Sacredflesh
Sacredflesh are saints and martyrs whose wounds sing with sanctity. Their blood is not a curse but a conduit: when they are harmed they can channel the pain into healing for others, turning their suffering into sanctuary. Sacredflesh are often at the center of violent pilgrimages, battlefronts, and plague wards — their mere presence steadies allies and unnerves foes. They are neither purely cleric nor paladin; they trade portions of their own vitality to keep others whole, thriving through sacrifice rather than dominance.
Class Features
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Martial Abilities
Blessed Wound
Make a melee attack. On a hit you deal your weapon damage as normal. If you spend 1 Grace Point when you hit, you may convert up to half the damage you dealt into healing distributed to any allies within your Shedding Aura (split as you choose). The healing cannot exceed the damage dealt.
Bloodletting Offering
As a bonus action, you may sacrifice your own hit points (up to a number equal to your Wisdom modifier + your level, split as you choose) to restore hit points to allies within your aura. For each hit point you spend, an ally receives 1 hit point. You may instead spend 1 Grace Point to double the efficiency (2 HP restored per 1 HP sacrificed) for that use.
Martyr's Toll
Reaction. When an allied creature within 30 feet is reduced to 0 hit points but not killed outright, you can take a number of hit points of damage equal to twice your Wisdom modifier (minimum 2) to instead stabilize that ally and return them to 1 hit point. You may spend 1 Grace Point to allow the ally to instead return to half their hit point maximum.
Hemic Barrier
Action. Spend 1 Grace Point to create a barrier of coagulated light around up to three allies within your aura. Each chosen ally gains temporary hit points equal to 1d8 + your Wisdom modifier. If any of those allies are attacked while they have those temporary HP, the attacker takes radiant damage equal to half the temporary HP lost (no save).
Sanguine Rebuke
Reaction. When a creature within your aura hits you or an ally in your aura with a melee attack, you may spend 1 Grace Point to cause the attacker to take radiant damage equal to your Wisdom modifier + your proficiency bonus, and all allies in the aura regain hit points equal to half that amount.
Redemption Strike
Action. Make a melee attack that deals weapon damage. If this attack reduces a hostile creature to 0 hit points, you may spend 1 Grace Point to convert that creature's remaining vitality into healing: every ally within your Shedding Aura regains hit points equal to your Wisdom modifier + half your level (rounded down).
Votive Transfer
Action. You touch an ally and may transfer a portion of your hit points to them (you choose the amount, minimum 1). For each hit point you lose, the ally gains 1 hit point. You may instead spend 1 Grace Point to double the transferred hit points.
Corpus Relay
Bonus Action. Spend 1 Grace Point to teleport your Shedding Aura's center to any ally you can see within 30 feet for 1 minute. During that minute, your blood effects come from that ally's position; you may not anchor to that ally if they are incapacitated.
Purgation Thrust
Action. Make a melee attack that deals weapon damage. On a hit you may spend 1 Grace Point to remove one condition (charmed, frightened, poisoned, or stunned) from a targeted ally within your Shedding Aura. If you do so, you take necrotic damage equal to the Wisdom modifier (minimum 1).
Lifeblood Channel
Action (Concentration, up to 1 minute). Spend 2 Grace Points to cause a steady flow of healing from your body: at the start of each of your turns, each allied creature of your choice within your aura regains 1d6 + your Wisdom modifier hit points. You may end the effect as a bonus action.
Blood-Borne Benediction
Reaction. When you or an ally in your aura is healed by one of your features, you may spend 1 Grace Point to grant that creature a bonus equal to half your Wisdom modifier (minimum +1) on the next attack roll, saving throw, or ability check they make within 1 minute.
Lasting Scar
Passive. Allies healed by your Sanctified Blood or Lifeblood Channel gain a small ongoing benefit: they regenerate 1 hit point at the start of each of their turns for a number of rounds equal to your Wisdom modifier (minimum 1).
Transformations
Veil of Saints
You partially transcend mortal limits and take on a holy, wound-streaked aspect that radiates healing and protection.
You gain resistance to nonmagical bludgeoning, piercing, and slashing damage., Whenever you take damage, allies within your Shedding Aura immediately regain hit points equal to half the damage you took (rounded down) without expending uses of Sanctified Blood)., Your melee attacks deal an extra 1d6 radiant damage and can heal an ally for that amount instead of dealing damage if you spend 1 Grace Point.
Radiant Thrust: Melee attack enhanced by the transformation
Requires concentration, Can be used once per short rest
Apotheosis of Sacrifice
Your blood becomes almost divine. For 1 minute you are a font of restorative miracle: whenever you take damage, choose one effect—(A) immediately heal all allies within 30 feet for an amount equal to the damage you took, or (B) grant all allies within 30 feet immunity to one chosen condition until the start of your next turn. While apotheosized you are incapacitated for the final 1 round as your spirit returns (unless you expend all remaining Grace Points to avoid the incapacitation).
All healing and temporary HP granted by your features is increased by 50% (round down)., Damage converted into healing by your abilities heals an additional flat amount equal to your Wisdom modifier.
Apotheotic Surge: reaction-like triggers tied to you taking damage
Risk of incapacitation at the end, Usable once per long rest (more uses may be granted by features)
Auras
Shedding Mend
When you take damage, you may instinctively shed that hurt outward. All allies within the aura regain hit points equal to half the damage you took (rounded down).
Heals allies for half the damage you took (rounded down)
Warmth of Wounds
Whenever you willingly spend hit points or Grace Points to heal allies within the aura, those allies gain an extra 1d4 hit points (scales to 1d6 at level 11 and 1d8 at level 17).
Adds bonus healing when you spend HP or resources
Halo of Sanctified Blood
Passive. Allies in the aura automatically regain 1 hit point at the start of their turns if they are below half their hit points. This increases to 2 at level 11.
Small automatic regeneration for wounded allies
Crimson Martyrdom
When you would be reduced to 0 hit points, you may choose to let nearby allies (within 60 feet) convert that event into a miraculous surge. Allies regain hit points equal to your Constitution score + your level and gain immunity to fear and charm until the end of your next turn. You then fall unconscious as normal. Usable once per long rest.
Large emergency heal and condition immunity to allies
Optional, reactive
Class Features
Sanctified Blood (Level 1)
Grace Points (Level 1)
Shedding Aura (10-foot) (Level 1)
Martyr's Boon (Level 2)
Order of Saints (Subclass) (Level 3)
Channelled Hematology (Level 5)
Expanded Aura (Level 6)
Sanguine Resilience (Level 11)
Saint's Vigil (Level 14)
Martyr's Ascendance (Level 18)
Awakened Relic of Blood (Level 20)
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