feet.
• If reduced to 0 HP while active, you may take one final action before falling unconscious.
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