Bloodletter (formerly Blood Artist)

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Bloodletter
Level Proficiency Bonus Features Blood Art Die Blood Arts Known
1st +2 Blood Art 1d6 2
2nd +2 Fighting Style 1d6 2
3rd +2 Blood Type 1d6 2
4th +2 Ability Score Improvement 1d6 3
5th +3 Extra Attack 1d6 3
6th +3 Vampiric Stroke 1d8 3
7th +3 Blood Type Feature 1d8 4
8th +3 Ability Score Improvement 1d8 4
9th +4 Doping 1d8 4
10th +4 Seeing Red 1d8 5
11th +4 Blood Type Feature 1d10 5
12th +4 Ability Score Improvement 1d10 5
13th +5 Starving Artist 1d10 6
14th +5 Hemotologist 1d10 6
15th +5 Blood Type Feature 1d10 6
16th +5 Ability Score Improvement 1d12 7
17th +6 Blood Stain 1d12 7
18th +6 Blood Bump 1d12 7
19th +6 Ability Score Improvement 1d12 8
20th +6 Stubborn Wound 1d12 8

Class Features

As a Bloodletter, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per Bloodletter level
  • Hit Points at 1st Level: 12 + Constitution Modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution Modifier per Bloodletter level after 1st

Proficiencies


  • Armor: Light armor, Medium armor
  • Weapons: Simple Weapons, Longsword, Shortsword, Rapier, Whip, Warhammer, Maul
  • Tools: Wood Carver's Tools

  • Saving Throws: Wisdom, Constitution
  • Skills: Choose three from skills Arcana, Athletics, Deception, Investigation, Insight, Perception, Medicine

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Quarterstaff or (b) Rapier
  • (a) a Component Pouch or (b) an Arcane Focus
  • (a) a Scholar's Pack or (b) an Explorer's Pack
  • Wood Carver's Tools

Blood Art

At the 1st level, you conduct a ritual using your own blood to allow you to use it in battle to either augment your attacks, harm your foolish foes, protect your allies, or defend yourself.

In order to use your Blood Art you have to sacrifice an amount of hit points equal to a roll of your Blood Art Die. Your Blood Art options are detailed at the end of the class description. When you gain certain Bloodletter levels, you gain additional Blood Art of your choice, as shown in the Blood Art Known column of the Bloodletter table.

Additionally, when you gain a level in this class, you can choose one of the Blood Art you know and replace it with another Blood Art that you could learn at that level.

If a Blood Art has prerequisites, you must meet them to learn it. You can learn the Blood Art at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Your Blood Die is a d6, increasing to a d8 at 6th level, a d10 at 11th level, and a d12 again at 16th level.

Blood Art Save DC = 8 + your proficiency bonus +

your Constitution modifier

Blood Art modifier = your proficiency bonus +

your Constitution modifier

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Blood Type

At 3rd level, you choose to manipulate and augment your personal blood magic through different ways to further specialize a niche role. Choose Plague Doctor, Totem Master, Butcher, or Mage Hunter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Vampiric Stroke

At the 6th level you learn to siphon the blood from bleeding enemies to temporarily fuel your blood arts. Whenever you use a blood art you can force a creature that is currently below their hit point maximum and within 30ft of you to make a Constitution saving against your Blood Art save taking damage equal to a roll of your Blood Art Die on a fail, half as much on a success. You can use this feature an amount of times equal to your Constitution modifier (minimum of once). You regain expended uses after a short rest.

Doping

At the 9th level, you learn to increase the amount of blood coursing through you heightening your physical prowess. As a Bonus Action you can double the amount of blood in your body, you can add your Constitution modifier (minimum of +1) to Strength and Dexterity checks and saving throws. The effects last for 1 minute. You can use this feature an amount of times equal to your Constitution modifier (minimum of once). You regain expended uses after a short or long rest

Seeing Red

At the 10th level, focusing your blood magic into your brain and eyes to enhance your sight and reasoning allowing you to see in divine like clarity. As a Reaction you can grant yourself advantage on your attack rolls, Wisdom (Perception) checks, and Intelligence (Investigation) checks until the end of your next turn. You can use this feature an amount of times equal to your Constitution modifier (minimum of once). You regain expended uses after a short or long rest.

