Blood Tendril
Psychometabolism
Manifesting Time: 1 action
Range: 30 feet
Maintenance: Concentration, up to 1 minute
Detection: Psychic, Gesture, Visual (overt)
You can transform shed blood into a tendril under your control. You need exposed blood to use the power. You can trivially cut yourself as part of the action used to manifest the power to create a source of blood within 5 feet of you.
The tendril appears in the nearest unoccupied space from the blood you use to manifest the power. When you first create a tendril, and by using your action on subsequent turns while the power is in effect, you can make an attack with the blood tendril against a target within 5 feet of it by making a melee power attack. On a hit, the target takes slashing damage equal to 1d6 + your manifesting ability modifier.
A blood tendril is a Small construct that can be attacked, has AC 13, 10 + 3 per power point spent hit points, immunity to bludgeoning, necrotic, poison, and psychic damage, and regenerates a number of hit points each round equal to your manifesting ability modifier (minimum of 0). It can make opportunity attacks using its own reaction.
While the power is in effect, you can use your action to animate another blood tendril, including reforming one which has been destroyed.
0. The damage a tendril deals on a hit increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
1. When the tendril hits a target it can automatically attempt to shove it. You use your power attack modifier in place of the tendril’s Strength (Athletics) and can choose to pull a creature toward the tendril instead of pushing it away.
2. The tendril’s size becomes Medium, increasing its reach to 10 feet.
3. A creature hit by a tendril must succeed on a Constitution saving throw or take an additional 1d6 damage from blood loss, provided it can bleed.
Empower. For every 2 additional power points you spend, the damage from blood loss increases by 1d6.
5. When a tendril hits a target no more than one size larger than it, you can choose to have it automatically grapple the target (escape DC equals your power save DC). Until this grapple ends, the target is restrained, and the tendril can’t attack another target.
Empower. When you spend 4 power points (9), each time a tendril deals damage to a creature it grapples that can bleed, you can choose one willing creature within 10 feet of the tendril to regain hit points equal to half of the damage.
6. You create a second tendril, from the same blood or a different source within range. Each tendril must occupy a separate space. On the turn you manifest the power, you can make an attack with each tendril. On subsequent turns you can only use your action to attack with one tendril.
A tendril that doesn’t attack can take the Dodge or Help action. A tendril helps a creature make an attack; it can’t help with an ability check that isn’t made to shove or grapple, unless the DM rules otherwise. You choose which creature to help, which can be another blood tendril.
11. A tendril deals an extra 3d6 slashing damage when it hits a creature, and the target must succeed on a Constitution saving throw or become stunned until the end of your next turn as its blood seizes, provided it can bleed.