You were born with a complex ability held and practiced by the Kamo family, you can control your blood.
Cursed Energy
Starting at 1st level, you can harness your negative feelings into a usable source of energy, called cursed energy. These feelings can be harnessed into attacks or abilities. The number of cursed energy you possess is based on your class, some classes use a modifier that being charisma or wisdom (Player’s choice)
Your cursed energy DC is 8 + user cursed energy ability modifier + proficiency bonus.
You regain all spent cursed energy on a long rest.
Blood Constructs
Starting at 1st level, you have been blessed with the Innate Technique of the Kamo clan, making you begin with the most basic technique, the blood constructs. You may pull blood from an available source to create a semi-solid construct. As an action for 1 Cursed Energy and 1 hit point, you can create a small construct smaller than a 5ft by 5ft space. For every extra 5ft the price increases by 1 cursed energy and hp. You may ignore the hp cost if you have some alternate source of blood. These constructs have HP equal to level times the Cursed Energy spent.
Battle Blood
Starting at 1st level, you can harness your blood in a manner fit for battle. As an action, you gain the two following construct options:
- Crimson Binding: As an action, you unleash a red blood net, forcing the target within 30ft to do a Strength saving throw, or be restrained. They may remake the save at the start of their turn.
- Slicing Exorcism: As an action you rapidily spin a ring of blood and unleash it as a projectile. Roll a CE attack, on hit you deal 1d10 Necrotic Damage.
Flowing Red Scale
At 3rd level, this technique increases the user’s body temperature, pulse rate, and the number of red blood cells to give themselves greatly increased energy and physical capabilities. You may spend 3 Cursed Energy and a bonus action to gain the following benefits for 1 minute:
- Your speed is doubled.
- You will gain a +2 bonus to your AC.
- You gain advantage on Dexterity saving throws and strength checks.
- You will gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Convergence
At 6th level, you compress and condense blood to its absolute limit. Before you use a cursed technique, you can spend additional Cursed Energy(and an equal amount of hit points) up to your Cursed Energy modifier to enhance the technique’s potency. For each Cursed Energy you use, the technique will receive one additional dice of damage or 1 additional turn of duration. You may ignore the hp cost if you have some alternate source of blood.
Piercing Blood
Beginning at 11th level, you can compress your blood into a deadly supersonic beam. As an action, for 10 cursed energy and 10 hit points, you unleash a 100ft line which makes your opponent have to make a Dexterity save taking 10d8 piercing on a failure or half as much on a success. If convergence is active you may instead of having it be a Dex save you can have it be an attack roll. You may ignore the hp cost if you have some alternate source of blood.
Domain Expansion: Bloodbath
When you reach 18th level, you gain your domain expansion. While inside it, at Initiative 20, all of your opponents suffer 4d12 necrotic damage as their blood attacks them from the inside. As well as while in the domain your cursed technique abilities cost hit points from the opponents you are targeting.