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

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

Proficiencies

Armor Light armor, Medium armor, Shields
Weapons Simple weapons, Martial simple blades (e.g., longsword, spear)
Skills Choose two from Medicine, Religion, Insight, Perception, Intimidation, Survival

Starting Equipment

• Scale mail or studded leather
• A simple blade (longsword or spear) and a shield
• A healer's kit and a holy symbol
• A pilgrim's pack

Class Resources

Grace Points Max 4 (After a long rest)

Class Abilities

Martial Abilities

Blessed Wound
Action 1 Grace Point (optional) Level 1

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.

Damage Effect
Damage: weapon damage slashing/bludgeoning/piercing (Damage scales with the weapon and ability improvements)
Healing Effect
Duration: Instantaneous (healing up to half the damage dealt)
Bloodletting Offering
Bonus Action Optional: 1 Grace Point to double efficiency Level 1

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.

Healing Effect
Duration: Instantaneous
Martyr's Toll
Reaction Optional: 1 Grace Point Level 1

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.

Healing Effect
Conditions: Stabilizes and returns ally to 1 HP (or half HP if Grace Point spent)
Duration: Instantaneous
Hemic Barrier
Action 1 Grace Point Level 2

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).

Buff Effect
Conditions: Grants temporary hit points
Duration: Temporary HP persists until depleted or 1 hour
Damage Effect
Damage: half the temp HP lost radiant
Sanguine Rebuke
Reaction 1 Grace Point Level 3

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.

Damage Effect
Damage: n/a radiant (scales with Wis modifier + proficiency)
Duration: Instantaneous
Healing Effect
Duration: Instantaneous
Redemption Strike
Action Optional: 1 Grace Point Level 5

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).

Damage Effect
Damage: weapon damage physical (weapon scaling)
Healing Effect
Duration: Instantaneous
Votive Transfer
Action Optional: 1 Grace Point Level 5

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.

Healing Effect
Conditions: You lose HP equal to amount transferred
Duration: Instantaneous
Corpus Relay
Bonus Action 1 Grace Point Level 6

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.

Utility Effect
Conditions: Relocates aura to ally
Duration: 1 minute
Purgation Thrust
Action Optional: 1 Grace Point Level 7

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).

Damage Effect
Damage: weapon damage physical (weapon scaling)
Utility Effect
Conditions: Removes one condition from an ally
Duration: Instantaneous
Lifeblood Channel
Action (Concentration) 2 Grace Points Level 9

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.

Healing Effect
Duration: Up to 1 minute (concentration)
Blood-Borne Benediction
Reaction 1 Grace Point Level 10

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.

Buff Effect
Conditions: Grants numerical bonus to a single roll
Duration: Until used or 1 minute
Lasting Scar
Passive Level 11

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).

Healing Effect
Duration: Number of rounds equal to your Wisdom modifier

Transformations

Veil of Saints
Concentration, up to 1 minute 1 Grace Point Level 10

You partially transcend mortal limits and take on a holy, wound-streaked aspect that radiates healing and protection.

Changes:

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.

Special Actions:

Radiant Thrust: Melee attack enhanced by the transformation

Limitations:

Requires concentration, Can be used once per short rest

Apotheosis of Sacrifice
1 minute (final round of incapacitation unless avoided) Free when granted at 20th level once per long rest; otherwise 3 Grace Points Level 20

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).

Changes:

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.

Special Actions:

Apotheotic Surge: reaction-like triggers tied to you taking damage

Limitations:

Risk of incapacitation at the end, Usable once per long rest (more uses may be granted by features)

Auras

Shedding Mend
10-foot radius Level 1

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).

Effect:

Heals allies for half the damage you took (rounded down)

Warmth of Wounds
10-foot radius Level 6

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).

Effect:

Adds bonus healing when you spend HP or resources

Halo of Sanctified Blood
20-foot radius Level 11

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.