Starving Artist

At the 13th level, after using your Blood Arts for so long you learn to siphon the blood from you enemies to replenish the health you lost. After damaging an hostile creature with your Blood Art you regain an amount of hit points equal to a roll of your hit die. You can use this feature an amount of times equal to you Constitution modifier (minimum of once). You regain expended uses after a short or long rest.

Hemotologist

At the 14th level, after spending hours upon hours of doing research and studies of hemomancy you learn how to increase your mental capacity and prowess. Whenever you have to make an Intelligence check or saving throw you can add your Constitution modifier (minimum of +1) to the roll.

Blood Stain

At the 17th level, your magical blood coats and marks you foes weakening their defenses so yours weapons can deal more damage. Whenever you damage a creature with your Blood Arts the next weapon attack roll made against them is a critical hit on a roll 18-20.

Blood Bump

At the 18th level, in a blink of an eye you give your Blood Arts a small boost in power for a short time. Whenever you deal damage with a blood art you can add your Constitution modifier to the damage roll. You can use this an amount of times equal to you Constitution modifier (minimum of once). You regain expended uses after a short rest.

Stubborn Wound

At the 20th level, you refuse to die using your deep knowledge of blood magic to keep yourself in the fight. Whenever you die or reduced to 0 hit points while a Blood Art is active you can end the effects early regaining an amount of hit points equal to a roll of your Blood Die. You can use this four times. You regain expended uses after a long rest.

Blood Arts

Boiling Blood

As a Bonus Action coats weapon in blood the sets it aflame with a crimson fire, dealing an amount of fire damage equal to a roll of your Blood Art Die until the end of your next turn.

Frozen Veins

As a Bonus Action coats weapon in blood colder than a blizzard crimson icicles coating it, dealing an amount of cold damage equal to a roll of your Blood Art Die until the end of your next turn.

Blood Slash

As a Bonus Action fires a massive shockwave of razor sharp crystaline blood. Creatures in a 20ft line have make a Dexterity saving throw taking an amount of slashing damage equal to a roll of you Blood Art Die on a fail, half as much on a success.

Bloody Bolt

As a Bonus Action you shoot a bolt to bore through your foes. Make a range attack against a creature you can see within 30ft of you on a hit taking an amount of piercing damage equal to your Blood Art Die.

Sanguine Aegis

You can cast the Shield spell at will.

Crimson Cascade

As an Action you can fire a hail of cutting crimson blades. Creatures in a 20ft cone have to make a Dexterity saving throw taking an amount of slashing damage equal to a roll of your Blood Die on a fail, half as much on a success.

Bad Blood

As Bonus Action coats your weapon in tar like blood infecting those you hit with a death like essence, dealing an extra amount of necrotic damage equal to a roll of your Blood Die for until the end of your next.

Syringe Surge

As a Reaction whenever a creature hits you with melee attack you become a an orb of spikes. Creatures within 5ft of you have to make a Dexterity saving throw taking an amount of piercing damage equal to your Blood die on a fail, have as much on a success.

Blood Rush

As a Bonus Action you can increase your heart rate gaining a boost in speed. Your movement speed is double and can dash as a Bonus Action. The effects last until the end of your next turn.

Crimson Castle

As a Bonus Action you can give allies a crimson shield protecting them from harm. You can grant an amount of friendly creature equal to your Constitution modifier (minimum of 1) an amount of temporarily hit points equal to 5 + your Constitution modifier + your Blood Art Die.

Red Eyed

You focus magical energy in the blood vessel in your eyes giving you supreme sight even in magically created darkness. You gain magical darkvision of 60ft.

Bleeding Pools

As a Reaction, whenever a hostile creature comes within 10ft of you coat the ground in a blood like ichor slowing their approach. Creatures that start their turn or enter the 10ft radius sphere have to make a Strength saving on be knock prone on a fail, having their speed halved on a success. The pool last for 1 minute and moves with you. Creature can reroll the save at the start of their turns.

