Bloodletter ★

A Bloodthirsty Warrior Wielding Curses

Revised by Gabe Grimoire from the Blood Hunter class (Matthew Mercer & Laserllama)
Scarred warriors with the blood of monsters, Bloodletters use weapons and blood magic to hunt down and subdue monsters. They use curses and hemocraft, and other dark gifts, that come at the cost of their own vitality. They have seen and endured horrors that would drive a commoner mad, and have decided to become one such horror themselves, for better or for worse.   Note: When a Bloodletter makes a sacrifice of their own vitality, typically this is done through the removal of one's own blood, but other thematic means can include the removal of fat or the shriveling of skin, either of which is disturbing to witness.    
Core Bloodletter Traits
Primary Ability Strength or Dexterity, and Intelligence
Hit Point Die D12 per Bloodletter level
Saving Throw Proficiencies Dexterity and Constitution
Skill Proficiencies Choose 3: Acrobatics, Arcana, Athletics, History, Insight, Investigation, Linguistics, Martial, Mercantile, Religion, or Survival
Weapon Proficiencies Simple and Martial weapons
Tool Proficiencies Alchemist's Supplies
Armor Training Light and Medium armor and Shields
Starting Equipment Choose A, B, or C:
(A) Chain Shirt, Greatsword, 6 Javelins, Explorer's Pack, and 7 GP
(B) Studded Leather Armor, Scimitar, Shortsword, Light Crossbow, 20 Bolts, Explorer's Pack, and 4 GP
(C) 120 GP
 

Becoming a Bloodletter...

As a Level 1 Character

  • Gain all the traits in the Core Bloodletter Traits table.
 

As a Multiclass Character

  • Speak with your GM beforehand.
  • Prerequisite: Strength 13 or Dexterity 13, Intelligence 13
  • Gain the following traits from the Core Bloodletter Traits table:
    • Hit Point Die
    • Proficiency with Martial weapons
    • Training with Light and Medium armor and Shields



Note on Bloodletter Origin
As you create your Bloodletter character, consider what gave you your particular capabilities. Were you born with this gift/curse? Did you survive a harrowing trial that forever changed you?   You may also consider how you learned to control the blood within you. Were you taught by a mentor and if so, were they a Bloodletter? Did you have to learn on your own?
   

Bloodletter Class Features

Bloodletter Features
Level Prof. Bonus
Class Features
Hemocraft Die Blood Curses Battle Arts
1 +2
Bloodbinding, Blood Maledict, Battle Arts
1d4 1 1
2 +2
Fighting Style, Crimson Rite
1d4 1 1
3 +2
Bloodletter Subclass
1d4 1 2
4 +2
Ability Score Improvement
1d4 1 2
5 +3
Extra Attack, Vital Maledict
1d6 1 2
6 +3
Crimson Brand
1d6 2 3
7 +3
Bloodletter Subclass feature
1d6 2 3
8 +3
Ability Score Improvement
1d6 2 3
9 +4
Grim Haruspex
1d6 2 4
10 +4
Dark Augmentation
1d6 3 4
11 +4
Improved Crimson Rite, Vital Control
1d8 3 4
12 +4
Ability Score Improvement
1d8 3 5
13 +5
Bloodletter Subclass feature
1d8 3 5
14 +5
Brand of Tethering
1d8 4 5
15 +5
Hardened Soul
1d8 4 6
16 +5
Ability Score Improvement
1d8 4 6
17 +6
Bloodhunter Subclass feature
1d10 4 6
18 +6
1d10 5 7
19 +6
Epic Boon
1d10 5 7
20 +6
Sanguine Mastery
1d10 5 7
 

