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

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

Proficiencies

Armor Light armor, Medium armor, Shields
Weapons Simple weapons, Martial weapons
Tools Smith's tools, Leatherworker's tools
Skills Choose 2 from Athletics, Arcana, Intimidation, Medicine, Perception, Survival

Starting Equipment

• A martial weapon of your choice and smith's tools
• A set of traveler's clothes and a pouch containing 10 gp
• A set of leatherworking tools or brewer's supplies (your choice)

Class Resources

Blood Points 6 (After a long rest (you may sacrifice HP during a short rest to gain 1 BP per 2 HP spent))

Class Abilities

Martial Abilities

Resource Blood Points
Blood Temper (Ability)
Bonus Action 1 Blood Point or 2 HP × your level during short rest to prepare without BP Level 1

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).

Prerequisites:

Must be wielding a weapon you crafted or tempered

Buff Effect
Damage: 1d6 necrotic (Increases by 1d6 at levels 11 and 17)
Duration: 1 minute
Siphoning Strike
Attack Level 1

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).

Prerequisites:

Blood Temper

Damage Effect
Damage: 1d6 necrotic (Damage increases to 2d6 at level 9 and 3d6 at level 17)
Conditions: Repairs goreplate by 1 HP
Viscous Parry
Reaction 1 Blood Point Level 2

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.

Control Effect
Damage: 1d10 necrotic
Duration: Instant
Hemorrhagic Thrust
Attack 1 Blood Point Level 2

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.

Prerequisites:

Siphoning Strike

Damage Effect
Damage: 1d6 necrotic (Bleed increases to 2d6 at level 11)
Conditions: bleeding (1d6 necrotic each turn)
Duration: 3 rounds
Forge Rend
Action 1 Blood Point Level 3

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.

Damage Effect
Damage: 2d6 + 1d6 slashing + necrotic (The necrotic dice scales to 2d6 at level 13)
Conditions: Damages armor durability
Duration: Instant
Runed Cleave
Action 1 Blood Point Level 4

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).

Prerequisites:

Runic Inscription

Control Effect
Saving Throw: Dexterity
Conditions: Applies associated minor rune effects
Duration: Instant
Bloodwake
Bonus Action 1 Blood Point Level 5

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.

Control Effect
Damage: 1d6 necrotic (Damage increases to 2d6 at level 13)
Conditions: movement reduced by 10 ft
Duration: 1 minute
Essence Drain
Action 2 Blood Points Level 5

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.

Damage Effect
Saving Throw: Constitution
Damage: 3d6 necrotic (Damage increases by 1d6 at level 13)
Duration: Instant
Congeal (Combat Smithing)
Action 2 Blood Points Level 6

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.

Prerequisites:

Goreplate

Buff Effect
Conditions: +2 temporary AC or advantage on one save
Duration: 1 minute or until used
Pulsing Edge
Attack 1 Blood Point to enhance Level 7

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.

Prerequisites:

Siphoning Edge

Damage Effect
Damage: 1d6 necrotic (Extra 1d6 when enhanced)
Duration: Instant
Echoing Rune
Free Reaction Level 9

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.

Prerequisites:

Runic Inscription

Utility Effect
Conditions: Echo deals half effect
Duration: Instant
Hemalurgic Grasp
Attack 2 Blood Points Level 11

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.

Control Effect
Saving Throw: Strength
Conditions: Restrained until end of your next turn
Duration: 1 round
Vital Reforge
Ritual / Short Rest 4 Blood Points Level 15

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.

Prerequisites:

Hemalurgic Transfer

Buff Effect
Conditions: Temporary major rune applied
Duration: 24 hours
Bloodshaper's Retribution
Reaction 3 Blood Points Level 15

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.

Damage Effect
Damage: 4d6 necrotic
Conditions: Disadvantage on attacks until end of next turn
Duration: Instant
Crimson Calibrate
Action 1 Blood Point Level 13

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).

Utility Effect
Conditions: Allows next 3 hits to ignore one damage resistance
Duration: Until 3 hits or 1 minute

Transformations

Bloodform — Liquid Flesh
1 minute 2 Blood Points to prevent backlash Level 10

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.

Changes:

Resistance to nonmagical physical damage (slashing/bludgeoning/piercing), Advantage on grapple checks, Heal when dealing necrotic damage

Special Actions:

Slick Slide: You may move through a creature's space as difficult terrain and end movement in that space.

Limitations:

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
1 minute 6 Blood Points Level 18

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.

