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# Artificer Specialist: Biomancer You have studied the living body and the various mechanisms and systems found within. This fascination has lead to you experimenting with your magic to see what kinds of effects you might cause, what mutations might arise, and how to reliably recreate those outcomes. ### Tool Proficiency You gain proficiency alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. ### Biomancer Spells You always have certain spells prepared after you reach particular levels in this class, as shown in the Biomancer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. | Artificer Level | Spell | |:---:|:-----------:| | 3 | cure wounds, inflict wounds | | 5 | enhance ability, enlarge/reduce | | 9 | haste, life transference | | 13 | death ward, polymorph | | 17 | enervation, synaptic static | ### Flesh Shaper Beginning at 3rd level your magic is capable of fixing, altering, and forcibly misshaping those it touches. When a creature is affected by or fails a save against a spell you cast from your biomancer spell feature, you can give them a beneficial or harmful effect:
**Beneficial-** * They gain advantage on the first initiative roll they make within the next minute. * They can see invisible creatures until the start of your next turn. * Their movement speed increases by 10ft until the end of their next turn. * They grow fragile bone spurs that deal an additional 1d4 damage on their next unarmed attack. * They gain temporary hit points equal 1d8+ their con mod.
**Detrimental-** * They can't take reactions until the start of your next turn. * Until the end of their next turn, they can only see 15ft away from them. * You cause their muscles to contract uncontrollably. Their movement speed is reduced by 10ft. * Small bone growths begin to grow over their joints. They have disadvantage on all attack rolls after their first during their next turn. * They can't regain hit points until the start of your next turn. ### Organic Augmentation You've taken time to further hone your ability to change and manipulate flesh and bone with your magic. At 5th level you devote yourself to the study of bio-augmentations. Choose one category of augmentations from the following list: * Cerebral * Ocular * Muscular * Skeletal * Visceral You learn 3 augments from that category. Using 2500gp worth of materials over the course of 4 days, you can apply one of these augments to either yourself or another organic creature. When you give a creature their first augment the process takes one more day and an additional 500gp worth of materials, and the creature loses 5 maximum hit points (to a minimum of 1 maximum hit point) as you must prepare their body to receive the augmentations. At levels 9 and 13, you can choose an additional category and 2 more augmentations that can be from any of your chosen categories. A creature can only have one augment from each category. They can choose to replace the augment with a different one from the same category, but doing so will require the same time and resource cost as applying a new augment. ### Biological Disruption Your training with performing augmentations has further honed your skill with body manipulating magic, giving you further insight into how to manipulate the body of others. When you affect a creature with a detrimental effect from your Flesh Shaper feature you can force them to make a Wisdom saving throw against your spell save DC. On a failure they gain one of the following effects that corresponds to one of your chosen augment categories, instead of the normal effect from Flesh Shaper. If they succeed, the creature suffers the regular detrimental effect of your Flesh Shaper ability. * Cerebral: You create magical synapses in the targets mind, over stimulating their brain. They become dazed* until the start of your next turn. * Ocular: Your magic clouds the targets eyes, blocking any sensory input. They become blind until the start of your next turn. * Muscular: Your magic stiffens the targets muscles, locking them in place. They become restrained until the start of your next turn. * Skeletal: Your magic forces the growth of fragile bone spikes on the inside of the targets joints, stabbing into them. Until the start of you next turn, they have disadvantage on all attack rolls and whenever they miss an attack they take 1d6 piercing damage. \pagebreak * Visceral: Your magic reaches into the target, pulling on and twisting their blood and intestines. They have disadvantage on all saving throws until the start of your next turn. Additionally, whenever you cast a spell from the Biomancer Spell table with a range of touch it instead has a range of 15ft. It also takes three days to perform a bio-augmentation instead of four. **Dazed: While dazed you can move or take one action on your turn, not both. You also cant take bonus actions or reactions.