Bloodbinding

Level 1 Bloodletter feature   Through a combination of luck and an intensive study with blood magic, you have survived a harrowing transformation into a monster. You’ve retained your sense of self, but the monstrous blood now flowing within your veins almost growls to break free; you have newfound power, but must ensure it’s kept in control lest it drains you dry.   Survival Check Bonus. You have a bonus to your Wisdom (Survival) checks equal to your Intelligence modifier (minimum of 0).   Bloodletter Saving Throws. Some of your Bloodletter features requires your target to make Saving Throws to resist the feature’s effects. The Saving Throw DC is calculated like so:
Hemocraft Save DC = 8 + your Proficiency Bonus + your Intelligence modifier
  Vital Sacrifice. Some of your Bloodletter features require you to make a Vital Sacrifice to use or amplify the feature. Making a Vital Sacrifice means taking True damage equal to one roll of your Hemocraft Die, as shown in the Hemocraft Die column of the Bloodletter Features table. Your Hit Point maximum is then also reduced by the damage taken. If you have Temporary Hit Points, you can reduce them in place of your Hit Points, but your maximum is nevertheless reduced.    

Blood Maledict

Level 1 Bloodletter feature   You have the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You prepare one blood curse of your choice, such as Curse of Bloated Agony. When you use your Blood Maledict, you choose which curse to invoke; doing so is considered casting a spell (with no spell components). Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.   You can use this feature a number of times equal to the number of blood curses you know, and you regain all expended uses when you finish a Short or Long Rest.   You also might consider how you memorize these curses: do they come to you in nightmares, does your blood whisper the curses to you, or do they take a more physical form like inscriptions (or tattoos) on your body, or a tome you created?   Amplifying Blood Curses. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by making a Vital Sacrifice. An amplified curse gains an additional effect, noted in the curse’s description.   Prerequisites. If a blood curse has a prerequisite, you must meet it to learn that blood curse.   Replacing and Gaining Blood Curses. Whenever you gain a Bloodletter level, you can replace one of your blood curses with another one for which you qualify. When you gain certain Bloodletter levels, you can prepare more blood curses of your choice, as shown in the Blood Curses column of the Bloodletter Teatures table (levels 6, 10, 14, & 18).    

Battle Arts

Level 1 Bloodletter feature   Your training with weapons allows you to use a number of special weapon actions called, Battle Arts, that a skilled weapon wielder might use to turn the tides of battle. You can use Battle Arts a number of times shown for your Bloodletter level in the Battle Art Uses column of the Bloodletter Features table, and you regain all expended uses when you finish a Short or Long Rest.   You prepare a number of Battle Arts (see List of Battle Arts) equal to half the amount of uses you have, rounded up. When you finish a Long Rest, you can practice exercises like weapon drills and change the Battle Arts you have prepared.   You can use a Battle Art you have prepared only while wielding one of the prerequisite weapons listed in it’s description, and only if you have Proficiency with that weapon. If a Battle Art requires a Saving Throw, it is: 6 + your Proficiency Bonus + your Weapon Attack Bonus (Ability Modifier used for the weapon). If a Battle Art is used as a “Special Weapon Attack”, it replaces one of your attacks from the Attack action.  
 

Fighting Style

Level 2 Bloodletter feature   You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the Ceremonial Warrior feat.    

Crimson Rite

Level 2 Bloodletter feature   You learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a Bonus Action, you can make a Vital Sacrifice to activate any rite you know on one weapon you’re holding. The effect of the rite lasts until you finish a Short or Long Rest.   While the rite is in effect, attacks you make with this weapon deal extra damage equal to your Hemocraft Die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.   You choose one rite to know from the following Crimson Rites when you first gain this feature, and learn an additional Crimson Rite at levels 7 and 14.
  • Rite of Acidity. Your rite damage is Acid.
  • Rite of Flame. Your rite damage is Fire.
  • Rite of Frost. Your rite damage is Cold.
  • Rite of Storms. Your rite damage is Lightning.
  • Rite of Toxins. Your rite damage is Poison.
 
 

Bloodletter Subclass

Level 3 Bloodletter feature   You gain a Bloodletter subclass of your choice. A subclass is a specialization that grants you features at certain Bloodletter levels. For the rest of your career, you gain each of your subclass's features that are of your Bloodletter level or lower.   You gain such features at Bloodletter levels 3, 7, 13, and 18.  
 

