Bloodforge Artisan
Bloodforge Artisans are smiths of life and gore. They sculpt weapons and armor from blood, runes, and viscera, trading pieces of their own vitality to create items that thirst for more. Their work is beautiful and grotesque: rippling blades that weep, armor that breathes, and runes that flare to life when they taste the enemy's blood. They are both craftsmen and predators, lovers of craft and the raw flow of life.
Class Features
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Martial Abilities
Blood Temper (Ability)
As a bonus action, you pour blood or spend 1 Blood Point to temper a held weapon for 1 minute. The weapon deals an extra 1d6 necrotic damage and gains a faint ripple like fresh blood. If the weapon already has a rune, the rune's potency increases (see runes).
Must be wielding a weapon you crafted or tempered
Siphoning Strike
When you hit with an attack from a tempered weapon you may convert part of the damage to life: deal an extra 1d6 necrotic; you regain HP equal to half the necrotic damage dealt. This attack also slightly repairs your armor: restore 1 HP to a single piece of your congealed armor (if any).
Blood Temper
Viscous Parry
When you are hit by an attack, you can use your reaction and expend 1 Blood Point to reduce the damage by 1d10 + your Constitution modifier. If the attack hits, the attacker takes necrotic damage equal to your proficiency bonus.
Hemorrhagic Thrust
A precise strike that opens arteries. On a hit, in addition to weapon damage, the target begins to bleed: it takes 1d6 necrotic damage at the start of each of its turns for 3 rounds. The target can expend its action to make a Medicine check (DC = 8 + your proficiency bonus + your Con mod) to stop the bleeding.
Siphoning Strike
Forge Rend
You make a heavy called strike with a tempered weapon that rends both equipment and flesh. Target suffers weapon damage plus 2d6 slashing and 1d6 necrotic. If the target is wearing armor, the armor takes 1 point of 'wear' (DM tracks); reducing armor effectiveness may be repaired by Hemalurgic Transfer.
Runed Cleave
You make a sweeping cleave that triggers a minor rune on your weapon upon each hit. Each creature hit must make a Dexterity save (DC = 8 + prof. bonus + highest of Str/Con mod) or suffer the rune's minor effect (bleed, knockback 5 ft, or faint force).
Runic Inscription
Bloodwake
As a bonus action, you surge forward leaving a waking trail of congealed gore in a 10-foot line. Creatures that enter or end their turn in the line take 1d6 necrotic damage and have their movement reduced by 10 feet until they leave the trail.
Essence Drain
You unleash a pulse that siphons vitality from creatures in a 15-foot radius. Each creature must make a Constitution save (DC = 8 + proficiency bonus + your Con or Strength modifier) or take 3d6 necrotic damage and you regain HP equal to half the total necrotic damage dealt. On a success they take half damage and you regain half as much. Costs 2 Blood Points.
Congeal (Combat Smithing)
You can form a piece of gore-armor or a blood-shield in combat. As an action and spending 2 Blood Points you create a one-use gore-shield that provides +2 AC for one creature for one minute or a helmet that grants advantage on one saving throw. The created object collapses after use.
Goreplate
Pulsing Edge
A tempered blade vibrates with stolen life. Once per turn when you hit with a tempered weapon you may cause it to pulse; the target and all creatures within 5 feet take necrotic damage equal to your proficiency bonus. You can expend 1 Blood Point to increase the pulse to 10 feet and add 1d6 necrotic damage.
Siphoning Edge
Echoing Rune
You may cause a rune to echo after activation, triggering a smaller effect on a second target within 30 feet of the original for no additional BP cost. The echo deals half the original rune effect. You may echo a rune a number of times per long rest equal to your Constitution modifier.
Runic Inscription
Hemalurgic Grasp
You reach into a creature's life and pull. Make a ranged attack (30 feet) with a tempered weapon effect; on hit the target is pulled up to 15 feet toward you and is restrained until the end of your next turn as blood binds it. The target can attempt a Strength save to break free (DC as usual). Costs 2 Blood Points.