* ### Organic Ascension You have achieved mastery of organic manipulation. Giving a creature a bio-augment takes two days instead of three, and you learn one ascended augment, which must be from one of your chosen categories. A creature can only receive one ascended augment in their life, and it replaces any augment a creature may already have of the same category. Performing an ascended augmentation takes 3 weeks of work, and 15000gp worth of rare materials. Additionally, you can change a creatures race or species into a different one that shares the same creature type and can change a creatures biological sex. Doing so requires two days of work and 1500gp worth of materials for one of the procedures, or three days and 3000gp for both at the same time. You also learn the *reincarnate* spell and can cast it once using this feature without expending a spell slot or needing material components, preserving any bio-augments they may have had. Once you cast the spell in this way, you must wait one week before doing so again. \pagebreak # Bio-Augmentations Through a combination of magical and surgical means you have augmented your own physiology, turning your muscles and nerves into a network for storing and transferring ambient magical energy. Your body is now prepared to receive and utilize one bio-augment for each of the following categories: cerebral, ocular, muscular, skeletal, and visceral. As a side effect of these preparations, your hit-point maximum is reduced by 5. It takes a biomancer four days and costs you 3000 gold pieces to receive an augment. Once you have an augment it cannot be removed, although it can be changed with another of the same category. For instance, the muscular augment *strong throws* can be replaced with the muscular augment *shock absorbing*, but not the ocular augment *clear sight*. ### Cerebral Augments Cerebral augments are the result of placing an enchantment on either your nervous system or your mind. The currently available cerebral augments are as follows: * **Cochlear Acoustics:** This augment greatly increases the sensitivity of your inner ear and auditory nerve, allowing you to hear even the quietest of sounds. You have advantage on perception checks relying on sound, but whenever you take thunder damage you suffer an additional 2 points of damage. * **Mind Barrier:** This augment magically creates false neural pathways scattered throughout your mind, acting as a set of mental barriers and dead ends which protect it from intrusion. Your mind cannot be read by any means, unless you allow it. * **Quick Response:** This augment increases your reaction speed to such a degree that your body can react without needing to think. You can still use your reaction while surprised. * **Reactivity Adjustments:** After receiving this augment, you can change the way your body responds to certain stimuli in the heat of the moment. You are no longer able to take one bonus action and one reaction during the same turn. Instead, at the start of your turn you must decide whether you want to have 2 bonus actions or 2 reactions. If you choose to have 2 bonus actions you are prevented from taking reactions that round, and vice versa. You can only use 1 reaction per trigger. * **Rejuvenating Rest:** This augment allows your mind to recuperate faster when resting. When you expend 4 or more hit dice during a short rest, whether that be to heal yourself or on other abilities, you can remove 1 level of exhaustion. Additionally, when you finish a short rest without spending any hit dice, you regain a number of hit dice equal to half your proficiency bonus. \columnbreak ### Muscular Augments Muscular augments are the result of a series of small injections, forcing your muscles to gradually absorb, store and transmute ambient magical energy. The currently available muscular augments are as follows: * **Adrenal Surge:** This augment transforms ambient magical energy into a burst of speed. This augment has 1 charge that recharges when you move 0 feet on one of your turns. When you move on your turn in combat, you can use 1 charge to increase your speed by 15 feet until the end of the turn. * **Jump Boost:** This augment transforms the stored energy into a weak levitation field that surrounds you, allowing you to jump further. This augment has 3 charges. You regain 1 charge whenever you move 0 feet on your turn. You can use a number of charges on your turn to increase your long and high jump distance by 5 feet per charge used until the end of the turn. This additional jump distance is not limited by your movement speed, but the bonus distance is halved if the jump is not performed with a 10ft running start. * **Muscular Infusion:** This augment transforms the stored energy into raw power, increasing your strength. This augment has 5 charges that come back on a short rest. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You can also use one charge to grant yourself a +5 bonus to strength (athletics) checks. * **Shock Absorbing:** This augment uses its stored energy to thicken the air around you, creating a kind of cushion that lowers your momentum. This augment has 5 charges that come back on a short rest. When you would take damage from falling or being shoved into a another object or creature, you can expend a number of charges reducing the number of damage dice rolled by 1 for each charge spent. If there are no dice being rolled to determine the amount of damage dealt, each charge reduces the damage taken by 5 instead. * **Strong Throws** This augment is able to create short bursts of telekinetic energy that are able to fling thrown objects a significant distance. This augment has five charges that come back on a short rest. As part of the action used to throw an object you can use one charge to throw objects twice as far until the end of your turn. Weapons that have the thrown property have their normal and long ranges doubled. In addition, when you hit a creature with a thrown weapon attack within the weapons original normal range, you deal an additional 1d6 damage of the weapon's type. \pagebreakNum ### Ocular Augments Ocular augments are the scariest augments to receive as you must keep your eyes open for the entire surgical process. The enchantments used in ocular augments alter the way you see and experience the world, occasionally overwriting certain biological traits, and even a few magical ones. The currently available ocular augments are as follows: * **Clear Sight:** This augment makes it so your vision is significantly harder to be interrupted. You can see in