• The Bleed has begun fundamentally changing how magic affects certain individuals. You’ve developed an intuitive understanding of the way magic ebbs and flows within enchanted items. Such items attune easily to you, and you are able to sound out their secrets. You gain the following benefits:

    • You can attune up to four magic items at once.

    • You can cast the identify spell without expending a spell slot or material components. You must finish a long rest before you can do so again.

  • The challenges and struggles you’ve faced throughout your life have led you to delight in inflicting pain and anguish upon others. You gain a number of cruelty dice equal to your proficiency bonus. Your cruelty dice are d6s. You can roll only one cruelty die per turn, and a cruelty die is spent when you roll it.

    You can roll a cruelty die under any of the following conditions, with the indicated result:

    • When you deal damage to a creature, spend one cruelty die to deal extra damage equal to the roll.

    • When you score a critical hit, spend one cruelty die to gain temporary hit points equal to the roll.

    • When you make a Charisma (Intimidation) check, spend one cruelty die and add the roll to your check.

    You regain all spent cruelty dice when you finish a long rest.

  • You’ve honed your ability to lob weaponry into the fray, including weapons not meant for ranged combat. You gain the following benefits:

    • Increase your Strength or Dexterity score by 1, to a maximum of 20.

    • Simple and martial melee weapons without the thrown property have the thrown property for you. One-handed weapons have a normal range of 20 feet and a long range of 60 feet, while two-handed weapons have a normal range of 15 feet and a long range of 30 feet.

    • Weapons that already have the thrown property increase their short range by 20 feet and their long range by 40 feet for you.

    • When you miss with a thrown weapon attack using a light weapon, the weapon returns to your grasp like a boomerang at the end of your turn, unless something prevents it from returning. You can catch and stow as many weapons as you threw in this way.

  • The Bleed has made you unusually receptive to healing magic. You gain the following benefits:

    • Increase your Constitution score by 1, to a maximum of 20.

    • When you are successfully stabilized while dying, you regain hit points equal to your Constitution modifier (minimum of 1).

    • Whenever you regain hit points as a result of a spell, potion, or class feature (but not this feat), you regain additional hit points equal to your Constitution modifier (minimum of 1).

  • You’ve learned secrets of hemocraft that give you esoteric power at the price of your own life force. As a bonus action, you can choose to take 1d6 necrotic damage to gain a blood boon (this damage can’t be reduced in any way). Your blood boon lasts for 1 hour or until expended, and you can only have one (1) blood boon active at a time.

    You can expend this blood boon to gain one of the following benefits:

    • When you make an attack roll, you roll 1d6 and add it to the total.

    • When you hit with an attack or spell, you deal an additional 2d6 necrotic damage.

    • When you cause a creature to make a Strength, Dexterity, or Constitution saving throw, roll a d4 and reduce their save by the amount rolled.

    If you’re not playing a hemocraft class, how did you learn this secret? In some dusty tome, or taught by an acquaintance or friend?