Vital Reforge
During a short rest you may spend 4 Blood Points to reforge all equipment you created (weapons/armor) and grant each a temporary major rune: choose one — vampiric edge (heals 50% of necrotic damage dealt), warding sigil (+2 AC for wearer), or rending rune (+2d6 damage vs constructs/armored foes). Lasts 24 hours.
Hemalurgic Transfer
Bloodshaper's Retribution
When you drop to 0 HP but are not killed outright, you automatically spend 3 Blood Points (if any) to burst in a spray of congealed gore: creatures within 10 feet take 4d6 necrotic and are splashed with runic blood causing disadvantage on attacks until the end of their next turn. You then stabilize with 1 HP. This effect can occur once per long rest.
Crimson Calibrate
You can finely tune a tempering to counter a creature's resistances. As an action, you study a creature and choose to pierce resistance to one damage type (e.g., necrotic, fire) for your next three successful hits against it. Requires 1 Blood Point and a short concentration (1 round).
Transformations
Bloodform — Liquid Flesh
You partially transform into living gore: your limbs become viscous, your skin ripples like a freshly forged piece. For 1 minute you gain the following: resistance to slashing bludgeoning and piercing from nonmagical sources, advantage on grapple checks, and when you deal necrotic damage you regain HP equal to your Constitution modifier (minimum 1). Each time you use this form you lose hit points equal to 1d6 × your character level at the end of its duration unless you expend 2 Blood Points to stabilize yourself.
Resistance to nonmagical physical damage (slashing/bludgeoning/piercing), Advantage on grapple checks, Heal when dealing necrotic damage
Slick Slide: You may move through a creature's space as difficult terrain and end movement in that space.
At the end of duration you must either spend 2 Blood Points or lose hit points equal to 1d6 × level, Cannot cast spells
Bloodlord's Embrace
A near-godlike state of crafted blood. For 1 minute you gain immunity to necrotic damage, your weapon attacks deal an extra 3d6 necrotic damage, and when you take damage you may transfer up to half the damage taken to a target within 30 feet that you can see (they take the damage instead). Activating costs 6 Blood Points and afterward you permanently lose hit points equal to 1d6 × your level unless a ritual removes the cost.
Immunity to necrotic, Weapon attacks +3d6 necrotic, Transfer damage taken to another creature
Dominant Siphon: As an action, forcibly siphon 2d8 HP from a creature you damage, adding it to your HP (requires hit).
Costs 6 Blood Points, Permanent HP loss afterward unless healed via high-level magic or Mastery Quest
Auras
Sanguine Resonance
A pulsing aura of stolen life that ripples from you when you use certain abilities. While active, whenever you deal necrotic damage with a tempered weapon, allies within the aura regain half the necrotic damage you deal (rounded down).
Allies in the aura regain HP when you siphon; enemies suffer reduced healing.
Activates when you spend 1 Blood Point to enable it; lasts 1 minute
Crimson Sigil
Your crafted items exude a rune-scent; while active, all runes you trigger have their save DC increased by 1 and deal +1d4 necrotic damage.
Increases rune potency for you and imprinted items
Toggle for 1 hour by spending 2 Blood Points
This aura can be toggled on or off.
Class Features
Bloodcraft (Level 1)
Siphoning Edge (Level 1)
Resource Cost: Spend 1 Blood Point to increase uses
Prerequisite: Must be wielding a weapon you tempered or crafted
Viscous Tempering (Goreplate) (Level 2)
Runic Inscription (Level 3)
Blood Reserve (Level 3)
Pulse of the Forge (Level 6)
Prerequisite: Siphoning Edge
Hemalurgic Transfer (Level 10)
Resource Cost: 2 Blood Points
Prerequisite: Blood Reserve
Congealed Bastion (Level 14)
Prerequisite: Goreplate
Master of the Bloodforge (Level 20)
Prerequisite: Bloodcraft, Blood Reserve
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