Sacrifice Binder

The Sacrifice Binder is a ritualist who exchanges lives — not always cruelly — for infernal vigor. They are equal parts cult-leader, battlefield ritualist, and desperate debtor. Each boon they give their allies is priced in spilled life and a mark on their soul. Their power makes them charismatic leaders of strange congregations but also hunted pariahs when bargains go wrong.

Class Features

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

Proficiencies

Armor Light armor, Medium armor, Shields
Weapons Simple weapons, Scythes, Daggers
Tools Herbalism kit
Skills Choose 2 from Arcana, Religion, Intimidation, Medicine, Insight, Performance

Starting Equipment

• A sickle and a light crossbow with 20 bolts
• A ceremonial dagger, explorer's pack, and an herbalism kit
• Leather armor, a holy (or unholy) symbol of your chosen bargain, and a set of common clothes

Class Resources

Offering Points 10 (Gained by Channel of Blood, rituals, sacrifices; no strict daily maximum—GMs adjudicate. Some subclass features add uses. Not automatically reset on rest but can be gained via ritual offerings.)
Abyssal Debt 10 (Debt remains until repaid by Bargains, specialized rituals, quests, or severe sacrifices. Some features consume or add debt. The displayed max is a guideline; campaign events may raise the practical debt meter.)

Class Abilities

Martial Abilities

Resource Offering Points
Ritual Offering (Class Ritual)
10 minutes (ritual) Level 1

You can spend time (10 minutes) to perform a ritual that converts sacrifices into concentrated Offering Points and minor boons. A properly prepared ritual (materials worth at least 25 gp, a willing or helpless sacrifice, and a prepared circle) grants 1d6 + Binder level Offering Points and can create small permanent effects (a minor curse, a ward on a door, or blessing for an ally that lasts 24 hours). A ritual like this creates 1 Abyssal Debt if sacrifices are forced or if summoned entities are used.

Resource Gain Effect
Duration: Immediate (Offering Points gained)
Blood Sacrifice (Offensive)
Action 1-3 Offering Points Level 2

As an action, spend up to 3 Offering Points and cause up to that many adjacent squares (5-ft) to erupt with blood-fire, dealing 1d8 necrotic damage per Offering Point spent (Dex save for half; save DC = 8 + proficiency + Charisma modifier). Creatures that fail the save have their maximum hit points reduced by an amount equal to the necrotic damage dealt until they finish a long rest.

Damage Effect
Saving Throw: Dexterity
Damage: 1d8 per Offering Point necrotic (Spending more Offering Points increases the damage)
Conditions: Temporary max HP reduction
Duration: Until long rest
Hemal Ward (Defensive)
Action 1 Offering Point (scalable) Level 3

Spend 1 Offering Point to create a barrier around an ally (Blood Ward feature alternative): grants temporary HP equal to Binder level + Cha mod and resistance to one damage type for 1 minute. Spend additional Offering Points to boost HP/resistances.

Buff Effect
Duration: 1 minute
Runic Detonate
Action Rune created (1 Offering Point) Level 4

As an action, detonate one of your active Blood Runes. The rune's effect triggers immediately with its normal effects. If the rune is detonated within 5 feet of another rune you control, both runes produce their effects and you may add +1 die of damage to each (this stacks up to +3 dice).

Prerequisites:

Blood Runes

Damage Effect
Saving Throw: Dexterity (varies)
Damage: 2d6 (base) necrotic (Additional dice when detonating near other runes)
Duration: Instantaneous
Siphon Strike
With attack 1 Offering Point Level 5

When you hit a creature with a melee attack while you have at least 1 Offering Point, you may spend 1 Offering Point to steal vigor: the target takes an extra 1d6 necrotic and you (or an ally you choose within 30 feet) regain hit points equal to the necrotic damage dealt.

Damage/Heal Effect
Damage: 1d6 necrotic (Scales with certain subclass abilities)
Duration: Instantaneous
Forbidden Chant (Area Buff)
Action (concentration) 2 Offering Points Level 7

As an action you may spend 2 Offering Points to start a short anthem that grants allies within 30 feet an extra 1d4 temporary hit points at the start of each of your turns for 1 minute. Creatures that are unwilling to the ritual (hostile creatures) take 1d4 necrotic per turn instead.

Buff/Debuff Effect
Damage: 1d4 necrotic
Duration: 1 minute (concentration)

Transformations

Bound Vessel
1 minute Once per long rest (scales) Level 9

You become a living conduit of abyssal energy for up to 1 minute. While transformed you gain resistances, increased melee damage (+1d6 necrotic), and enhanced Channel of Blood effects (extra Offering Point when triggered). Each use adds Abyssal Debt. Usable once per long rest at 9th level, twice at 13th, unlimited but costly at 18th (each extra use adds additional debt).

