In order to strengthen themselves, Jaegers of the Sanguine Chapter rely on the essential essence that is blood. They achieve resilient states of unnatural life and feed their powers with the fruits of their violence. Although some may consider them to be monsters in and of themselves, when faced with the horrors that lurk in the dark recesses of the world, sentiment quickly changes. A Jaeger's abilities can hold the line and preserve the tenuous flame of life when it should have long since been extinguished, keeping themselves and their allies alive while draining the strength of their adversaries in an endless crimson parade of blood.
You gain the ability to draw power from the flowing blood of your foes. You learn the Blood Drain Finisher, which does not count against your Finishers known. Some of your abilities use a Blood Magic save DC, which is calculated as follows:
Blood Magic save DC = 8 + your Intelligence or Constitution modifier (your choice) + your proficiency modifier.
Finisher, Bonus Action
As a bonus action, you can expend all of your Momentum dice to drain the blood of a creature within 5 feet of you, magically consuming its vitality as your own. The target must make a Constitution saving throw against your Blood Magic save DC. On a failed save, it takes necrotic damage equal to the number rolled on each of the expended Momentum dice. On successful save, it takes half as much damage. Success or failure, you regain hit points equal to half the necrotic damage dealt.
If the target is bloodied (has half its maximum hit points or fewer) after taking the damage from this Finisher or if you use this Finisher against a creature suffering from an effect that makes it bleed (such as Hemorrhaging Wound), you regain 1 Focus Point.
When you become bloodied (have half your maximum hit points or fewer), you regain 1 Focus Point and gain 1 Momentum die. You cannot benefit from this feature again for 1 minute.
When you use your Blood Drain Finisher and the target fails its saving throw, you can invoke a blood hex, selecting one of the following effects:
You can invoke more powerful blood hexes. You gain the following options, each of which are improved versions of the hexes granted by Blood Hex, but cost 2 Focus Points to invoke.
While bloodied (have half your maximum hit points or fewer) you gain the following the benefits:
Focus Art, Reaction
As a reaction to being reduced to 0 Hit Points but not killed outright, you can expend 1 Focus Point to drop to 1 Hit Point instead