Blood Substitute

As Reaction whenever a creature targets you with an attack you conjure a blood afterimage potentially causing their attack to miss. Creatures that target you have disadvantage on attack rolls targeting you until the the start of your next turn.

Steady Pulse

As a Reaction whenever you hit a creature with a Blood Art you send out a pulse blood magic damaging those around them. Creatures within 15ft of the targeted creature have to make a Constitution saving throw taking an amount of force damage equal to a roll of your Blood Die and are knocked prone on a fail, only taking the damage on a success.

Blood Letting

As a Reaction whenever a friendly creature you can see within 30ft drops to 0 hit points you can heal them with your blood magic. You grant them an amount of hit points equal a roll of your Blood Art Die.

Static Veins

As a Bonus Action coats weapon in crackling blood the scarlet electricity shocking your foes, dealing an amount of lightning damage equal to a roll of your Blood Art Die until the end of your next turn.

Crimson Cutlery

Prerequisite: Butcher As a Bonus Action you can conjure a weapon of blood that deals either slashing, bludgeoning, or piercing damage, the damage die is the same as your Blood Die. It's a finesse weapon with the thrown and versatile property with a range (20/60), you are proficient with this weapon and you use your Constitution modifier for attack and damage rolls. The weapon last for 1 minute or until you throw it.

Transfusion

Prerequisite: Plague Doctor As a Bonus action you can make a magical tether to a friendly creature bolstering their defenses or replenishing their health. At the start of their turn they gain an amount of hit points equal to a roll of your Blood Die or gain resistance to slashing, piercing, bludgeoning, and force damage. This effect last until the end of your next turn.

Blood Bank

Prerequisite: Totem Master As a Bonus Action you can grant your allies a use of your Blood Art. Whenever you use a Blood Art you can grant a friendly creature within 30ft of you the effects. This effect last for 1 minute

Blood Rage

Prerequisite: Butcher, 5th level As a Bonus Action you force yourself to go pass your limitations becoming a devilish force to be reckon with. You gain the benefits of the Haste spell. The effects last for 1 minute or until you lose concentration (as if you were concentrating on a spell).

Sanguine Smite

Prerequisite: Plague Doctor, 5th level As a Bonus Action you can use you blood magic to an extra oomf to your attacks and weaken their constitution. Once per turn when you hit a creature with your weapon, you can expend a Plague Doctor spell slot to deal an extra 1d8 psychic damage to the target, plus another 1d8 per level of the spell slot, and you grant the target disadvantage on its next saving throw. This effect last for 1 minute.

Pact Leader

Prerequisite: Totem Master, 5th level As a Reaction whenever a friendly creature activates a Totem you can empower it increasing it potency. Friendly creatures that activate the totem gains an extra Blood Die.

Crimson Aegis

Prerequisite: Butcher, 10th level As a Bonus Action you bolster your defenses to the highest of degrees making you nigh impervious to your enemies attacks. You gain resistance to all damage types. The effects last until the end of your next turn.

Blood Mist

Prerequisite: Plague Doctor, 10th level As a Bonus Action you can cover an area in a crimson mist that heal friends and protect them from harm. A blood mist covers a 30ft radius sphere friendly creatures inside the cloud gains an amount of hit points equal to a roll of your Blood Die. Hostile creatures have disadvantage on attack rolls against creatures inside the mist. The effect last until the end of your next turn.

Wooden Sacrifice

Prerequisite: Totem Master, 10th level As a Reaction you can sacrifice a totem to revive a creature in possession of one. Whenever a friendly within 120ft drops to 0 hit points or outright die and they possess a totem it shatters casting revivify on them.

Hag's Eye

Prerequisite: Mage Hunter As a Bonus you can cast Frostbite, Mind Sliver, or Vicious Mockery at will.

Silvered Staff

Prerequisite: Mage Hunter, 5th level As a Bonus Action you cast Bane, Hex, or Hunter's Mark at will.

Iron Cloud

Prerequisite: Mage Hunter, 10th level You can cast Dispel Magic, Counterspell, and Otiluke's Resilient Sphere at will.

Plague Doctor

With your own specialized blood magic under your control you decided to give those around you a helping hand aiding and healing them whenever they need it. Through intense research and a few blood donations from the holier members of society you gain the ability to cast seemingly divine magic.

