Blood Manipulation

特技 Feats for this technique → Blood Manipulation

You were born with a complex ability possessed 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 amount of Cursed Energy you possess is based on your class. Some classes use a modifier, either Charisma or Wisdom (player’s choice).
Your Cursed Energy DC is 8 + your 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: 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 5-foot by 5-foot space. For every extra 5 feet, the cost increases by 1 Cursed Energy and 1 hit point. You may ignore the hit point cost if you have an alternate source of blood. These constructs have hit points equal to your level multiplied by the Cursed Energy spent.


Battle Blood
Starting at 1st level, you can harness your blood in a manner fit for battle. You gain the following two construct options:

  • Crimson Binding: As an action, you unleash a red blood net. The target within 30 feet must make a Strength saving throw. On a failure, it becomes restrained. It can repeat this saving throw at the start of each of its turns.
  • Slicing Exorcism: As an action, you rapidly spin a ring of blood and unleash it as a projectile. Make a Cursed Energy attack. On a hit, you deal 1d10 necrotic damage.

Flowing Red Scale
At 3rd level, this technique increases the user’s body temperature, pulse rate, and number of red blood cells, giving the user 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 gain a +2 bonus to your AC.
  • You gain advantage on Dexterity saving throws and Strength checks.
  • You 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 1 Cursed Energy you spend, the technique gains one additional damage die or 1 additional turn of duration. You may ignore the hit point cost if you have an 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 100-foot line that forces your opponent to make a Dexterity saving throw. On a failure, it takes 10d8 piercing damage, or half as much on a success. If Convergence is active, you may make an attack roll instead of forcing a Dexterity saving throw. You may ignore the hit point cost if you have an 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. In addition, while in the domain, your Cursed Technique abilities cost hit points from the opponents you are targeting.