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

Hit Die d8
Primary Ability Strength, Constitution, Dexterity
Saving Throws Constitution, Intelligence

Proficiencies

Armor Light armor, Medium armor
Weapons Simple weapons, Martial weapons
Tools Smith's tools, Tinker's tools
Skills Choose two from Athletics, Insight, Intimidation, Sleight of Hand, Survival

Starting Equipment

• A martial weapon and a light crossbow with 20 bolts
• Scale mail or leather armor
• A set of smith's tools and a pouch containing 10 vials (empty)
• An explorer's pack

Class Abilities

Martial Abilities

Resource Blood Charges
Siphon Strike
Attack 1 Blood Charge Level 1

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.

Damage Effect
Damage: weapon damage slashing or bludgeoning (Siphon effect scales with attacks and class features)
Duration: Immediate (temporary HP lasts until depleted)
Blood Lash
Action 1 Blood Charge Level 2

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.

Damage Effect
Saving Throw: Strength
Damage: weapon damage + 1d6 necrotic (necrotic die increases by 1d6 at levels 11 and 17)
Conditions: pulled 5 feet, minor rune (ongoing damage)
Duration: Rune lasts until triggered or removed
Hemal Parry
Reaction 1 Blood Charge Level 2

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.

Buff Effect
Duration: Stored until used; release as action
Congeal Armor (Quickform)
Action 2 Blood Charges Level 3

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.

Buff Effect
Conditions: advantage on fear saves
Duration: Until dawn or dismissed
Runescribed Edge
Bonus Action 1 Blood Charge Level 3

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.

Damage Effect
Damage: +1d6 necrotic (the die increases at high levels)
Conditions: runic sigil (stored effect)
Duration: 1 minute
Goreburst
Action 3 Blood Charges Level 5

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.

Damage Effect
Saving Throw: Dexterity
Damage: 4d8 necrotic (damage increases at higher levels)
Duration: Instantaneous
Hematic Threnody
Action 2 Blood Charges Level 6

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.

Buff Effect
Conditions: bonus to damage rolls
Duration: 1 minute
Vampiric Throw
Attack 1 Blood Charge Level 7

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.

Damage Effect
Damage: weapon damage + 2d6 necrotic + weapon (necrotic increases at higher levels)
Duration: Instant
Scarlet Rend
Action 2 Blood Charges Level 9

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.

Damage Effect
Saving Throw: Constitution
Damage: weapon damage + 3d8 slashing + necrotic ongoing (ongoing damage increases at higher levels)
Conditions: ongoing bleed
Duration: 4 rounds or until healed
Blood Sigil (Anchored Rune)
Action (setup) 1 Blood Charge Level 11

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.

Control Effect
Saving Throw: Constitution
Damage: 1d8 necrotic (+1d8 at 11th and 17th)
Duration: 10 minutes
Hemal Anchor
Reaction 4 Blood Charges Level 15

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).

Buff Effect
Conditions: damage sharing tether
Duration: 1 minute
Masterful Temper
Ritual (8 hours) 5 Blood Charges or Sanguine Cost Level 17

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.

Buff Effect
Duration: Permanent until overwritten
Ruption of Vitae
Action All Blood Charges Level 18

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.

Damage Effect
Saving Throw: Dexterity
Damage: 1d8 per Blood Charge necrotic (depends on charges spent)
Duration: Instant / zone 3 rounds if 8+ charges

Transformations

Crimson Form
1 minute 3 Blood Charges Level 10

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).

Changes:

+2 to melee attack rolls, Double Siphon effects, Ignore resistance to necrotic

Special Actions:

Gain an extra melee attack as a bonus action while in the form (1 per turn)

Limitations:

Causes maximum HP loss if not fed, Ends if you fall unconscious

Gory Warden
10 minutes 4 Blood Charges Level 14

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.

Changes:

+3 AC, Resistance to nonmagical physical damage

Special Actions:

Absorb damage as temporary HP using Blood Charge reaction

Limitations:

Reduced movement, Potential vulnerability on premature end

Auras

Pulse of Thirst
10-foot radius 1 Blood Charge to extend per short rest Level 13

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.

Effect:

Siphons small HP from damaging enemies and redistributes to bonded allies

Activation:

Bonus action

Companions

Hemophage Hound
Construct/Beast
Level 3

A 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.

