CRIMSON HAND
Red Vigor
At 3rd level, when you make an ability check that uses dexterity or a saving throw you can expend one of your Hit Die and add it to that roll.
Crimson Blade
Starting at 3rd level, as a bonus action, you can expend one Hit Die to empower one of your melee weapons or your fists and for the next minute you can add 1d8 to your damage rolls with that weapon. This effect lasts for one minute or should the weapon leave your grip, if the weapon is thrown it fades directly after the attack is complete.
Scarlet Shroud
At 9th level, when a creature that makes an attack roll or an ability check against you, you can use your reaction to expend one of your Hit Die, rolling it and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage.
Vermilion Edge
Starting at 13th level, when you use one of your other Crimson Hand abilities you can expend a second hit die for an additional effect.
-Red Vigor: Roll two hit die instead of one and add the higher one to your check or saving throw.
-Crismon Blade: You now add 2d8 to the damage rolls instead of one.
-Scarlet Shroud: Roll a second d8 and the creature attacking you takes damage equal to the total rolled on the two dice.
Blood Revitalization
Beginning at 17th level, at the start of a short rest you can regain spent Hit Die equal to your Constitution Modifier.