Blood Magic Feats

Thanks to the mysterious grimoire you acquired, you gain access to the following feats. You may learn one of them by taking 48 hours to read it. You can learn more than one, but each extra one causes disadvantages.

Blood rage

You gain the power to temporarily increase both your defenses and your ability to deal damage, at the cost of your health.

You can choose to wreathe yourself in a crimson aura, protecting your body. As a bonus action, you may spend a number of hit dice equal to your Constitution modifier. You gain temporary hitpoints equal to the number rolled. They last for 1 minute.

When you deal damage, you may spend a number of hit dice equal to your Constitution modifier. When you roll them, you can add the number to your damage. You then take damage equal to half the number rolled.

Sanguine Magic

You gain the power to fuel your magical power at the expense of your own health.

When you cast a spell, instead of spending a spell slot, you may choose to spend a number of hit dice equal to the spell slot level.

When you cast a spell that requires a saving throw, you can choose to spend a number of hit dice up to your Constitution modifier. Increase your spell save DC for the spell cast by a number equal to half the amount of hit dice you spent.

Drain Vitality

You have learned how to strengthen your own health by draining helpless creatures around you. When you are within 15 feet of an unconscious creature, you may absorb part of its health. As an action, you can make it lose a number of hit dice equal to your Constitution modifier. You then regain an equal amount of your own hit dice.

Drain Health (requires Drain Vitality)

Your ability to absorb life has increased. As an action, choose 1 creature within 15 feet of you. It must make a Constitution saving throw against your DC (8+proficiency+constitution modifier). On a fail, it loses a number of hit dice equal to your Constitution modifier and a number of hitpoints equal to your Constitution score. You gain the amount of hit dice and hitpoints it lost.

Decreased health

when you have 1 Blood magic feat, you only regain half the normal amount of hitpoints when rolling hit dice.

When you have 2 Blood magic feats, all healing you receive is halved, and you no longer regain hitpoints from rolling hit dice

When you have 3 Blood magic feats, you no longer recover from exhaustion after long rests.

When you have 4 Blood magic feats, you can no longer regain hitpoints, except through a Blood magic feat.