Blood fiend
Creature type
Humanoid fiend
Ability score
Your Strength or Dexterity increase by 2, and your Constitution increase by 1
Speed
Your base walking speed is 30ft
Blood consumption
When you drink blood you heal 2d6+con mod hit points.
when you drink blood you regrow lost body parts.
you can not die by falling death saves
(note: drinking blood is the same type of action as drinking a potion)
Blood Manipulation
You can manipulate blood in the following ways
blood tools: as a bonus action you can make a simple or Martial melee weapon out of your blood, when you do you take 1d4 damage, 1d6 if you make the weapon +1, 2d6 if you make the weapon +2. A blood weapon lasts for 1 hour.
Additionally you can make simple items out of your blood, you can make an item that fits in a 1 foot cube and take 1 point of damage, or an item that fits in a 5ft cube and take 1d6 points of damage. An item made in this way last for an hour
Blood healing: as an action you can heal a creature you're touching 24d+your proficiency bonus. You can heal a creature in this way a number of times equal to your proficiency bonus. Additionally as an action you can heal a creature you're touching by giving them your blood. The creature regain a number of hit points equal to the number of hit point you remove
Blood trap: you can set up traps with your blood as an action by setting up your blood in a 5ft space, when a creature moves within 5ft of the blood you can use your reaction to set off the trap. The creature must make a dc dex save or take Piercing damage, half on a pass.
When setting up the trap you take 1d4,1d6, or 1d8 points of damage, the damage of the trap is equal to double the dice you take when making the trap. A trap can be activate 1 time if you take 1d4 damage, 2 times if you take 1d6 damage or 3 times when you take 1d8 damage when setting it up
Empowered by Blood
When healing past your max hp with Blood consumption you gain temp hp equal to the amount you heal past your max hp.
While you have this temp hp you gain buffs based off of how much temp hp you have from this Ability.
When you have 5 or more temp hp you gain a +1 to all str and dex skill check, attack rolls, and saves.
When you have 10 or more temp hp you deal an extra 1d6 damage when you hit with a weapon or unarmed attack.
When you have 15 or more temp hp you add 1d4 to all attack rolls, skill checks and saving throws.
Shark fiend
Creature type
Humanoid fiend
Ability score
Your constitution increase by 2, and your wisdom increase by 1
Speed
Your base walking speed is 30ft
Blood consumption
When you drink blood you heal 2d4+con mod hit points.
when you drink blood you regrow lost body parts.
you can not die by falling death saves
(note: drinking blood is the same type of action as drinking a potion)
Shark living
You have a swim speed equal to your walking speed, you can breathe both air and water
Land shark
You can swim through solid land and objects as if it was water, when you do use your swim speed.
You can not breathe while your head is underground in this way.
You can not bring items (under then the clothes/armor you're wearing) or creatures with you through solid land and objects.
Shark bite
As an attack action you can turn your head into a shark's head and make an unarmed attack. Your bite has a reach of 10ft.
On hit the target takes 2d6 piercing damage, at 6th level the damage becomes magical.
Enhanced smell
You have advantage on perception that uses smell.
Additionally you can tell if someone is a devil, demon or fiend by their smell and you can tell if a item, spell, or magic is demonic in nature by the smell