an area within 30 feet of you being lightly obscured by particulates such as dust, fog, or rain as if it were unobscured, and can see in an area within 15 feet of you that is heavily obscured by particulates as if it were only lightly obscured. You also have advantage on saving throws against the blinded condition. * **Darkvision:** This augment makes your eyes more sensitive to light. You gain 90 feet of darkvision. If you already have darkvision, it increases by 30 feet. Whenever you move from an area of darkness into an area of bright light, you must make a DC 10 constitution saving throw or be blinded until the start of your next turn. You can’t discern color in darkness, only shades of gray. * **Pierce Illusion:** This augment allows you to see through illusions and other such visual deceptions within a short range, at the cost of shadows become even darker. While you have this augment you are treated as if you do not have darkvision, regardless of the source. You gain 20 feet of truesight and you treat dim light outside the range of truesight as darkness. * **Seismic Sense:** While nobody really knows how this augment works, they know it allows you visualize vibrations moving through the ground, painting a 3 dimensional image in your mind at the cost of your sight. With a small amount of focus, it allows you to sense the vibrations moving through the air in a similar way as well. You gain tremorsense out to a range of 30 feet, but are blind beyond that point. You can also use a bonus action to gain blindsight to a range of 15 feet until the end of your next turn, twice per short rest. You are immune to the blinded condition. * **Thermal Sense:** This augment causes a number of small, dark circles to appear under your eyes. You gain the ability to detect and visualize heat signatures of creatures and objects within 30ft of you. You see these heat signatures as faint blobs overlaid on top of your normal vision (if you can't see what is producing it with your regular sight you wont be able to tell what it is, only that it is there). This thermal sense is blocked by 1 foot of any solid material, or 1 inch of any metal, that completely covers the target. \columnbreak
##### Notes on Ocular Augments **Seismic Sense.** For the purposes of certain spells and abilities, tremorsense gained from this augment allows you to 'see' creatures that are within range and have no obstructions (walls, trees, dense foliage) between you and the creature. **Thermal Sense.** Some creatures are the same temperature as the surrounding environment, and as such cannot be detected with this augment. Some creatures that always match the surrounding temperature include, but are not limited to: Air elementals, skeletons, zombies, and vampires. What creatures will blend into the current environment is up to DM discretion.
### Skeletal Augment The augmentation process for skeletal augments is fairly painful as it involves the growth of bony protrusions across your body, while simultaneously increasing the rate at which your bones regrow. You gain bone claws that are a natural weapon you can use to make unarmed attacks. They deal 1d4 + strength modifier slashing damage. The currently available skeletal augments available are as follows: * **Arcing Marrow:** This augment converts your bone marrow into a conductive substance that builds an electric charge on impact. Striking a creature with your bone claws builds up charges within your bone protrusions, up to a maximum of 5 charges. For every charge you have stored you deal an extra 1d4 lightning damage whenever you strike a creature with your bone claws. If you strike a creature while you have 5 charges you take 1d4 lightning damage as the lightning has nowhere to store itself. When you would make an attack with your bone claws you can instead choose to release all stored charges dealing 1d4 lightning damage for each charge spent to all other creatures within 10ft of you that fail a DC 15 dexterity saving throw. Creatures take half as much damage on a successful save. You lose all stored charges 1 minute after the last time you struck a creature. * **Bone Rot:** This augment floods your skeleton with necrotic energy slowly rotting away at the protrusions, but never letting them break off. Your bone claws deal an additional 2d6 necrotic damage, but you lose 1 hit point whenever you deal damage to a creature using them. \pagebreakNum * **Caustic Conjuncture:** Your bone protrusions are filled with a highly toxic and volatile mixture that can cause some unexpected side effects. This augment has 8 charges, and it regains a number of expended charges equal to the amount of poison damage you receive from this augment (minimum of 1.) Your bone claws deal an additional 1d4 acid damage and 1d4 poison damage. After you miss an attack with your bone claws, or as a bonus action on your turn, you can choose to take 1d4 poison damage. When this enchantment would deal damage you can use 1 or more charges to increase the size of the acid and poison damage dice rolled by one (1d4 becomes 1d6) for each charge spent, up to a d8. If the damage dice are already at a d8, you can spend 2 additional charges to cause any immunities to poison and acid the target has be treated as resistance for 1 minute. * **Chilling Nightmare:** This augment saps all semblances of warmth from your bone claws, allowing frost to build up on them when exposed to excess moisture. Bone claw attacks made using this augment chill the target to the bone, slowly freezing them from the inside out. Striking a creature with your bone claws gives the target 1 chilled. At the end of its turn the creature can make a DC 15 constitution saving throw, removing all stacks of chilled on a success.
