Hemomancer
You gain the ability to drain the vitality of other creatures and temporarily take on some of their qualities. As a bonus action, you produce a tendril that latches on to a creature of your choice within 10 feet of you. If it has blood, it must make a Constitution saving throw against your Hemomancy DC. On a failed save, its hit points are reduced by an amount equal to 4d8 + your Constitution modifier, and it loses two Hit Dice. On a successful save, its hit points are reduced by half the amount and it does not lose any Hit Dice. Either way, you regain an amount of hit points equal to the amount of hit points the creature lost. Additionally, on a failed save, you regain an amount of Hit Dice equal to the amount of Hit Dice the creature lost, and if it was a humanoid, you gain one of its racial traits until you finish a long rest.
A creature that is under any bleeding effects has disadvantage on its saving throw.
Once you have used this feature, you must finish a long rest before you can do so again.
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