The Bloodletter is a cold, calculating physician of battle. Using their own blood, they fuel their attacks at the cost of their own vitality. Branding their foes and punishing their weakness, the Bloodletter is relentless.
Open Vein.
At the start of your turn, choose one:
- Pay up to 2xSTR HP to deal additional damage with your melee attacks equal to the amount of life paid until the end of your turn.
- (2/encounter) Heal 2xINT HP.
Medical History.
You gain Advantage on Examination checks involving dead or Bloodied creatures.
Branded.
When you hit a target with an Open Vein enhanced attack, they become Branded. You must have paid at least STR HP for Open Vein to apply Branded. Branded persists until the encounter ends.
Exploit.
(Reach: 4) Action: Remove Branded from a target to Daze them until the end of their next turn.
Subclass.
Choose a Bloodletter subclass.
Crimson Rites.
Learn the Blood Price Crimson Rite, as well as 1 more of your choice.
Key Stat Increase.
+1 STR or INT.
Visceral Toll.
(1/encounter) You may gain a Wound instead of paying a Rite’s HP cost.
Secondary Stat Increase.
+1 DEX or WIL.
Crimson Rites (2).
Choose 1 Crimson Rite to learn.
Open Vein (2).
Open Vein’s maximum cost is now 3xSTR. Open Vein’s healing is now 3xINT and it can be used 3/encounter.
Subclass.
Gain your Bloodletter subclass feature.
Reckoning.
Your attacks deal additional damage equal to your current Wounds.
Crimson Rites (3).
Choose 1 Crimson Rite to learn.
Key Stat Increase.
+1 STR or INT.
Lingering Vitals.
Whenever you use a Rite, gain LVL temp HP.
Secondary Stat Increase.
+1 DEX or WIL.
Open Vein (3).
Open Vein’s maximum cost is now 4xSTR. Open Vein’s healing is now 4xINT.
Crimson Rites (4).
Choose 1 Crimson Rite to learn.
Subclass.
Gain your Bloodletter subclass feature.
Crimson Rites (5).
Choose 1 Crimson Rite to learn.
Key Stat Increase.
+1 STR or INT.
Blood Trail.
You always know the location of any Branded creature, and they cannot be invisible to you.
Open Vein (4).
Open Vein’s maximum cost is now 5xSTR. Open Vein’s healing is now 5xINT and it can be used 4/encounter.
Secondary Stat Increase.
+1 DEX or WIL.
Crimson Rites (6).
Choose 1 Crimson Rite to learn.
Subclass.
Gain your Bloodletter subclass feature.
Crimson Rites (7).
Choose 1 Crimson Rite to learn.
Key Stat Increase.
+1 STR or INT.
Overdraw.
If a Rite’s HP cost would drop you to 0 HP, you instead drop to 1 HP.
Secondary Stat Increase.
+1 DEX or WIL.
Open Vein (5).
Open Vein’s maximum cost is now 6xSTR. Open Vein’s healing is now 6xINT.
Reckoning (2).
Your weapon attacks deal additional damage equal to twice your current Wounds.
Epic Boon.
Choose an Epic Boon (see pg. 23 of the GM's Guide).
Last Reserves.
+1 to any 2 of your stats. While you are Bloodied, Open Vein does not deplete your HP to gain the damage bonus.
Crimson Rites
Lose 2xLVL HP as part of the activation of the Crimson Rite. You may use a Crimson Rite ability 1/turn. Crimson Rites do not cost HP to activate if you are Dying.
Blood Price.
0 Actions: +2xLVL additional damage on your next melee attack.
Reap.
Action: Make a weapon attack. Its damage is 1d20 + STR and ignores armor. Can only target a Bloodied creature.
Bursting Cells.
Reach: 2. 2 Actions: Deal 2xLVL damage to all creatures within reach.
Sanguine Ward.
2 Actions: Gain +LVL Defense for the rest of the encounter.
Cleansing Cut.
Action: Remove all harmful conditions from yourself.
Unbroken Vow.
Reaction: If you would fail a save, you succeed instead.
Vital Chains.
(Reach: 4) Action: Restrain an enemy until the end of their next turn.
Red River Flow.
Action: Knockback all adjacent enemies 2 spaces.
Transfusion.
(1/encounter, Reach 4) Action: Heal an ally 2xLVL HP.
Marked for Slaughter.
2 Actions: Apply Branded to all enemies within Reach 4.
Adrenaline Surge.
0 Actions: Gain an extra action this turn.
Blood Tether.
(Reach 8) Action: Swap places with a Bloodied or Branded target.