Fighter
Base Class: Fighter

The Bloodletter employs their own mortality in the slaughter of their enemies and the protection of their allies. To a Bloodletter, life is just the longest battle. It isn't winning or losing that drives them, so much as it is the opportunity for a good fight. When they find that fight, they use everything they have to contest their opponents. They utilize blood sacrifices to grant themselves additional offensive capabilities and to reinvigorate their allies, though at a steep cost.

Blood Savant

When you select this martial archetype at 3rd level, you combine your knowledge of anatomy with your arcane connection to blood. You gain double proficiency in the Wisdom (Medicine) skill.

Blood Magic

Starting at level 3, you invoke blood magic to gain supernatural powers. You can use an action or bonus action to call upon the power of blood by either inflicting a minor or major wound upon yourself, gaining blood points to spend on other abilities. Additionally, you gain 1 blood point when you take damage from other sources.

You can accumulate a number of blood points equal to your class level + your constitution modifier. Your blood points are reset to 0 once combat ends.

Minor Wound. Inflicting a minor wound deals 1d6 damage to yourself, after which you gain 1 blood point.

Major Wound. Inflicting a major wound deals 1d12 damage to yourself, after which you gain 2 blood points.

While you possess one or more blood points, you gain the following features: 

  • When you do not wear armor, your AC equals 13 + your constitution modifier.
  • You gain advantage on your first death saving throw of the day

Additionally, the number of blood points gained by inflicting wounds doubles at level 15.

Blood Rituals

You can expend blood points to perform the following blood rituals:

Visceral Agony. When you hit a creature with a melee or spell attack, you can expend 1 or more blood points to deal force damage to the target in addition to the damage of the attack. The extra damage is 1d8 for 1 blood point, plus 1d8 for each additional blood point. You can spend a maximum of 4 blood points on this ability.

Lifesteal Mark. As a bonus action, you can expend 1 or more blood points to place a lifesteal mark on a target. After placing the mark, your next attack on that target will break the mark and activate its effects. For each blood point expended, you will regain 1d8 hit points. The target also takes half of the amount of hit points healed as additional damage.

Blood Transfusion. As an action, you can expend 1 or more blood points to do a blood transfusion to heal multiple targets around you other than yourself. For each blood point expended, you add 1d8 to a pool of hit points, plus an additional amount of healing points equal to your proficiency bonus + your constitution modifier once all the dice have been rolled. You can spread these points however you wish over all creatures within 15 feet of you as a free action until the end of your turn.

All blood ritual die values increase to a d10 at level 10 and a d12 at level 18.

Cull the Blood

At level 7, you learn to manipulate the flow of blood, even if it is not your own, to either stem death or empower yourself.

Blood Siphon. When you reduce a creature to 0 hit points with a melee or spell attack and the creature dies, you gain 1 blood point.

Mark of Blood. When any attack scores a critical hit against a living creature within 10 feet, you can spend 1 blood point as a reaction. Until the end of your next turn, you gain advantage on attack rolls against that creature.

Wellspring of Life. When you make a death saving throw and roll a 18-20 on the d20, you regain 1d8 hit points instead of normal. At level 14, you regain 1d10 hit points.

Inheritor of Blood

At level 10, you can invoke the power of blood in your allies to bind your wounds. Should you drop to 0 hit points and do not die outright, you can make a DC 10 Constitution saving throw. If you succeed, one willing creature within 30 feet can choose to take 1d10 damage, and you regain a number of hit points equal to the result. Each time you use this feature after the first, increase the DC by 5. When you finish a long rest, reset the DC to 10. 

Additionally, all of your blood ritual dice are enhanced to a 1d10.

Blood Soul

When you reach the level 15, you master the art of weaving blood and raw power into one source of magic. When you inflict a minor or major wound through your Blood Magic feature, you gain double the number of blood points.

Ritual Master

At level 18, you have mastered the art of blood rituals. All blood ritual dice have reached their full potential, increasing to a 1d12

Comments

Posts Quoted:
Reply
Clear All Quotes