Bloodforge Artisan
Bloodforge Artisans are ritual smiths who temper weapons and armor with vital fluids. They are both creators and predators: shaping gore and blood into tools that thirst. Their craft grants potent benefits to themselves and allies, but the artisan always pays—loss of essence, temporary or permanent wounds, and moral scars. Bloodforge Artisans are defined by the tactile horror of their work and the hush of their repeated tempering rites.
Class Features
Proficiencies
Starting Equipment
Class Abilities
Martial Abilities
Siphon Strike
A fundamental strike that siphons life from enemies into you or your congealed works. When you hit with a bloodforged melee weapon, you may spend 1 Blood Charge to siphon vitality: you gain temporary HP equal to half the damage dealt (rounded up) and your weapon stores a tiny blood rune that can be later expended.
Blood Lash
You sweep the blood-inscribed edge, dealing a lash of necrotic force that tugs at vitality. As an action, make a melee weapon attack with 10-foot reach; on hit deals weapon damage + 1d6 necrotic. On hit the target must succeed on a Strength save (DC = 8 + prof + Int mod) or be pulled 5 feet and be marked with a minor rune that takes additional 1d6 necrotic at the start of its next turn.
Hemal Parry
You instinctively channel blood to shield yourself. When you are hit by an attack, you may use your reaction and spend 1 Blood Charge to reduce the damage by an amount equal to your Artisan level + your Con modifier. The absorbed damage transfers into your congealed armor as a stored charge that you may later release as an action to heal yourself or an ally for half the stored amount.
Congeal Armor (Quickform)
You instant-form a suit of congealed armor around yourself. As an action you may spend 2 Blood Charges to create light or medium congealed armor that lasts until dawn. It grants proficiency benefits of an equivalent normal armor, grants advantage on saves vs. fear, and has rippling blood textures. This armor cannot be worn with other armor and disappears in bright sunlight if created from fresh gore without preservation.
Runescribed Edge
You etch a temporary rune into a weapon in combat. As a bonus action, spend 1 Blood Charge to grant a weapon +1d6 necrotic on its next successful hit and mark the target with a runic sigil that lingers for 1 minute. If you later spend another Blood Charge while the sigil is present, the sigil ruptures dealing its stored necrotic damage immediately.
Goreburst
You force the runes in a weapon or armor to explode outward. As an action, spend 3 Blood Charges to create a 15-foot radius burst centered on you or a point you can see within 30 feet. Creatures in the area take 4d8 necrotic damage (Dex save for half) and you gain temporary HP equal to half the total necrotic damage dealt. Using Goreburst on allies or nonhostiles is possible but causes them to take full damage unless they are marked as bonded.
Hematic Threnody
You trill a bloodsong through your gear to empower allies. As an action, spend 2 Blood Charges to grant allies within 30 feet a bonus to damage rolls with weapons or unarmed strikes equal to your Intelligence modifier for 1 minute. If an ally hits a creature with a bloodforged weapon during this time, you siphon 1 point (minor healing) to yourself.
Vampiric Throw
You hurl a bloodforged weapon or shard that seeks life. Make a ranged attack (range 60/180). On hit it deals the weapon's damage + 2d6 necrotic; it returns to your hand at the end of the turn and heals you for half the necrotic damage dealt. If the thrown object is a created gore shard, it dissipates on hit unless you pay a Blood Charge to keep it whole.
Scarlet Rend
A brutal strike that rends flesh and rune. As an action, spend 2 Blood Charges to make a single melee attack; on a hit it deals weapon damage + 3d8 slashing and the target must make a Con save or suffer a heavier bleed: 2d6 necrotic at the start of its turns for 4 rounds. You gain temporary HP equal to the necrotic damage dealt.
Blood Sigil (Anchored Rune)
You place an anchored rune upon the ground or an object (takes 1 minute). The rune creates a 10-foot radius effect: creatures that enter or start their turn in the area take 1d8 necrotic (Con save for half) and you siphon a sliver of their life (you regain 1 HP per spell save failed, or gain 1 Blood Charge on a kill). The rune lasts for 10 minutes unless destroyed.
