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bloodpunk
test play document
As you already know from our Kickstarter page, A Region Guide to Tolia is the campaign setting
book of Bloodpunk that includes all of the realm of Tolia and the bloodpunk technology, as well
as archetypes, monsters, NPCs, items, magic, and more!

All the content is revised, but it has only gone through a single editing phase. So please keep in
mind that there might be some typos and grammatical errors here and there. They will be fixed
with the second editing phase and the proofreading phase close to the PDF release.

We have sent the alpha document to all those who wanted to participate in the play testing.
Please check your emails for the document. If you have chosen to participate in the survey but
cannot find the document in your email, please send us a Kickstarter message along with the
email address you’d like to receive it to, and we will resend it to you.

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New Damage Type and
New Condition
New Damage Type: New Condition:
Blood Hemophilia

• You take double damage from any damage


When a creature is subjected to blood damage, it
originating from blood damage. However, if you are
takes necrotic or poison damage, whichever is more
already vulnerable to the damage type, the damage
harmful to the creature. For example, if a creature has
is not multiplied by two.
resistance to necrotic damage but has no resistance or
vulnerability to poison damage, blood damage deals • The Wisdom (Medicine) check to stabilize you is
poison damage to that creature. However, if a creature increased to 15. Any effect that would normally
has resistance to both damage types, vulnerability to stabilize you gives you advantage on the next death
both damage types, or has neither for both damage saving throw you make until the end of your next
types, you can choose the type of damage dealt yourself. turn.

Bloodwork Weapons
Bloodwork weapons are the marvels of the latest bloodwork technology. They use blood cartridges to react with
the angst within the weapon to fuel their heavy projectiles to tremendous velocities, letting the weapon hit with
an impact greater than even that of heavy crossbows. The same technology has also provided the means for
bloodwork throwables, creating grenades that are more lethal than alchemist’s fire and other things that were
used before.

Bloodwork Ranged Weapons

Name Cost Damage Weight Properties


Bloodwork Ranged Weapons

Pistol 2000 KF/CS 1d8 piercing 2.5 lbs Ammunition (Range 30/90), blood
cartridge, reloading 6, light
Ammo, pistol (6) 70 KF/CS
Blunderbuss 4500 KF/CS Special (see 10 lbs Special (see ammo), blood cartridge
ammo)

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Slug ammo, blunderbuss 20 KF/CS 3d6 piercing Ammunition (Range 30/120), heavy,
loading, two-handed
Buckshot ammo, 50 KF/CS 1d6 piercing Ammunition (Area 15 ft cone, DC =
blunderbuss 8 + your Dexterity modifier + your
proficiency bonus), heavy, loading,
two-handed
Repeater Rifle 4000 KF/CS 1d10 piercing 8 lbs Ammunition (Range 60/300), blood
cartridge, heavy, reloading 6, two-
handed
Ammo, repeater rifle (6) 100 KF/CS
Sniper Rifle 5000 KF/CS 2d8 piercing 12 lbs Ammunition (Range 250/600), blood
cartridge, heavy, loading, two-handed
Ammo, sniper rifle (5) 200 KF/CS
Bloodwork Grenade 600 KF/CS Special 1 lb Consumable, Special (see description)

Blood Cartridge 10 KF/CS Special (see description)

Weapon Descriptions

Bloodwork weapons are quite different from the regular weapons of the realm, and they look and
work differently from any bow or crossbow. The descriptions of these weapons are given below:

