Your dark powers, tinkering abilities, and knowledge of the arcane combined allow you to siphon the blood of one enemies and turn it into raw magic energy. This allows you to make dark infusions which have greater power but for the cost of the life of another.
Some of these dark infusions and the costs include the following:
The blood of one enemy can give you enough magic energy to make an item of uncommon rarity or lower, or add a stat increase of 2 to an item. Dc 14 Arcana check
The blood of two enemies can give you enough magic energy to make and item of rare rarity or lower, or add an ac boost of 2 to and item. Dc 15 Arcana check
The blood of three enemies can give you enough magic energy to add a +3 to a weapon or armor, or grant a damage resistance ability to an item. Dc 16 Arcana check
The blood of four enemies can give you enough magic energy to grant a speed boost of 15 ft. to an item, or make a 4 charge item that allows you to cast level 2 spells for 2 charges or lower level spells for one charge but after all 4 charges are used the item breaks. Dc 17 Arcana check
The blood of five enemies can give you enough magic energy to grant a condition immunity ability to an item, or increase the attacks a weapon can do per turn by 1. Dc 18 Arcana check
The blood of one greater foe (boss) can give you enough magic energy to make a 6 charge magic item that allows you to cast a level 5 spell for 2 charges or a level 4 spell for 1 charge but after all 6 charges of this item are used the item breaks. Dc 22 Arcana check
The blood of two greater foes (bosses) can give you enough magic energy to increase the amount of attacks a weapon can do per turn by 2, or grant the ability to an item that allows you to spend a bonus action to gain advantage on all attacks for a minute. Dc 25 Arcana check
If the arcana check to create the items fails then the blood dissipates into a magic explosion and everyone in a 5 ft. radius of the blood takes 2d6 psychic damage and 2d6 force damage.
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