Blood Harbinger

Blood Harbingers are feared ritualists who barter life itself for arcane power. Shrouded in myth, they write crimson sigils and carve runes of sacrifice on flesh. Masters of forbidden lore, they trap their enemies’ life essence within wards, unleash necrotic torrents, or weave healing through the blood of others. Always carrying a faint metallic tang on the air, they tread the line between savior and scourge, unsettling both friend and foe with an aura of whispered dread.

Class Features

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

Proficiencies

Armor Light armor, Medium armor
Weapons Simple weapons, Longsword, Rapier, Whip
Tools Alchemist’s supplies
Skills Choose 2 from Arcana, Religion, Insight, Deception

Starting Equipment

• (a) a dagger and a component pouch or (b) a shortsword and an alchemist’s supplies kit
• (a) leather armor or (b) studded leather armor
• (a) explorer’s pack or (b) scholar’s pack

Class Abilities

Martial Abilities

Resource Blood Points
Blood Drain
Action 1 BP Level 1

A sharp glyph of crimson energy lashes out to siphon vitality.

Damage Effect
Damage: 1d8 + Cha mod necrotic (Damage dice increase to 2d8 at level 9, 3d8 at 15)
Healing Effect
Duration: You regain HP equal to half the necrotic damage dealt.
Hemorrhaging Strike
Bonus Action 1 BP Level 2

Your weapon wounds spill profuse blood, causing ongoing harm.

Prerequisites:

Must be wielding a melee weapon

Damage Effect
Damage: 1d6 necrotic (+1d6 at levels 7 and 13)
Conditions: Bleeding (1d6 at start of each turn)
Duration: Until end of your next turn
Hemocraft Sigil
Action 1 BP Level 4

You draw a tiny blood sigil beneath a foe’s feet. When they move more than 5 ft., it erupts.

Damage Effect
Saving Throw: Dexterity
Damage: 2d6 necrotic (+1d6 per 4 class levels)
Blood Ward
Bonus Action 2 BP Level 6

Wrap an ally in a shroud of spilled blood, granting resistance to necrotic damage.

Buff Effect
Duration: 1 minute
Vital Transfer
Action 3 BP Level 5

Redirect life from one creature to another in a swirling arc of blood.

Damage Effect
Saving Throw: Constitution
Damage: 3d6 necrotic (+1d6 per 2 class levels above 5)
Healing Effect
Duration: You heal a creature you touch for the same amount.
Sanguine Barrier
Reaction 2 BP Level 7

Form a barrier of coagulated blood around you or an ally.

Buff Effect
Duration: Absorbs damage up to 1d10 + your Blood Harbinger level
Crimson Chains
Action 3 BP Level 9

Chains of hardened blood lash out to bind a foe.

Control Effect
Saving Throw: Strength or Dexterity
Conditions: Restrained
Duration: Up to 1 minute (Con save ends)
Aura of Dread
Action null Level 10

Your presence warps life around you.

Debuff Effect
Conditions: Frightened
Duration: Enemies that start their turn within 10 ft. must succeed on a Wisdom save or be frightened until end of their next turn.
Blood Puppetry
Action 4 BP Level 11

You seize fleeting control of a wounded foe’s body.

Prerequisites:

Target must be below half its maximum HP

Control Effect
Saving Throw: Wisdom
Conditions: Charmed (you control)
Duration: 1 round
Blood Mist
Action 3 BP Level 12

You dissolve into a mist of blood droplets, slipping away from harm.

Utility Effect
Duration: You gain partial cover and can move through creatures up to 10 ft. away until your next turn.
Life Leech Eruption
Action 5 BP Level 13

Blood you’ve wounded bursts outward, harming all nearby.

Damage Effect
Saving Throw: Constitution
Damage: 4d8 necrotic (+1d8 per 2 class levels above 13)
Sanguine Resonance
Action 4 BP Level 14

The battlefield pulses in time with your beating heart.

Healing Effect
Duration: Allies within 10 ft. heal 1d8 + Cha mod and gain temporary HP equal to your Cha mod.
Sanguine Empowerment
Action 4 BP Level 15

You inflame your own blood magic, heightening your prowess.

Buff Effect
Duration: You gain +2 to damage rolls with Blood Harbinger abilities and +1 to Constitution saving throws for 1 minute.
Crimson Retribution
Reaction 5 BP Level 17

A splash of blood reflects incoming violence back to its source.

Damage Effect
Damage: Half the damage taken (necrotic) necrotic
Crimson Eclipse
Action 10 BP Level 20

You unleash a cataclysm of necrotic life energy.

Damage Effect
Saving Throw: Constitution
Damage: 10d10 necrotic

Transformations

Crimson Avatar
1 minute 5 BP Level 18

You become an avatar of living blood, your form a swirling mass of crimson energy.

Changes:

You gain resistance to all damage except force and radiant, Your Strength, Dexterity, and Constitution scores each increase by 2, to a maximum of 22, You hover up to 10 ft. above the ground

Special Actions:

Blood Fury: Once on your turn as a bonus action, make one blood ability without spending BP

Limitations:

You can’t cast non–Blood Harbinger abilities

Auras

Aura of Dread
10-foot radius Level 10

A palpable aura of fear and unease radiates from you.

Effect:

Enemies that start their turn in the aura must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + Cha mod) or be frightened until the end of their next turn.

Aura of Sanguine Might
10-foot radius Level 16

Your life-force pulses outward, empowering allies and punishing foes.

Effect:

Allies gain 1d4 temporary HP at the start of their turn. Enemies take 1d4 necrotic damage at the start of their turn.

Class Features

Blood Sense (Level 1)

You can spend 1 minute focusing on the life energies around you. You gain blindsight out to 30 feet against creatures that are wounded or undead, and you know the current hit point maximum of any creature you can sense.

Ritualist of Crimson Lore (Level 1)

You learn to inscribe simple blood sigils with your own vitality. You can perform a short ritual (10 minutes) that consumes 1 Blood Point to create a minor permanent ward (up to 3 simultaneously) granting resistance to necrotic damage to one willing creature.

Font of Blood (Level 2)

You awaken your inner reservoir of vitality. You gain Blood Points equal to your Blood Harbinger level. You regain all expended Blood Points when you finish a long rest.

Veiled Hemocraft (Level 6)

You learn to weave more subtle blood magics. When you spend Blood Points on a martial ability, you can choose to make the effect concealed; targets unsure of the magic’s source have disadvantage on any saving throw.

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