Ability Score Improvement

Level 4 Bloodletter feature   You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.  
 

Extra Attack

Level 5 Bloodletter feature   You can attack twice instead of once whenever you take the Attack action on your turn.    

Vital Maledict

Level 5 Bloodletter feature   When you run out of uses for your Blood Maledict feature, you can make a Vital Sacrifice during your turn to regain one expended use (no action required).  
 

Crimson Brand

Level 6 Bloodletter feature   Your affinity with blood magic has grown. You can use your Crimson Rite feature once per Short or Long Rest without making a Vital Sacrifice.   Additionally, when you damage a creature with a weapon for which you have an active Crimson Rite, you can sear a crimson brand onto that creature. While this crimson brand lasts, you gain the following benefits against the creature:
  • You always know the direction to it as long as it’s on the same plane as you.
  • Whenever it damages you or an Ally within 5 feet of you, it takes Psychic damage equal to your Intelligence modifier (minimum of 1).
  This crimson brand lasts until the creature dies, you dismiss it (no action required), or you brand another creature using this feature. It can also be dispelled by the Remove Curse spell.   Once you use this feature, you can’t use it again until you finish a Short or Long Rest; unless you make a Vital Sacrifice to regain the use of it.  
 

Ability Score Improvement

Level 8 Bloodletter feature   You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.  
 

Grim Haruspex

Level 9 Bloodletter feature   You have a supernatural talent for discerning secrets surrounding the dead and the mysterious. You can cast the Divination or Speak with Dead spell by making a Vital Sacrifice. Casting a spell this way requires no Material components.  
 

Dark Augmentation

Level 10 Bloodletter feature   The magic of hemocraft suffuses your body to permanently reinforce your resilience. Your Speed increases by 5 feet, and you have a bonus to Strength, Dexterity, and Constitution Saving Throws equal to your Intelligence modifier (minimum of +1).  
 

Improved Crimson Rite

Level 11 Bloodletter feature   In addition to the list of Crimson Rites available to choose from, you can choose from the following:
  • Rite of Decay. Your rite damage is Necrotic.
  • Rite of Oracles. Your rite damage is Psychic.
  • Rite of Roars. Your rite damage is Thunder.
 

Vital Control

Level 11 Bloodletter feature   Whenever you make a Vital Sacrifice, you can roll your Rite Dice twice and choose which result to use.  
 

Ability Score Improvement

Level 12 Bloodletter feature   You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

 
 

Brand of Tethering

Level 14 Bloodletter feature   The Crimson Brand that you inflict on your prey is infused with abjuration magic. While a creature is marked by your Crimson Brand feature, it can’t take the Dash action, and if it attempts to teleport or leave its current plane by any means, it must make a Wisdom Saving Throw. On a failure, the attempt to teleport or leave the plane fails, and it takes 4d6 damage of one of your known Crimson Rite’s damage type.   Additionally, the Psychic damage from your Crimson Brand increases to twice your Intelligence modifier (minimum of 2).  
 

Hardened Soul

Level 15 Bloodletter feature   Your experiences have hardened your mind against most attacks. Whenever you make an Intelligence, Wisdom, or Charisma Saving Throw, you gain a bonus to the roll equal to your Intelligence modifier (minimum of +1).  
 

Ability Score Improvement

Level 16 Bloodletter feature   You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

 
 

Epic Boon

Level 19 Bloodletter feature   You gain an Epic Boon feat or another feat of your choice for which you qualify.  
 

Sanguine Mastery

Level 20 Bloodletter feature   Your mastery of blood magic reaches its height, improving its potency and minimizing the sacrifices needed. Once per turn, whenever a Bloodletter feature requires you to roll a Hemocraft Die, you can reroll the die and use either roll.   Additionally, whenever you make a Vital Sacrifice, you subtract your Constitution modifier (minimum of 1) from the roll before you take the True damage. This cannot reduce the Vital Sacrifice to less than 1.

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