**Chilled:** For each stack of chilled a creature has it takes 2 cold damage at the start of each of its turns. If it has 10 or more stacks of chilled at the start of its turn it takes an additional 10 cold damage, becomes paralyzed, even if immune to becoming paralyzed, until the start of its next turn and loses all stacks of chilled. It cannot gain anymore stacks of chilled until the paralysis wears off. A creature that has resistance to cold damage has advantage on saving throws to remove stacks of chilled, while a creature immune to cold cannot gain any.
* **Ember Glow:** This augment causes your bony protrusions to absorb and store excess heat, causing them to feel warm to the touch. Your bone claws to deal an additional 1d10 fire damage. Additionally, you can cause your bone claws to start or stop emitting 10ft of dim light at will. * **Fragile Shards:** This augment lets your bone protrusions regrow rapidly yet also makes them brittle, causing them to break off and splinter when exposed to enough force. Your bone claws no longer score critical hits on a roll of 20. Roll 2 dice instead of 1 when you roll damage for your bone claws, choosing which roll to keep. If either of the dice rolls its maximum value, you can roll the damage dice again adding the new roll to the total. You can continue rolling in this way until you fail to roll the maximum value on either of the dice. \columnbreak ### Visceral Augment Visceral augments enchant your blood and flesh enabling you to sacrifice a little future vitality now in exchange for an immediate benefit. The currently available visceral augments are as follows: * **Blood Transfusion:** This augment allows you to safely transfer your own blood to someone else, converting the transferred blood to match their blood type. This conversion removes any poison or disease that might otherwise be transferred over. As an action, you can touch one creature within reach and use a number of hit die up to your constitution modifier. You lose health and the target gains health equal to amount rolled. You do not add your constitution modifier to the roll. * **Cold Acclimation:** The enchantments used in this augment heat your body up when your skin temperature moves far enough away from what is normal for your race. You can suppress this effect, but it will leave you feeling a little drained afterward. You gain resistance to cold damage, but vulnerability to fire damage. If you would take fire damage you can use your reaction and expend 1 hit die to not be vulnerable to that instance of fire damage. * **Gladiator's Boon:** A favored augment among gladiators, this augment drains vitality in exchange for hardening your flesh against both steel and the elements. When you would receive bludgeoning, piercing, slashing, fire, cold, lightning or thunder damage you can use your reaction and expend 1 hit die to gain resistance to that damage type until the end of your next turn. This includes the triggering damage. * **Heat Acclimation:** The enchantments used in this augment cool your body down when your skin temperature moves far enough away from what is normal for your race. You can suppress this effect, but it will leave you feeling a little drained afterward. You gain resistance to fire damage, but vulnerability to cold damage. If you would take cold damage you can use your reaction and expend 1 hit die to not be vulnerable to that instance of cold damage. * **Minor Regeneration:** This augment increase the rate at which your body knits itself back together. Whenever someone rolls 1 or more dice to restore hit points to you, you can expend 1 hit die and add half its maximum value to the amount of hit points you are healed. * **Toxin Purification:** This augment aids in purging your body of toxins. You have advantage on saving throws against contracting diseases, and you have resistance to poison damage. When you would make a saving throw to end the poisoned condition on yourself you can choose to instead expend 2 hit die to end the condition immediately. \pagebreak ## Optional Rules For Blood Magic As visceral augments expend hit dice to use their abilities they could be a good way to introduce blood magic into your games. If you want to tie a spell to a visceral augment I recommend giving it one or more of the following changes. 1. The spell has a set DC, to hit bonus, and damage bonus if they apply. 2. Spells cost hit dice to cast through the augment instead of spell slots. The number of hit dice is equal to its level (only for instantaneous spells, and 1 less than its level for concentration spells if using one of the following changes to concentration spells). 3. You can choose to automatically succeed a concentration check to maintain a spell cast using an augment by expending 1 hit die. Increase the hit die cost by 1 for each increment of 5 the DC is above 10 (15 would be 2 hit dice, 20 would be 3). 4. Concentration spells cast through the augment don't require concentration, but require you to expend 1 hit die or lose 10 hit points at the start of each of your turns in order to maintain the spell. 