Traveling Physician

At the 3rd level, with your personal blood magic and the ability to cast divine magic you take a more supportive role while still remaining in the thick of battle.

Spellcasting When you reach 3rd level, you better help yourself and others healing and divine magic by gaining the ability to cast spells.

Cantrips You learn two cantrips of your choice from the Cleric spell list. You learn an additional Cleric cantrip of your choice at 10th level.

Spell Slots The Plague Doctor Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher You know three 1st-level Cleric spells of your choice.

The Spells Known column of the Plague Doctor Spellcasting table shows when you learn more Cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the Cleric spells you know with another spell of your choice from the Cleric spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability Constitution is your spellcasting ability for your Cleric spells, since you learn your spells from the mixture of your blood and other divine or holy creatures used during your blood ritual. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Cleric spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Constitution modifier

Spell attack modifier = your proficiency bonus +

your Constitution modifier
Plague Doctor
Plague Doctor Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Rebalance the Humors

At the 7th level, your expertise with medicine along with the magical abilities to heal you learn to balance the health of others healing friends and harming foes. Whenever you cast a spell that grants a friendly creature hit points, you can use a Reaction to force hostile creatures within 15ft of them (or you) to make a Constitution saving throw against your spell save DC losing an amount of hit points equal to the amount healed on a fail, half as much on a success. You can use this feature an amount of times equal to your Constitution modifier. You regain expended uses after a short or long rest.

Miasma Mask

At the 11th level, despite knowing that diseases isn't caused nor spread by miasma doesn't stop you from conducting a ritual on your personal mask making spell casting much easier. While wearing the mask whenever you use a Blood Artist ability you can cast a damage dealing cantrip as a reaction the range becoming a 30ft radius sphere. You can use this feature an amount of times equal to your Constitution modifier (minimum of once). You regain expended uses after a short rest.

Back up Plan

At the 11th level, running out of spells is no issue for you, instead using your personal blood magic to fuel your spells for a brief time. If you are out of spell slots you can sacrifice an amount of hit points equal to a roll of your Blood Die. The amount of Blood dice rolled is equal to the spell's level.

Black Death

At the 15th level, healing your friends and harming your foes for so long you gain the ability to briefly cast powerful spells that either heals or harms those around you. You can cast a 5th level Cleric spell without expending a spell slot nor expending hit points. You can use this feature twice. You regain expended uses after a long rest.

Butcher

Those you fight quickly learn too late that even unarmored you are a walking slaughter house ready to methodically yet savagely slice and tear them to pieces. Through intense research and with several failed attempts you learn to use blood itself to make any environment your personal slaughter house where you leisurely butcher you enemies.

Butcher's Uniform

At the 3rd level, you shed your armor allowing you to move faster and get to the slaughter faster. You gain Unarmored Defense your AC being 10 + your Dexterity modifier + your Constitution modifier. While unarmored your movement speed is increased by 10ft.

Slaughter House

At the 3rd level, you learn to dictate a specific area as your slaughter house those that enter to stunned to act. As an Action you can dictate a 30ft cube centered on you as your slaughter house, hostile creatures that enter have to pass a Wisdom saving throw against your Blood Art save, taking an amount of psychic damage equal to a roll of your Blood Art Die on a fail. Only taking half damage on a success. Creatures in the slaughter house move at half speed. Slaughter House moves with you and last for 1 minute or until you drop to 0 hit points or fall unconscious. You can use this feature an amount of times equal to your Constitution modifier (minimum of once). You regain expended uses after a short rest.

Cleaving the Meat

At the 7th level, while in your slaughter house your Blood Arts become more powerful and majestic a horrible fact your enemies will soon discover. While Slaughter House is active you can add your Constitution modifier to the damage of your Blood Arts.

Lambs to the Slaughter

At the 11th level, what your foes fail to realize when they enter your slaughter house is that you're not trap with them, they're trapped with you and you'll never give them the chance to escape. You have advantage on attack rolls, ability checks, and saving throws while Slaughter House is active.

