Sanguine Arts
Starting when you choose this tradition at 3rd level, you can use
your ki to duplicate the effects of certain spells. As an action, you
can spend 2 ki points to cast blackblood †, blood seal †, or
sanguine rope † as 2nd-level spells without providing material
components. Additionally, you gain the bloodletting † cantrip if
you don’t already know it. You must still pay the hemomancy
costs associated with each spell.
Toll of the Mystic
At 6th level, you gain the ability to convert your blood into a well
of energy. Whenever you spend your ki points, you can choose to
take necrotic damage equal to the number of ki points spent. This
damage cannot be reduced through any means. If you take this
damage, until the start of your next turn you gain a bonus to your
speed equal to 10 times the damage taken.
Transfusion
Beginning at 11th level, whenever you hit a creature with one of
the attacks granted by your Flurry of Blows, you regain 1d4 hit
points, or 2d4 hit points if the attack was a critical hit.
Dominion of Blood
At 17th level, you can take complete control of a creature by
manipulating its blood. When you hit a creature with an unarmed
strike, you can spend 3 ki points to attempt to grasp control over
that creature. The creature must succeed on a Constitution saving
throw or fall under your control. Constructs and elementals
automatically succeed on this saving throw.
On every subsequent turn after assuming control, you must use
your action to take total and precise control of the target. To assert
your control, you must be able to see the target and it must be
within 120 feet of you. Until the end of your next turn, the
creature takes only the actions you choose, and doesn't do
anything that you don't allow it to do. During this time, you can
also cause the creature to use a reaction, but this requires you to
use your own reaction as well. If you do not take this action on
your turn, the control ends prematurely. This control can last for
up to 1 hour, or until you lose your concentration (as if you were
concentrating on a spell).
Each time the target takes damage, it makes a new Constitution
saving throw against the effect. If the saving throw succeeds, the
effect ends.
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