5. If the spell has an area of effect, the spell is centered on you when cast. If an augment lists a certain level the spell is cast at, it can only be cast at that level. It can not be up-cast if at its base level, or cast at a lower level if it is being up-cast. Some examples are as follows. ### Visceral Augments (Blood Magic) * **Blood Marionette:** This augment allows you to the cast the spell *Dominate Person* at 5th level. When you cast the spell using this augment the DC is 15 and you must expend 4 hit dice instead of using a spell slot. If you would make a constitution saving throw to maintain concentration on this spell you can choose to automatically succeed by expending 1 hit die, + 1 extra hit die for each increment of 5 the DC is above 10. * **Crimson Armor:** This augment allows you to cast the spell *Armor of Agathys* at first level. When you cast the spell using this augment you must expend 1 hit die instead of using a spell slot. * **Sanguine Blade:** This augment allows you to cast the spell *Spiritual Weapon*. When you cast the spell through this augment you must spend 2 hit die instead of using a spell slot. The weapon created by this casting has a +3 to hit and damage, and will always be a deep crimson. \pagebreak # Ascended Augmentations ### Cerebral **Mind Over Matter:** Upon receiving this augment, your mind is filled with psychic energies. Your mind cannot be read by any means unless you allow it, and you cannot be surprised as long as you aren't incapacitated. You gain 60ft of telepathy, and can telekinetically lift and move objects that collectively weigh no more than 50lbs within that range. While you cannot use this telekinesis to deal damage with objects you are lifting you can use it to shove a creature using your Intelligence instead of Strength, or to take the use an object action.
**Bilateral Processing:** This augment fills your brain with new, magical neural pathways making each hemisphere of your brain a perfect copy of the other. You no longer require sleep, and finish a long rest after doing four hours of light activity. At the end of a short rest you lose a level exhaustion and regain all spent hit die. You have advantage on Initiative rolls. At the start of each of your turns you must choose whether you have an extra bonus action or reaction. ### Muscular **Aerial Acrobat:** Your limbs become more lithe, your tendons looser, you joints more flexible, and large wings grow from your back. As a result of of the extra muscles and muscle connection points need on your chest for your wings to function, you grow 6 inches taller. You gain a flying speed equal to your walking speed. You can only use this flying speed if you aren't wearing heavy or medium armor. If you are wearing medium or heavy armor you instead glide to the ground, allowing you to move 1ft horizontally for every 2ft you fall. You can jump up to half your walking speed without expending movement and standing up from prone doesn't cost you any movement. This augment has five charges, and you regain one charge at the end of your each of you turns. You can use the charges on the following effects: * You can spend 1 charge to gain spider climb until the end of your next turn * You can spend 1 charge to gain a +10 to any acrobatics check you make * You can spend 2 charges to give yourself +5 to a dexterity saving throw * You can spend 3 charges to move through a gap no smaller than 5 inches in any direction. * You can spend up to 5 charges to do a dive bomb attack on a creature you are flying over. The creature makes a dexterity saving throw as you drop from the sky above them. They take 2d6 bludgeoning damage for each charge spent on a failure, or half as much on a success. You can only activate each effect once per turn.
**Divine Physique:** Your muscles and reaction time are enhanced beyond what should be possible for a mortal. You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift and your movement speed increases by 15ft, and you have climbing and swimming speed equal to your walking speed. This augment has 5 charges, and you regain one charge at the end of each of your turns. You can spend a number of charges to one of the following: * You can expend one charge to add +10 to any athletics check you make. * You can spend 2 charges to add +5 to a strength or constitution saving throw. * You can spend 2 charges to increase your movement speed by 30ft this turn. You can only choose each option once per turn. ### Ocular **All Seeing Eye:** Your eyes have been focused and enhanced to near deity levels of clarity. You can see clearly in an area that is lightly obscured by particulates such as dust or fog as if it were unobscured, and you can see in areas that are heavily obscured by particulates such as dust or fog as if it were lightly obscured. Additionally, you gain 30ft of truesight and 120ft of darkvision. You can't discern colous in darkness, only shades of grey unless it is within range of your truesight.