Changes:

Gain resistance to necrotic and fire, Melee attacks deal +1d6 necrotic, Channel of Blood yields one extra Offering Point

Special Actions:

While transformed, you may use an action to unleash a Sanguine Wave that deals 4d6 necrotic to creatures in a 30-foot cone (Con save half, save DC = 8 + proficiency + Cha modifier).

Limitations:

Transformation adds Abyssal Debt, You cannot use other transformation abilities while Bound Vessel is active

Abyssal Avatar
1 minute High Abyssal Debt cost Level 17

At high levels you can briefly grant your pact's visage: your features become unsettling and your voice echoes with innumerable whispers. For 1 minute you gain truesight 30 ft, advantage on Charisma checks to command or frighten, and allies within 10 feet gain a bonus to damage rolls equal to your Charisma modifier. Using Abyssal Avatar incurs heavy Abyssal Debt and may trigger campaign consequences.

Changes:

Truesight 30 ft, Advantage on certain Charisma checks, Allies within 10 ft gain +Cha mod to damage rolls

Special Actions:

As an action while Avatar is active, you can impose a terrifying visage: enemies in 10 ft must succeed on a Wisdom saving throw or be frightened for 1 round.

Limitations:

Adds significant Abyssal Debt, Limited uses (1/day at 17th, more later by spending debt)

Auras

Aura of Vigor
30-foot radius 1 Offering Point per use of the Chorus (see Crimson Chorus) Level 7

While you maintain concentration on a crimson chant (Crimson Chorus) within 30 feet, allies gain temporary hit points when they score a hit equal to 1 + your Charisma modifier (minimum 1). The aura is toggleable when you begin the Chorus.

Effect:

Allies gain small temporary HP on successful hits

Activation:

Begin Crimson Chorus

This aura can be toggled on or off.

Aura of Debt
10-foot radius Allies pay Offering Points to gain benefit Level 5

You may choose to emanate a subtle infernal pressure in cult gatherings: enemies within 10 feet who are not aligned with you feel the weight of your bargains and have disadvantage on saving throws against your Blood Runes and ritual effects. Allies in the aura instead gain a +1 bonus to saves against charm and fear while they accept a minor cost (1 Offering Point each during the ritual).

Effect:

Debuffs enemies, buffs allies who pay a cost

Class Features

Channel of Blood (Level 1)

You learn to speak the old, terrible cadences that let you shape spilled life into power. When a creature within 5 feet (including yourself) loses hit points outright (not to temporary HP or resistance) while you can see it, you may use your reaction to draw a mote of that spilled life into yourself. You gain one Offering Point (see Resources) and may convert that point into one of the Binder abilities that consume Offering Points. If you use Channel of Blood on a willing creature's sacrifice (see Sacrificial Offering), you gain two Offering Points instead. You may use this reaction a number of times equal to your Charisma modifier (minimum 1), regaining uses on a long rest.

Sacrificial Offering (Level 1)

You can perform a quick rite as an action or within certain class abilities to cause a willing creature to sacrifice a portion of its life. A willing creature you touch can expend hit points (up to half its hit point maximum). You convert that loss into Offering Points (1 Offering Point per 5 hit points spent, rounded up). The creature gains no temporary HP from spending their hit points unless a specific ability says so. Hostile sacrifices (forcing a creature to lose HP with a spell or attack you direct) grant only half the Offering Points and earn Abyssal Debt on your soul (see Abyssal Debt).

Prerequisite: Channel of Blood

Blood Runes (Level 2)

You inscribe ephemeral runes with blood that explode, seal, or bind. As an action, you can spend 1 Offering Point to inscribe a Blood Rune on a surface or creature within 30 feet. A Blood Rune persists for 1 minute (or until triggered). You can have a number of active runes equal to your Charisma modifier (minimum 1). When triggered (your action, a triggering condition you set, or when an enemy passes through a rune), the rune produces one of the following effects you choose when inscribing it: (1) Runic Burst — 2d6 necrotic damage to creatures within 10 feet (Dex save for half, save DC = 8 + proficiency + Charisma modifier); (2) Hemal Ward — grants a creature touched when the rune triggers a barrier that absorbs damage equal to your Binder level + Charisma modifier; (3) Chain Siphon — when the rune triggers, you regain hit points equal to half the damage dealt by the triggering effect (rounded down). At higher levels the rune effects scale (see Abilities section).

Resource Cost: 1 Offering Point per rune

Prerequisite: Sacrificial Offering

Cult Harbinger (Level 3)

You gain advantage on Charisma (Intimidation) and Charisma (Performance) checks when leading a ritual, offering, or cult gathering. You learn two languages of your choice and gain proficiency with one musical instrument of your choice (chant instruments, pipes, bone flutes). When you preside over a ritual that involves sacrifices or offerings (with willing participants or properly arranged tributes), allies who participate gain temporary benefits determined by your rites (see Ritual Effects).

