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
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Martial Abilities
Ritual Offering (Class Ritual)
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.
Blood Sacrifice (Offensive)
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.
Hemal Ward (Defensive)
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.
Runic Detonate
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).
Blood Runes
Siphon Strike
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.
Forbidden Chant (Area Buff)
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.
Transformations
Bound Vessel
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).
Gain resistance to necrotic and fire, Melee attacks deal +1d6 necrotic, Channel of Blood yields one extra Offering Point
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).
Transformation adds Abyssal Debt, You cannot use other transformation abilities while Bound Vessel is active
Abyssal Avatar
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.
Truesight 30 ft, Advantage on certain Charisma checks, Allies within 10 ft gain +Cha mod to damage rolls
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.
Adds significant Abyssal Debt, Limited uses (1/day at 17th, more later by spending debt)
Auras
Aura of Vigor
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.
Allies gain small temporary HP on successful hits
Begin Crimson Chorus
This aura can be toggled on or off.
Aura of Debt
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).
Debuffs enemies, buffs allies who pay a cost
Class Features
Channel of Blood (Level 1)
Sacrificial Offering (Level 1)
Prerequisite: Channel of Blood
Blood Runes (Level 2)
Resource Cost: 1 Offering Point per rune
Prerequisite: Sacrificial Offering
Cult Harbinger (Level 3)
Blood Ward (Level 3)
Resource Cost: 1 Offering Point (scalable)
Prerequisite: Blood Runes
Debt Mark (Level 5)
Prerequisite: Cult Harbinger
Crimson Chorus (Level 7)
Resource Cost: 1 Offering Point per bonus action use
Prerequisite: Blood Ward
Abyssal Bargain (Level 6)
Resource Cost: Offering Points and optional HP cost
Prerequisite: Debt Mark
Bound Vessel (Transformation) (Level 9)
Resource Cost: Once per long rest (scales with level)
Prerequisite: Abyssal Bargain
Scar of Obligation (Level 11)
Prerequisite: Bound Vessel
Sanguine Apotheosis (Level 15)
Prerequisite: Scar of Obligation
Damnation's Toll (Level 18)
Resource Cost: 20 Abyssal Debt and permanent HP sacrifice
Prerequisite: Sanguine Apotheosis
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