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Pistol. Pistols are metal constructs that fit on top of weapon with the reloading property needs their blood
a wooden grip. They have an angst buried within their cartridge changed in each reload. For the loading
pistol grip, and a revolving mechanism that carries 6 weapons, the energy required for the projectile to be
ammunition in its chambers and a blood cartridge in shot is too large that they need a new blood cartridge in
the middle. Once inserted, the blood cartridge fills each each loading. A blood cartridge holds 2 hit points worth
chamber with blood, ready to be shot. of blood, changing the blood cartridge is done as a part
of the reloading or loading, depending on the weapon.
Blunderbuss. Blunderbusses look like longer and
wider-bore versions of pistols but they work quite Reloading X. Weapons that have this trait need to be
differently and without a revolver. The ammunition reloaded after their magazines are empty. The number
is dropped into the barrel rather than loaded, and after the word resembles how many attacks can be
then it is briefly compressed with a loading stick. Once done with the weapon before it needs to be reloaded.
loaded and triggered, the angst touches the barrel and Reloading a weapon takes an action.
the reaction shoots the projectile(s) that is within the
barrel.
Repeater Rifle. Repeater rifles have the barrel of
Bloodwork Grenades
a pistol but they are much longer and do not have a
revolver system attached. Rather, they have a special
inner mechanism that holds a stack of 6 ammunition,
loaded from the upper part of the metal section. The
blood cartridge loaded from the back of the metal part
creates a reaction with the angst when triggered, and Bloodwork grenades are two-chamber metal pots.
the bullet is shot. The most important property of They use a coin-sized angst and a blood cartridge in
the repeater is that by pushing the metal lever that is their core chamber to burst and propel their material
located under the trigger, it loads the following bullet in the surrounding chamber, consuming the item.
into the chamber. As an action, you can throw a bloodwork grenade up
to 20 feet, exploding on impact. Any creature within
Sniper Rifle. Sniper rifles are very long and heavy 10 feet of the area of impact must make a Dexterity
rifles with a scope that is almost as long as the barrel saving throw (DC = 8 + your Dexterity modifier + your
itself. They contain a single ammunition in their metal proficiency bonus), andare affected in a certain way
chamber at a time, and a whole blood cartridge is according to the property of the grenade as shown:
required to shoot each bullet. Although less efficient,
this lets the rifle shoot much heavier bullets with Flak. On a failed save, a creature takes 4d4
tremendous speed, proving their impact to be deadly bludgeoning damage and is knocked prone. On a
indeed. successful save, the damage is halved, and the creature
is not knocked prone.
Syringe Pistol. These pistols shoot syringes instead
of bullets or other types of ammunition. They have a Fire. On a failed save, a creature takes 4d4 fire
special pipe design that enables the syringes taken from damage and is set ablaze. On a successful save, the
the clip to be transferred to the barrel. damage is halved and the creature does not burn. A
burning creature takes 1d4 fire damage at the start of
Syringe Rifle. Syringe rifles work with the same each of its turns. A creature can stop burning by using
principle syringe pistols do, but they are heavier and its action to extinguish the flames.
have longer barrels.
Flash. On a failed save, a creature is blinded and
deafened for 1 minute. On a successful save, it is only
Weapon Properties blinded or deafened until the end of its next turn. A
creature can make a DC 12 Constitution saving throw at
the start of each of its turns to end the effect on itself
on a success.

Consumable. This weapon is single-use and is


consumed when used.
Blood Cartridge. All bloodwork weapons require a
blood cartridge to activate the angst and work. Any

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heritages (Races)
Sentient Bloodwork consideration. However, these automatons’ role in
society are of the utmost importance. They make
Automaton the lives of many better thanks to their amplified
bodies and unnatural endurance. There are bloodwork
automatons who’ve made a name for themselves, and
become respected individuals in society, though one
does not happen upon a bloodwork automaton of great
repute every day.
Many people think that death is the end, but it is a
fresh start for bloodwork automatons. Bloodwork
automatons are constructs given life by and fueled by Sentient Bloodwork Automaton
the blood of the deceased people of Tolia. Some of them Traits
are unintelligent constructs, however some of them are
no different from Tolia’s other residents. You are the
latter. Being a construct of blood provides you the following
features.
Bloodwork automatons are mostly created by the
Kanrath and Cyherested governments. However, the Ability Score Increase. Your Constitution score
state is not the only entity that can have an automaton. increases by 2.
The nobility and the wealthy have also been known to Age. You die when your body ceases to function. You
have their own, and extremely talented scavengers, or
mad scientists can build them as well, with relatively
limited resources.

Origins of a Bloodwork Automaton

Whether you were the lowest of the low or the highest


of the high, a criminal or a hero, your blood now gives
life to a whole new existence. Who you were is no
longer important. Welcome to the fascinating world of
bloodwork science.

