As reaction when you take damage you can reduce your hit point max by the damage taken and then gain a number of charges equal to that amount.
Depending on how many charges you have at once you gain certain passive abilities:
10 - You gain a +2 bonus to AC which increase to +3 at 20, +4 at 30 and so on.
20 - You gain advantage on Constitution saving throws.
30 - Creature don't gain opportunity attack attacks against you.
You can spend a number of charges to activate the abilities below, increasing your hitpoint max equal to the charges spent:
Circulation Cyclone: As an action, you can expend any number of charges to send a circular wave of blood in a 20ft radius centred on you, healing any number of allies including yourself a number of hitpoints equal to half charges spent.
Blood Infusion: When an alley you can see hits with an attack you can use your reaction to add to the weapon damage infusing it with your blood. The infusion damage is necrotic and is based of the number of charges spent (4=1d4, 6=1d6..., 12=1d12).
Blood Curdle: When a creature you can see is forced to make a saving throw before you know the result you can use your reaction to make it subtract 1d4 from the total.
Hemocraft: In place of your attack action you can spend a number of charges to create a weapon of blood. The type of weapon and its damage is based of the number of charges spent. The damage dice of which is equal to the charges spent or any combination up to the total. You can use your wisdom for attack and damage rolls made with these weapons. The weapon/weapons disappear at the beginning of your next turn.
Comments