Effect:

Small automatic regeneration for wounded allies

Crimson Martyrdom
60-foot radius Once per long rest Level 17

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.

Effect:

Large emergency heal and condition immunity to allies

Activation:

Optional, reactive

Class Features

Sanctified Blood (Level 1)

Beginning at 1st level you are chosen by a small, holy compulsion in your blood. When you take hit point damage, you can choose to 'shed' that pain outward: every ally (including yourself) within your Shedding Aura immediately regains hit points equal to half the damage you took (rounded down). You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all uses after a long rest. Allies that would be healed above their hit point maximum gain temporary hit points instead, equal to the leftover amount (max equal to your Wisdom modifier + your proficiency bonus).

Grace Points (Level 1)

You gain a pool of Grace Points that power many Sacredflesh abilities. At 1st level, you have a number of Grace Points equal to 4. You normally expend Grace Points to fuel advanced techniques. You regain all Grace Points on a long rest. (Many features change this maximum as you advance; treat 4 as a baseline if a DM desires simpler bookkeeping.)

Shedding Aura (10-foot) (Level 1)

At 1st level you project a faint, sanguine aura in a 10-foot radius centered on you. Allies within the aura benefit from many of your blood-healing effects. The aura moves with you and can be suppressed or restored as a bonus action.

Martyr's Boon (Level 2)

At 2nd level you gain proficiency in Wisdom (Insight) and Medicine checks when treating dying creatures. In addition, when you spend a Grace Point to heal an ally, you may expend 1 additional Grace Point to grant that ally advantage on their next saving throw before the end of your next turn.

Order of Saints (Subclass) (Level 3)

At 3rd level you dedicate yourself to an Order of Saints, which shapes your later gifts and grants unique abilities.

Channelled Hematology (Level 5)

At 5th level your shedding becomes more controlled. You can now spend Grace Points to convert a portion of your incoming damage into concentrated healing you direct. When you take damage, you can spend 1 Grace Point to convert up to half of that damage (rounded down) into hit points you immediately distribute among creatures within your Shedding Aura (you decide the distribution).

Expanded Aura (Level 6)

At 6th level your Shedding Aura grows to a 15-foot radius and becomes easier to share: you can expend 1 Grace Point as a bonus action to anchor your aura to an ally within 30 feet; while anchored, that ally radiates the aura as if it were centered on them. The anchor lasts for 1 minute or until you dismiss it.

Sanguine Resilience (Level 11)

At 11th level the pain you bear fortifies you. When you use Sanctified Blood or Channelled Hematology and end with less than half your hit points, gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. Also, your Shedding Aura increases to a 20-foot radius.

Saint's Vigil (Level 14)

At 14th level, when you expend a Grace Point to heal or grant temporary hit points, the target also gains a small steady regeneration: they regain 1d4 hit points at the start of each of their turns for a number of rounds equal to your Wisdom modifier (minimum 1). This regeneration ends early if they take radiant damage or drop to 0 hit points.

Martyr's Ascendance (Level 18)

At 18th level, your willingness to suffer for others strengthens your miracles. Once per long rest, when you would be reduced to 0 hit points you can instead drop to 1 hit point and immediately activate an Apotheotic Shedding: every ally within 60 feet heals for an amount equal to your hit point maximum and is freed of one condition of your choice (blinded, deafened, poisoned, stunned, paralyzed, or restrained). After using this feature you are stunned for 1 minute as your body recovers (you may allow allies to stabilize you early with healing equal to half your HP maximum).

Awakened Relic of Blood (Level 20)

At 20th level, you become a conduit of saintly sacrifice. Your Grace Points maximum increases by 3. All your blood-healing abilities scale: all healing they provide is treated as if cast at a spellcasting ability equal to your Wisdom modifier + your proficiency bonus (for purposes of effects that refer to spellcasting ability). In addition, once per long rest you may cast Apotheosis of Sacrifice (see Transformations) without spending Grace Points.

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