You bear the Bloodsign known as Lifebinder, an inherited skill that allows you to redistribute life force between living beings. You do not create vitality. You transfer it, share it, or take it.
Bloodsign Abilities
When you gain this feat, choose three abilities from the Lifebinder list below.Unless otherwise stated, each Lifebinder ability can be used once per long rest.
Your Lifebinder abilities are considered magical.
Benevolence
Once per day, you may expend any number of your hit dice as an action. Roll the expended hit dice. You take necrotic damage equal to the total rolled. A target ally within 10 feet regains hit points equal to the total rolled plus your Constitution modifier.
At 5th level, you gain resistance to this necrotic damage. This resistance does not reduce the amount healed.
Confluence
Once per day, as an action, you may target an ally you can see within 10 feet. That ally gains resistance to bludgeoning, piercing, and slashing damage for the duration. This effect lasts as long as you maintain concentration, as if concentrating on a spell. Whenever the affected ally takes damage, you take an equal amount of damage of the same type.
At 7th level the list of resistances increases to give the target resistance to Ackd, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, and Thunder. (These are all standard 5e damage types except force and psychic)
Subsistence
Once per day, when an ally within 15 feet would be reduced below 1 hit point by an attack, you may use your reaction to intervene. You split the damage of the triggering attack. Your ally takes half the damage, rounded down, and is left with at least 1 hit point. You take the remaining half of the damage. If the ally would still be reduced below 0 hit points by the attack, they are instead left at 1 hit point. This damage can still reduce you to 0 hit points or below.
Transience
Once per day, when you or an ally within 15 feet would roll a death saving throw, you may use your reaction and expend all remaining hit dice in your pool. Roll the expended hit dice. The target regains hit points equal to the total rolled and immediately gains the effects of the haste spell for its full duration. This does not require concentration. If the target is reduced to 0 hit points again before the spell ends, they automatically fail their first death saving throw.
Transience
Once per day, when a creature within 15 feet of you dies, you may use your reaction to absorb a fragment of its life force. You regain a number of expended hit dice equal to your proficiency bonus. These hit dice cannot exceed your normal maximum.
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