Shadowblood Conduit

Born in the forsaken lands of Ashai, the Shadowblood Conduits are dark sorcerers who have bargained with demonic entities of the Shadom. They harness the forbidden arts of blood magic and shadowbinding to siphon life from friend and foe alike. Their methods, often as seductive as they are sinister, blend pleasure and pain in equal measure. The Conduits walk a razor’s edge between ecstasy and agony, channeling stolen vitality into fearsome power that manifests as spectral demons and auras of dread.

Class Features

Hit Die d8
Primary Ability Charisma, Constitution
Saving Throws Constitution, Charisma

Proficiencies

Armor Light Armor
Weapons Simple Weapons, Dagger, Quarterstaff
Skills Arcana, Intimidation, Deception, Medicine

Starting Equipment

• A ritual dagger and a vial of your own blood
• A quarterstaff etched with blood sigils
• A set of dark robes mixed with leather armor

Class Resources

Blood Points 10 (After a long rest)

Class Abilities

Spellcasting

Spellcasting Ability Charisma
Cantrips Known 4
Spells Known 10
Blood Lance
Level 1 Evocation
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M
Duration: Instantaneous

You launch a spear of coagulated blood at a target, dealing necrotic damage. On a hit, the target loses extra hit points that bolster your next blood ability.

Damage
Saving Throw: Constitution
Damage: 1d8 necrotic (+1d8 per spell slot level above 1st)
At Higher Levels:

Damage increases by 1d8 for each slot level above 1st.

Sanguine Veil
Level 1 Illusion
Casting Time: 1 Action
Range: Self (15-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute

A veil of dark, blood-tinted shadows swirls around you, obscuring vision and softening sounds.

Utility
Damage:
Life Siphon
Level 2 Necromancy
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous

A chilling touch that drains the life force from a target. The energy you steal is used to heal you and empower your next blood magic.

Damage
Saving Throw: Constitution
Damage: 2d6 necrotic (+1d6 per spell slot level above 2nd)
Conditions: dazed
Healing: Equal to half the damage dealt
At Higher Levels:

Damage increases by 1d6 per slot level above 2nd.

Demon’s Pact
Level 3 Conjuration
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 10 minutes

You call upon your infernal patrons to enhance your magical prowess, summoning minor demonic energies that aid you in battle.

Buff
Damage:
At Higher Levels:

Duration increases with level.

Shadow Demon Birth
Level 5 Conjuration
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M
Duration: Concentration, up to 1 minute

You use the stolen life force to conjure a shadow demon. The demon lasts for the duration or until it is destroyed, and it obeys your commands.

Summon
Damage:
At Higher Levels:

The demon gains extra hit points per higher level slot used.

Crimson Torrent
Level 6 Evocation
Casting Time: 1 Action
Range: Self (20-foot cone)
Components: V, S
Duration: Instantaneous

Unleash a burst of blood and shadow that deals necrotic damage to all creatures in a 20-foot cone, healing you slightly for each target hit.

Damage
Saving Throw: Dexterity
Damage: 3d6 necrotic (+1d6 per spell slot level above 6th)
Conditions: distracted
Healing: 1d6 per affected creature

Martial Abilities

Resource Blood Points (d6)
Siphon Kiss
Action 1 Blood Point Level 1

As an Action, make a melee spell attack that, on a hit, drains life from your target and transfers vitality to you. This attack also leaves the victim momentarily overwhelmed with a mix of pain and pleasure.

Prerequisites:

Crimson Initiation

Damage Effect
Saving Throw: Constitution
Damage: 1d8 necrotic (+1d8 at higher levels)
Conditions: staggered
Duration: Instantaneous
Agonizing Clutch
Bonus Action 1 Blood Point Level 3

As a Bonus Action, grasp a target with shadowy hands that inflict a burning sense of ecstasy and agony, reducing their combat effectiveness until the start of your next turn.

Prerequisites:

Siphon Kiss

Control Effect
Saving Throw: Wisdom
Conditions: disadvantage on attacks
Duration: 1 round
Demon's Grasp
Reaction 1 Blood Point Level 6

As a Reaction, when an enemy attempts a melee attack against you, call upon demonic power to lash out with shadowy appendages. The attacker takes necrotic damage and may be forced to re-roll their attack.