Hostile Expansion

At the 15th level, you learn to enlarge your Slaughter House making it more deadly and efficient, those trapped inside are weakened and left at your mercy. Your Slaughter House is now a 90ft cube and you can add your Blood Die to your weapons damage rolls.

Hostile creatures that enter the Slaughter House, and are below their hit point maximum, have disadvantage on the saving throw.

Totem Master

Finding it easier to impart some of your personal blood magic into wooden totems and giving them to your allies you decided to take a more authoritative role in the heat of battle while remaining in the thick of it.

Helping Hand

At the 3rd level, you give out a wooden totem to those your trust allowing them to use a small portion of your blood magic for a brief moment. During a long rest you can carve and infuse a totem with your power giving one to an amount of friendly creatures equal to your Constitution modifier (minimum of 1).

A friendly creature that possess a totem can activate it as a Bonus Action gaining a Blood Art Die that they are able to use for saving throws, ability checks, or damage rolls. The totem has an amount of charges equal to your Constitution modifier (minimum of 1). They regain expended charges after a short rest.

Crimson Commander

At the 7th level, you learn to advise your allies on how to properly replenish the totems during battle and give them a second totem. Friendly creatures can expend a charge from a totem to add a single Blood Die to their attack rolls. If a friendly creature in possession of totem is below their hit point maximum they can use a Bonus Action to expend a charge to regain an amount of hit points equal to a roll of your Blood Art Die.

Tactical Retreat

At the 11th level, you use the connection you have to the totems and their owners to pull them out of danger in several ways some obvious some extremely subtle. Whenever a friendly creature within 60ft of you fails a saving throw or is targeted by an attack and their totems still have a charge you can use a Reaction to turn the failed saving throw into a success or the attack into a miss. You can use this feature three times. You regain expended uses after a short or long rest.

Bloody Brigade

At the 15th level, you took the time to increase the sliver of power given to your allies allowing them to even call upon you personal hemomancy. Friendly creatures can uses a Bonus Action to use your Vampiric Stroke, Doping, Seeing Red, or Starving Artist class feature once. They can't use this feature again until they complete a long rest.

Mage Hunter

You train and are tasked with hunting down and taming wizards, warlocks, and everything in between, those that use or are created by magic tremble in your presence you own blood magic constantly negating theirs.

Blood Thinner

At the 3rd level you learn to hinder your opponents abilities in casting spells and using magical abilities. After dealing damage with a Blood Art you can use a Reaction to grapple them in blood. Using your Constitution modifier for the check. Creatures that are grappled this way have disadvantage on spell attack rolls and concentration checks.

Sinister Senses

At the 3rd level you enhance your mental and physical capabilities whenever a spell or magic ability is casted against you forcing the caster to waste resources and energy. Whenever you have to make saving throw against a spell or magical ability you can use a Reaction to add a roll of your Blood die. You can use this feature an amount of times equal to your Constitution modifier (minimum of once). You regain expended uses after a short or long rest.

Coagulated Coats

At the 3rd level you train your body to handle heavier thicker armor preventing those you hunt from hurting you. You gain proficiency with heavy armor.

Silver Blood

At the 7th level your magically enchanted blood allows you to shrug off whatever magic is being thrown at you while using the same blood to heavily wound them. While a Blood Art is active you gain resistance to all damage types. Whenever you deal damage to a hostile creature that can cast spells or have magical abilities with a Blood Art the damage is doubled.

Tainted Blood

At the 11th level you shove your blood into the wounds of those you hunt poisoning their body shutting it down to make you job easier. Whenever a creature, that can cast spells or use magical abilities, that is below their hit point maximum is damage by a Blood Art you can use a Reaction to force them to make a Constitution saving throw. Taking 2d8 acid damage and are stunned until the end of your next turn on a fail, only taking the poison damage on a success.

Mage Slayer

At the 15th you force out all the foreign magic to leaving your prey virtually defenseless and easy to vanquish. As an Action you can cast the Antimagic Field spell. As part of the same action you can sacrifice an amount of hit points equal to a roll of four Blood Art dice extending the range of the field to a 30ft radius. You can use this feature three times. You regain expended uses after a long rest.

 

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