Changes:

Immunity to necrotic, Weapon attacks +3d6 necrotic, Transfer damage taken to another creature

Special Actions:

Dominant Siphon: As an action, forcibly siphon 2d8 HP from a creature you damage, adding it to your HP (requires hit).

Limitations:

Costs 6 Blood Points, Permanent HP loss afterward unless healed via high-level magic or Mastery Quest

Auras

Sanguine Resonance
10-foot radius 1 Blood Point Level 6

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).

Effect:

Allies in the aura regain HP when you siphon; enemies suffer reduced healing.

Activation:

Activates when you spend 1 Blood Point to enable it; lasts 1 minute

Crimson Sigil
Self (items affected within 30 feet) 2 Blood Points Level 14

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.

Effect:

Increases rune potency for you and imprinted items

Activation:

Toggle for 1 hour by spending 2 Blood Points

This aura can be toggled on or off.

Class Features

Bloodcraft (Level 1)

You learn to manipulate blood and gore as a smith manipulates metal. You can spend hit points or expend Blood Points (see Resources) to temper a weapon or armor during a short rest. Tempering grants one of the following permanent minor qualities to one non-magical weapon or a suit of armor made by you: +1 to attack rolls with that weapon, +1 to AC for that armor, or a faint runic shimmer that deals 1 extra necrotic damage on a hit. Creating or adding a major runic effect requires class features you don't yet possess.

Siphoning Edge (Level 1)

When you hit a creature with a weapon you tempered or crafted, you can choose to siphon life from it. The attack deals an additional 1d6 necrotic damage and you regain hit points equal to half the necrotic damage dealt. You can use this a number of times per long rest equal to your proficiency bonus, or spend 1 Blood Point to use it once more.

Resource Cost: Spend 1 Blood Point to increase uses

Prerequisite: Must be wielding a weapon you tempered or crafted

Viscous Tempering (Goreplate) (Level 2)

You can craft armor from congealed blood and flesh. Goreplate is medium armor (AC calculated as breastplate) that pulses faintly and is considered nonmagical. While wearing goreplate, you have advantage on saving throws against being poisoned and disease. Crafting goreplate requires a long rest and a ritual that consumes hit points equal to twice your level or 1 Blood Point.

Runic Inscription (Level 3)

You learn to inscribe blood-runes on weapons and armor. A rune is a single triggered ability (bleed, lifesteal, burst of force, warding seal). You may inscribe one rune on an item you temper automatically. Enchanting additional runes requires resources and higher-level features.

Blood Reserve (Level 3)

You can hold a finite amount of distilled life, called Blood Points. At 1st level you have a Blood Reserve maximum of 3 Blood Points. Certain features and martial abilities expend Blood Points. You may voluntarily sacrifice hit points (minimum 1) to gain 1 Blood Point during a short rest. (See Resources for base max.)

Pulse of the Forge (Level 6)

When you use Siphoning Edge, the necrotic damage pulses; any creature within 5 feet of the target takes necrotic damage equal to your proficiency bonus (creature takes half on successful Con save, DC = 8 + your proficiency bonus + your Strength or Constitution modifier). You may expend 1 Blood Point to increase the radius to 10 feet.

Prerequisite: Siphoning Edge

Hemalurgic Transfer (Level 10)

You can transfer life you harvest into a weapon or piece of armor. Spending 2 Blood Points lets you repair a damaged weapon or armor (restores it to full nonmagical functionality) and grants it a temporary boon: +1 to attack or +1 AC for 1 hour. You may also infuse a consumable 'blood shard' from your Blood Reserve into an ally's weapon, granting them Siphoning Edge for 1 minute.

Resource Cost: 2 Blood Points

Prerequisite: Blood Reserve

Congealed Bastion (Level 14)

Your goreplate matures. When wearing goreplate, you have resistance to necrotic damage. Once per long rest, you may let the armor pulse outward to grant you temporary hit points equal to twice your level. Doing so costs hit points equal to your level or 2 Blood Points.

Prerequisite: Goreplate

Master of the Bloodforge (Level 20)

Your skill at tempering and siphoning peaks. You gain an additional Blood Point to your maximum. When you craft a weapon or armor during a long rest while spending at least one Blood Point, the item counts as a rare non-attunement magic item for purpose of simple effects (the table DM adjudicates), or you may instead imprint two minor runes on the item.

Prerequisite: Bloodcraft, Blood Reserve

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