Looks of a Bloodwork Automaton

Bloodwork automatons are genderless, their bodies may


resemble a woman’s, or a man’s; both or neither. Their
bodies are made of strong metals, and decorated with
various designs, fitting the taste of their creators.

Bloodwork Automatons in Society

The common folk of Tolia do not take too kindly to


bloodwork automatons. In general, they are deemed
heartless machines, constructs that are only good for
following orders and that cannot think for themselves,
or simply “things” whose ideas are not worthy of

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have no average lifespan. You do not age. However, Scribe Automaton
your body slowly loses its functions if you do not treat
it carefully. Once every year, you have to make sure
As a scribe automaton, you are designed to memorize,
that you see a technician and pay them 1000 KF to make
to keep records, do calculations, and other kinds of
the necessary repairs. Otherwise you suffer 1 level of
scribing work.
exhaustion until you get them done.
Ability Score Increase. Your Intelligence score
Alignment. All bloodwork automatons think for
increases by 2.
themselves, and can vary greatly in principle and deed.
They thus can be of any alignment. Extra Intelligent. You gain proficiency in a skill of
your choice, and you can speak, read, and write one
Size. Bloodwork automatons stand at 5 to 6 feet tall
other language of your choice.
and average between 300 to 500 pounds. Your size is
Medium. Lightly Armored Body. Your body provides you with
an AC of 12 + your Dexterity modifier (a minimum of 12
Speed. Your base walking speed is 30 feet.
AC).
Darkvision. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness, only Slayer Automaton
shades of gray.
Type. You are a construct.
As a slayer automaton, you are designed to destroy
Automaton Health. Since you are a special type of your enemies. Your physical prowess can best even the
construct, you regain 1 hit point when you are targeted greatest of athletes.
by the mending spell. Ability Score Increase. One of the following ability
Automaton Nature. Your body is made of metal, and scores of your choice increases by 1: Strength or
you have no organs within. This nature grants you the Dexterity.
following benefits. Extra Efficiency Protocol. You can take a bonus action
• You have advantage on saving throws against to activate the Extra Efficiency Protocol. Once you do,
disease and being poisoned, and you have the blood inside your body is used extra effectively for
resistance to poison damage. Your body may be 1 minute, granting you extra power. For the duration,
endurant against disease and poison, but you still your successful weapon attacks deal an extra 1d4
function with blood. damage of the weapon’s damage type.
• You don’t need to eat, drink, or breathe. Once you use this feature, you must finish a short or
• You don’t need to sleep, and magic can’t put you long rest to use it again.
to sleep. You can finish a long rest in 4 hours if you Moderately Armored Body. Your body provides you
spend those hours in an inactive state. with an AC of 14 + your Dexterity modifier (a minimum
• You can’t wear armor on your body. However, your of 14 AC).
construct body provides you a certain amount of
protection, which is given in each subrace.
Fueled by Blood. Although you do not need to eat or
Vanguard Automaton
drink, your body requires a certain amount of blood to
function effectively. Once per week, you have to refill Ability Score Increase. Your Constitution score
the blood tanks within your body with an amount of increases by another 1.
blood worth 5 KF for each level you have. Otherwise, Heavily Armored Body. Your body provides you with
you starve. an AC of 16 + your Dexterity modifier (a minimum of
Purpose of Creation. Since you are created for a 16 AC). However, you have disadvantage on Dexterity
specific purpose, you gain proficiency in a skill of your (Stealth) checks.
choice, which is actually the choice of your creator. Vanguard Protocol. You can take a bonus action to
Languages. You can speak, read, and write Common activate the Vanguard Protocol. For 1 minute, whenever
and one another language that your creator wants you a creature within 5 feet of you takes damage as a result
to know. of an attack, you can use your reaction to take damage
Subrace. Three main bloodwork automaton subraces instead.
can be found in Tolia: Scribe, Slayer, andVanguard. Once you use this feature, you must finish a long rest
to use it again.