Hemal Anchor
You fashion a blood anchor into a bonded ally or yourself. As a reaction to being reduced to 0 HP, you may spend 4 Blood Charges to remain at 1 HP and tether your wounds to another bonded ally: for 1 minute, whenever that ally takes damage, you take half of it instead (as temporary HP first). If the ally dies during the anchor, you suffer a backlash losing Blood Charges equal to the ally's CR (rounded up).
Masterful Temper
You temper a weapon or piece of armor to its highest iteration. As an extended ritual (8 hours) and by spending 5 Blood Charges or paying Sanguine Cost, you upgrade a single item: weapons gain a +2 bonus and an additional siphon effect; armor gains a +2 AC improvement or special regeneration tied to Blood Charges. This can be done only once per item without remaking it entirely.
Ruption of Vitae
You unleash your reservoir in a devastating finale. As an action, you may expend all your remaining Blood Charges to cause your bloodforged gear to erupt. Effects: each Blood Charge becomes 1d8 necrotic damage to a creature of your choice within 30 feet (Dex save for half); you heal for total necrotic damage dealt. If you expended at least 8 charges this way, you instead create a 30-foot radius zone of sanguine agony (3 rounds) that siphons a small amount of life from enemies to heal allies inside the zone each round. After using this, you suffer Sanguine Cost equal to twice the number of charges expended unless you chose to pay with HP when activating.
Transformations
Crimson Form
You morph into a dangerous, blood-saturated form. For up to 1 minute, you gain the following: +2 to melee attack rolls, your Siphon effects are doubled (healing and temporary HP doubled), and you ignore resistance to necrotic damage. While in Crimson Form you take 1 point of maximum HP loss (temporary but cumulative) per minute unless you feed the form by dealing damage (1 point of max HP loss is returned for every 50 HP you siphon during the form).
+2 to melee attack rolls, Double Siphon effects, Ignore resistance to necrotic
Gain an extra melee attack as a bonus action while in the form (1 per turn)
Causes maximum HP loss if not fed, Ends if you fall unconscious
Gory Warden
You partially transmute into a suit of living gore and metal. For up to 10 minutes you gain +3 AC, resistance to nonmagical bludgeoning/slashing/piercing, and your movement is reduced by 10 feet. Each time you are hit you may spend a Blood Charge to convert the incoming damage into temporary HP equal to the damage prevented. The transformation can be ended early; if you end it while you have more than half your maximum BP expended, you suffer a 1-minute vulnerability to necrotic damage.
+3 AC, Resistance to nonmagical physical damage
Absorb damage as temporary HP using Blood Charge reaction
Reduced movement, Potential vulnerability on premature end
Auras
Pulse of Thirst
A living aura that draws a hair of life from foes. While you are wearing bloodforged armor and not incapacitated, you can activate Pulse of Thirst (bonus action). For 1 minute, any enemy within 10 feet that damages an ally you can see loses HP equal to 1 + your Artisan level / 5 (rounded down) at the start of its turn; that amount becomes temporary HP split evenly among bonded allies. You can use this once per short rest and at higher levels it can be extended by spending Blood Charges.
Siphons small HP from damaging enemies and redistributes to bonded allies
Bonus action
Companions
Hemophage Hound
Level 3A medium gorehound you sculpt and bind with a small ritual. The hound is loyal and can harvest blood in battle to restore your Blood Charges.
Perception +proficiency
Darkvision 60 ft
Scent: can track creatures by blood scent, Harvest: when the hound deals the killing blow to a creature, you regain 1 Blood Charge. When commanded, it can fetch trophies and deliver them for crafting.
Attack, Guard, Harvest (special), Search
Level 3: HP increases; deals +1 necrotic on bite
Level 9: Can apply a minor rune on hit (1d4 necrotic over time)
Level 15: When the hound harvests, it can restore up to 2 Blood Charges
Class Features
Bloodforging (Level 1)
Blood Pool (Blood Charges) (Level 1)
Resource Cost: Blood Charges
Siphon Strike (Level 1)
Resource Cost: 1 Blood Charge
Hemal Smithy (Level 3)
Sanguine Bargain (Level 6)
Runic Etching (Level 10)
Corpse Sculpting (Level 14)
Sanguine Sovereign (Capstone) (Level 20)
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