Statistics:
HP 6 + 2 × Artisan level
AC 13
STR 12
DEX 14
CON 12
INT 4
WIS 12
CHA 6
Speed:
Walk 40 ft.
Skills:

Perception +proficiency

Senses:

Darkvision 60 ft

Features:

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.

Commands:

Attack, Guard, Harvest (special), Search

Scaling:

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)

You learn the rites of tempering and inscribing items with vital fluid. You can craft simple bloodforged items (ranged weapons, melee weapons, light or medium armor) by spending a quantity of fresh blood or by siphoning life from willing or unwilling creatures (see Siphon rules). A basic bloodforged item takes 8 hours and 1d4+1 vials of fresh blood or an equivalent of Blood Charges; advanced items take longer and cost more. While interacting with your smith tools, you can spend Blood Charges to inscribe runes that grant temporary effects to a weapon or suit of armor. Creating or permanently tempering an item with enemy blood exacts an essence cost (see Sanguine Cost).

Blood Pool (Blood Charges) (Level 1)

You wield a pool of personal vital energy called Blood Charges. When you take long rest, you recover charges equal to half your Artisan level (rounded up). At 1st level you have 1 Blood Charge and gain more as you level: +1 charge every odd level (3,5,7...). Many Bloodforge abilities spend Blood Charges. You can also restore a small number of charges by siphoning life from an enemy with certain abilities.

Resource Cost: Blood Charges

Siphon Strike (Level 1)

When you hit a creature with a weapon attack using a bloodforged weapon, you can spend 1 Blood Charge to siphon vitality. The attack deals normal weapon damage; you gain temporary HP equal to half the damage dealt (rounded up) and you gain one minor wound marker (see Sanguine Cost) that imposes a -1 penalty to all non-bloodforging skill checks until healed.

Resource Cost: 1 Blood Charge

Hemal Smithy (Level 3)

You gain proficiency with Smith's tools if you don't already. You learn how to congeal gore and stitch sinew into wearable armor (Congealed Armor) and how to craft Blood Runes. Congealed Armor functions as light or medium armor depending on form; it is resilient (grants advantage on saves vs. fear while worn) and pulses slightly, visible as faint ripples like fresh blood. Making congealed armor requires spending Blood Charges or sacrificing hit points (Sanguine Cost).

Sanguine Bargain (Level 6)

Your craft draws from your own life. Whenever you permanently temper or greatly empower an item with blood (a Masterwork bloodforging), you must pay Sanguine Cost: choose either to lose a number of hit points equal to your Artisan level (this reduces your current and maximum HP until you finish a special restoration ritual or complete a named trial) or to expend 2 × Artisan level Blood Charges. This cost stacks with other costs and is the narrative/ mechanical price of creating durable pieces powered by stolen life.

Runic Etching (Level 10)

You can etch one Blood Rune into a weapon or set of armor during a short ritual (10 minutes). A rune persists until dispelled or overwritten; you can keep up to a number of runes equal to your Intelligence modifier (minimum 1) active on items you maintain. Runes grant effects such as life siphon on hit, minor protection, or minor control (examples appear in abilities). Boosting a rune's potency costs Blood Charges or Sanguine Cost.

Corpse Sculpting (Level 14)

You may shape slain flesh and blood into tools, armor, or small constructs. You can spend an hour and 2 Blood Charges to create a temporary gore item (weapon, shield, or 1 piece of armor) that lasts until sundown. Making permanent constructs or major armors requires extended work and Sanguine Cost. You can also harvest blood for later use (see Crafting rules in your DM's note).

Sanguine Sovereign (Capstone) (Level 20)

At 20th level you have mastered the Bloodforge. You increase your maximum Blood Charges by 3. When you pay Sanguine Cost by losing maximum HP, you instead lose only half (rounded up) of the usual amount. Once per long rest you may spend all your Blood Charges to grant your bloodforged weapons and armor their greatest effect for 1 minute: weapons gain a +3 bonus to attack and damage and siphon additional HP equal to the weapon's damage die on a hit; armor regenerates 5 HP to you at the start of each of your turns. After this effect ends, you suffer the usual Sanguine Cost (if you haven't paid it already) and you cannot benefit from this ability again until you finish a long rest.

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