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this way at a time.
Crimson Template Each time you come back from the dead using this
feature, you move closer to death, which means 1 less
failure is required for you to die. You can respawn up to
3 times thanks to this feature. If you drop to 0 hit points
after your 3rd return, you die without making any
Life is a river and blood is what flows within. It death saving throws.
separates into branches that reach us all, sustaining If you are brought back to life by a spell or another
our lives. Although most of these streams flow steadily effect, these three chances are not restored, even if the
in peace, some of them are more violent and powerful. effect restores your missing limbs or removes all your
Crimsons are those fed by these violent streams, and diseases.
they are born with the mark of blood. They have
crimson eyes and their hair is white. Some say that they
are cursed and destined to bring about disasters, others Invoke the Power Within
say they are gifted and destined for greatness, yet the
truth about this remains a mystery. What is certain is
As a creature who has a special bond with blood, you
their cold, emotionless hunger for blood.
know how to invoke the potential lurking in the veins
This template can be chosen by anyone. Characters of others.
with this template have crimson eyes and white hair
As an action, you can perform a unique action to
(if they have hair) no matter what their original race
awaken this power within the blood of the creatures
entails. When you choose this template, you gain the
following features.

Vampiric Nature

Your type does not change, but you do not require


air, food, or drink. However, you still need to sleep,
and you must consume an amount of fresh blood each
day or you suffer from hunger (see below). Blood only
remains fresh for 1 minute once it’s outside the body.
The amount of blood you should consume decreases the
hit point maximum of the creature whose blood you
drink by 5. This reduction lasts until the target finishes
a short or long rest.
At the end of each day you suffer from hunger, you
must succeed on a Constitution saving throw or gain
a level of exhaustion. The DC of the saving throw
equals 13 on the first day you suffer from hunger, and
increases by 2 each consecutive day

Crimson Destiny

You are destined, either to do great things or to bring


about disasters. It all depends on your actions. However,
your life shall not end before you do one or the other.
Each time you die, you return from the dead 1d4
hours later. You can choose to reappear at the place you
died or in a place you marked. You can mark a place
by leaving an amount of your blood in a jar, which is
equal to an amount of blood that reduces your hit point
maximum by 5. You can only have one place marked in

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around you. This unique action can be a war cry, a become a vampire.
specific hand gesture, a motivational speech, dancing,
or anything else of your choice, so long as the Gm
approves. As a result of this action, allies within 30 feet Blood Hunger
of you that can hear or see you gaina +1 bonus to ability
checks, attack rolls, or saving throws (one of your
Your hunger is eternal and you need to feed in order to
choice) for 1 minute.
sate it and regain hit points. You can’t spend hit dice to
Once you use this feature, you must finish a long rest restore hit points and you don’t regain hit points after
to use it again. finishing a long rest.

Kanrath Vampire Founder’s Legacy


Template
Your type becomes undead. You do not require air,
food, or drink. You don’t need sleep, and magic can’t
put you to sleep. You can finish a long rest in 4 hours if
you spend those hours meditating.
You also acquire the following features:
Vampires of Kanrath are the descendants of the first Bite. As an action, you can bite a willing creature or
vampire known as the Founder. They are the proud a creature that is grappled by you, incapacitated, or
citizens of Kanrath, ruling and preying on mortal restrained. The bite deals piercing damage equal to 1d6
citizens to feed on their precious blood. Such a + your Strength modifier plus 2d6 necrotic damage. The
vampire took a shine to you in their own horrific way target’s hit point maximum is reduced by an amount
and decided to make you their vampire child, their equal to the necrotic damage taken, and you regain hit
apprentice. Said vampire bit you and drained all your points equal to that amount. The reduction lasts until
blood. You might have been a willing prey, or this the target finishes a long rest.
fate might have been forced upon you. Once you were
Also, when you drink a number of hit points worth of
exsanguinated, your killer fed your corpse their own
blood, you regain the same number of hit points. You
blood and you rose as one of them; a vampire. Now, you
can drink up to 12 hit points worth of blood in a turn.
have responsibilities you must fulfill for your undead
master and for the crimson city. Charm. You can cast the charm person spell using
Charisma as your spellcasting ability. Once you do, you
This template is applied to humanoid creatures that
must finish a short or long rest to do so again. Creatures
are transformed into vampires. Characters with this
befriended in this way are willing targets for your bite
template have pale skin, a cold aura, and vampire fangs.
attack.
When you take this template, you gain the following
features. Darkvision. You can see in dim light within 120 feet
of you as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness, only
Ability Score Decrease shades of gray.
Immortality. You stop aging after turning into a
vampire, you can’t be aged by magical means, and you
The gruesome process of transforming into a vampire can’t die of old age.
takes its toll on the mind. Your Wisdom score decreases
by 2. Regeneration. You gain this feature when you reach
11th level. You regain 5 hit points at the start of each
of your turns if you have at least 1 hit point and aren’t
in sunlight. If you take radiant damage or damage from
Alien Physiology holy water, this trait doesn’t function at the start of
your next turn. Also, if you drop to 0 hit points, you
When you become a vampire, you trade a portion of don’t make death saving throws; you instead regain 1
your life force for vampiric abilities. When you reach hit point at the end of your third round.
3rd, 6th, 9th, 12th, 15th, and 18th levels, you don’t get Spider Climb. You can climb difficult surfaces,
an additional Hit Die and don’t add your Constitution including upside down on ceilings, without needing to
modifier to your hit point maximum. If you have make an ability check.
already taken these benefits, you lose them once you