Blood Ward (Level 3)

You can form a living barrier of congealed blood. As an action, you may expend Offering Points to conjure a Blood Ward around a target (self or ally) within 30 feet. The ward grants temporary hit points equal to 5 + your Binder level for 1 minute and grants resistance to one damage type you choose when creating the ward (fire, necrotic, or piercing). The cost is 1 Offering Point for the base effect; spend an additional Offering Point to raise the temporary HP by 5 and to add another damage resistance (up to two resistances).

Resource Cost: 1 Offering Point (scalable)

Prerequisite: Blood Runes

Debt Mark (Level 5)

Your soul bears an Abyssal Mark: each time you take Abyssal Bargains or profit from a hostile sacrifice, you accumulate Abyssal Debt (tracked as Abyssal Debt resource). At 5 debt you become conspicuously marked — fiends and infernal cultists sense your indebtedness and you suffer a -1 penalty to social checks with celestials and lawful-good organizations. At 10 debt, abyssal patrons may attempt to demand payment (see Gameplay Hooks). You can resist a forced payment once per long rest by succeeding on a Charisma saving throw (DC = 8 + amount of new debt added). Debt does not vanish automatically; it is repaid by special rites, quests, or by offering your own life force in extreme cases.

Prerequisite: Cult Harbinger

Crimson Chorus (Level 7)

As an action, you may begin a crimson chant that lasts up to 1 minute as concentration (no spellcasting). While chanting you may use a bonus action on each of your turns to expend 1 Offering Point to grant an ally within 30 feet either (a) 1d8 temporary hit points that last until the end of the chorus, or (b) a +1 bonus to attack rolls or saving throws for one round. The number of allies you can affect at once equals 1 + your Charisma modifier. If any ally you buffed sacrifices HP while the chorus continues (willingly as part of the ritual), your next use of Channel of Blood yields double Offering Points.

Resource Cost: 1 Offering Point per bonus action use

Prerequisite: Blood Ward

Abyssal Bargain (Level 6)

You learn to call upon a named abyssal entity and accept a formal bargain. Once per long rest, you may strike a Bargain: spend Offering Points and optionally permanent hit point maximum (up to 1/4 your HP max) to gain a powerful one-time benefit (examples: grant all allies within 30 feet 3d6 temporary hit points and grant them resistance to one damage type for 1 minute; or empower a Blood Rune to deal 5d6 necrotic). Accepting a Bargain immediately adds Abyssal Debt equal to twice the effective power of the boon (GM's discretion). You may choose to accept lesser bargains without adding debt (small boons cost no debt but use more Offering Points).

Resource Cost: Offering Points and optional HP cost

Prerequisite: Debt Mark

Bound Vessel (Transformation) (Level 9)

You may become a vessel for the abyss for up to 1 minute as an action (once per long rest at 9th level; more uses at higher levels). While transformed you gain the following: temporary resistances (necrotic and fire), your melee weapon attacks score a +1 bonus and deal an extra 1d6 necrotic damage, and your Channel of Blood reaction generates an extra Offering Point when triggered. Each use of Bound Vessel adds 1 point to your Abyssal Debt. You are limited to one Bound Vessel transformation active at a time.

Resource Cost: Once per long rest (scales with level)

Prerequisite: Abyssal Bargain

Scar of Obligation (Level 11)

Your soul's scars can be spent as fuel. As a reaction when you or an ally within 30 feet would drop to 0 hit points, you may expend 2 Abyssal Debt (if you have at least 2; this cancels them from your debt total) to pull them back to 1 hit point and instead add 5 Abyssal Debt to yourself (you cannot reduce your debt below 0 with this reaction). This reflects the perilous nature of repaying debts by accepting new obligations.

Prerequisite: Bound Vessel

Sanguine Apotheosis (Level 15)

At 15th level your rites and runes scale dramatically. All Blood Runes you inscribe deal an additional die of damage or increase ward strength by +5. Your Crimson Chorus grants +2 to attack rolls or saving throws instead of +1 for the same cost. When you perform a Bargain, the risk to your soul increases — each Bargain also causes a visible physical change (eyes burning, veins blackened) that imposes a -2 penalty on social checks with lawful-good creatures until the Bargain is repaid or purged.

Prerequisite: Scar of Obligation

Damnation's Toll (Level 18)

At 18th level you can call the last, darkest step of payment. As an action you may accept a final debt: sacrifice your current maximum hit points permanently by half (subject to DM approval) and repay 20 Abyssal Debt to gain a devastating ritual: for 1 minute, allies within 60 feet gain immunity to one damage type you designate, their attacks deal +2d6 necrotic damage, and any enemy that damages them takes 2d6 necrotic in retaliation. After using Damnation's Toll your soul is irrevocably scarred; future bargains are more costly and may draw direct attention from infernal powers (campaign implications).

Resource Cost: 20 Abyssal Debt and permanent HP sacrifice

Prerequisite: Sanguine Apotheosis

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