**Sight Beyond Sight:** Despite having had to lose your sight in order to receive this augment, nothing can truly escape your notice. You gain 60ft of tremorsense, 20ft of blindsight, and immunity to the blinded condition. For the purposes of spells and features you can see creatures you detect with your tremorsense as long as there is line of sight to the creature. You also gain 60 ft of thermal sense, granting you the ability to detect and visualize heat signatures of creatures and objects within 60ft of you. You see these heat signatures as faint blobs overlaid on-top of your normal vision (if you can't see what is producing it with your regular sight you wont be able to tell what it is, only that it is there). This thermal sense is blocked by 1ft of any solid material, or 1 inch of any metal, that completely covers the target. Some creatures are the same temperature as the surrounding environment, and as such cannot be detected with this augment. Some creatures that always match the surrounding temperature include, but are not limited to: Air elementals, skeletons, zombies, and vampires. What creatures will blend into the current environment is up to DM discretion. \pagebreak ### Skeletal **Bone Cannon:** Your forearms have been heavily modified to allow space for your body to rapidly produce bone spikes, and for specialized muscles to launch them at high speed. This augment has 5 charges, and regains one charge at the end of each of your turns. When you would make an unarmed attack you can instead use 1 charge to fire one of your bone spikes at a creature by making a ranged weapon attack, with which you are proficient, that has a range of 30/90. The bone spikes deal 1d4 piercing damage + 1d6 of your choice of acid, fire or poison damage which you choose when you fire the spike. Damage from the spikes ignores immunity, treating it as resistance instead, and each damage type has an additional effect: * *Acid.* Choose a creature within 5ft of the original target. The second creature takes an equal amount of acid damage as the original target. * *Fire.* The creature begins burning, taking 1d6 fire damage at the start of each of their turns. They or another creature can use their action to put the flames out. * *Poison.* The creature makes a DC 17 Constitution Saving Throw or becomes poisoned for one minute. They can reattempt the save at the end of each of their turns. While this augment has all its charges your arms are indistinguishable from un-augmented arms.
**Grievous Limbs:** Your arms have been modified to be able to split down the middle, giving you two scythe like blades for as lower arms. You can split or rejoin your arms as a bonus action. While your arms are split, your bottom two arms end in vicious jagged blades that deal 1d8 slashing damage + 2d4 of your choice between cold, lightning or necrotic damage, which you choose when you split your arms. The damage type you choose carries an additional effect: * *Cold.* Your strikes absorb all warmth from the targets body. The target gains 2 stacks of chilled. * *Lightning.* Electricity arcs between your target and the creatures around them. Other creatures within 10ft of the target must make a DC 17 Dexterity Saving Throw taking an equal amount of lightning damage on a failure, or no damage on a success. * *Necrotic.* You siphon life from the target. You regain a number of hit points equal to half the necrotic damage dealt.
Whenever you are able to make an attack you can instead choose to attack with your bone scythes, allowing you to leave your upper arms and hands free. When you take the attack action and only use your bone scythes, you can take the use an object action as part of the same action. \columnbreak ### Visceral **Regenerative Blood:** You blood now contains immense healing properties. You are immune to poison damage, the poisoned condition, and diseases. You also age incredibly slowly, aging one year for every ten years that pass. At the start of each of your turns you can spend one hit die and regain hit points equal to the roll + you Constitution modifier. You can regrow severed limbs over the course of a week, or you can spend a number hit dice to shorten the time remaining by one day for each hit die spent. You can reattach severed limbs by holding them in place for a few seconds. You can also sacrifice a small amount of your blood to heal others. You can touch a creature as an action and spend hit die to do one of the following: * Cure Disease - Spend 1 hit die to cure one disease a creature has. * Cure Poison - Spend 1 hit die to end the poisoned condition a creature has. * Restore Health - Spend a number of hit die up to your Constitution modifier. They gain hit points equal the roll + your constitution modifier for each die rolled.
**Sanguine Defenses:** You have full control over your body's temperature and conductivity, and you can harden your blood to help protect against both magic and steel. You have resistance to cold and fire damage. You can also spend 1 hit die as a reaction when you get hit by one of the following damage types: bludgeoning, piercing, slashing, acid, cold, fire, lightning or thunder damage, to change one of those resistances to match the damage dealt. When you gain this resistance it affects the triggering damage. When you are hit by an attack, you can spend 1 hit die and increase your AC by an amount equal to the roll, potentially turning the hit into a miss.