Prerequisites:

Siphon Kiss

Damage Effect
Saving Throw: Dexterity
Damage: 1d10 necrotic (+1d10 per additional Blood Point used)
Conditions: disrupted
Duration: Instantaneous

Transformations

Blood Frenzy
1 minute 2 Blood Points Level 10

At 10th level, you can transform into a frenzied state where your blood magic surges. In this form, your melee attacks and spells gain bonus necrotic damage but at the cost of reduced defenses and clarity. Allies near you might experience uncontrollable sensations that leave them exposed.

Changes:

+2 necrotic damage on attacks, -2 AC, Advantage on necrotic spell damage rolls

Special Actions:

Gain an extra attack if you spend a Blood Point

Limitations:

Cannot cast non-blood spells, Vulnerable to radiant damage

Auras

Sanguine Aura
10-foot radius Level 6

You emit a dark aura that causes nearby allies and enemies alike to experience distorted sensations of pleasure and pain. Any creature that starts its turn within a 10-foot radius must succeed on a Constitution saving throw or suffer a minor penalty to concentration or resolve.

Effect:

A swirling mix of blood and shadow affects concentration and focus.

Activation:

Passive

Companions

Shadowspawn Familiar
Familiar
Level 5

A small, demonically bound wraith-like creature that aids you by scouting and occasionally engaging enemies. The familiar is an extension of your shadow magic and benefits from your blood magic enhancements.

Statistics:
HP 1d4+2
AC 12
STR 4
DEX 16
CON 10
INT 8
WIS 12
CHA 6
Speed:
Walk 30 ft.
Fly 30 ft.
Skills:

Stealth

Senses:

Darkvision 60 ft.

Features:

Scouting, Minor telepathy, Delivers your spells if within 100 ft

Commands:

Scout, Attack, Distract

Scaling:

Level 5: Increase AC by 1 and add proficiency to Stealth checks.

Level 11: Familiar gains an additional action to Dodge.

Class Features

Crimson Initiation (Level 1)

At 1st level, you awaken your innate connection to forbidden blood magic. You learn to inscribe blood sigils that augment your dark energies. When you cast a blood magic spell, you may mark a creature with a sigil, making them momentarily vulnerable to your siphoning energies.

Siphoning Touch (Level 3)

Starting at 3rd level, your touch channels necrotic energy. When you hit a creature with a melee spell attack, you drain a small amount of life, healing yourself for a portion of the damage dealt. Unbeknownst to them, allies struck in melee during chaotic moments may also experience overwhelming sensations that weaken their resolve.

Prerequisite: Crimson Initiation

Bonds of Pleasure and Agony (Level 6)

At 6th level, your magical drains infuse your targets with a mix of painful ecstasy. When an ally is affected by your draining abilities, they experience involuntary, intense sensations – a side effect that can distract them in battle. These pleasures can provide them with temporary boons or vulnerability, at the DM’s discretion.

Prerequisite: Siphoning Touch

Demonic Infusion (Level 10)

Upon reaching 10th level, you may channel your demonic patrons to transform the life force you drain into raw power. For a short duration, you can convert the stolen vitality into bonus damage for your spells or martial abilities, and even give rise to temporary shadow demons that fight by your side.

Resource Cost: 2 Blood Points

Prerequisite: Bonds of Pleasure and Agony

Shadow Metamorphosis (Level 14)

At 14th level, your body begins to blur between the material and shadow realms. You gain a transformation ability that allows you to partially shift into a demonic form, increasing your spell potency and movement, but at a cost – your presence becomes an unsettling omen for allies and foes alike.

Resource Cost: 3 Blood Points

Prerequisite: Demonic Infusion

Abyssal Ascendance (Level 18)

At 18th level, you fully become a conduit for demonic power. You can permanently imbue your spells with the essence of shadow and life drain. Once per long rest, you can unleash an area of devastating life-siphoning energy that births tangible shadow demons to wreak havoc on the battlefield.

Resource Cost: 5 Blood Points

Prerequisite: Shadow Metamorphosis

Final Rapture (Level 20)

At 20th level, you merge your dark magic with your life essence in a final act of ultimate power. You can sacrifice a portion of your own vitality to cast a spell that simultaneously inflicts excruciating ecstasy and fatal drain on all nearby creatures, creating a maelstrom of dark pleasure and pain. Use this ability with extreme caution, as it leaves you physically weakened afterwards.

Resource Cost: Variable (costs portion of max Blood Points)

Prerequisite: Abyssal Ascendance

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