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Kanrath Armory Sunlight Hypersensitivity. You take 20 radiant damage
when you start your turn in sunlight. While in sunlight,
you have disadvantage on attack rolls and ability
When you are turned, your master is obliged to gift you checks.
a weapon, armor, or a shield called the Kanrath Armory
(p.136). You choose which of these items your master
gives you as a sign of your superiority over the mortal
citizens of Kanrath.
Kanrath Nobility
If you’re not carrying at least one of the Kanrath
Armory items, you have disadvantage on Charisma If you have more than 13 vampire children
related checks made against other Kanrath vampires. (transformed into vampires by you) or if you are a
member of a noble house, you have the chance of
becoming nobility. To seize this opportunity, you must
Resilient Body prove your worth to the nobility and the royalty. How
you prove your worth is determined at your GM’s
discretion.
You gain resistance to necrotic damage at 1st level, If you are ennobled by royalty, you undergo a ritual
poison damage at 3rd level, and cold damage at 5th attended by a member of royalty and a member from
level. each noble house. The member of royalty bestows you
When you reach 11th level, you have immunity to with a drop of their blood and with it, you taste true
bludgeoning, piercing, and slashing damage from power.
nonmagical attacks that aren’t silvered. You gain a unique supernatural ability related to your
Starting at 15th level, when you fail a saving throw, character and society’s view of you. You should decide
you can choose to succeed instead. Once you use this on this feature together with your GM and both of you
feature, you must finish a long rest to use it again. should approve it. There are some examples of such
powers in Kanrath Vampire (p.136).
If you are not a member of a noble house when you
Vampire Weaknesses gain the chance of becoming nobility, gaining the
powers of a noble vampire, you have the right to form
You gain the following flaws when you turn: a new noble house. If you do so, your vampire children
also become a member of your noble house. However,
Forbiddance. You can’t enter a residence without an
they do not gain the unique power you’ve obtained
invitation from one of the occupants.
when you become a noble vampire.
Silver Stake to the Heart. If a silvered piercing silver
weapon is driven into your heart while you have 0 hit
points, you die.

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new archetypes
Also, while red raging, the first successful weapon
Barbarian Paths attack you make on each of your turns deals an extra
1d6 damage of the weapon’s damage type. Starting at
10th level, you deal this extra damage on each of your
successful attacks while red raging.

The Crimson Path Sense of the Wilderness


Starting at 6th level, the Crimson Path enhances your
When anger fills the very being of a barbarian, it is said senses as you are the apex predator of the wilds of
that they become unstoppable. However, the barbarians Tolia. You have blindsight out to a range of 10 feet,
who walk the Crimson Path change into something else. but you can only sense creatures with blood using this
Their emotions turn to hunger and their rage becomes sense, nothing else. This range increases by 20 feet
a need to spill blood. To be able to walk the Crimson while raging.
Path, you must be chosen by another barbarian of If you already have blindsight, its range increases by
the Crimson Path. Once these barbarians prove their 10 feet to sense creatures with blood.
worth, they are able to channel their ferocious rage in a
different manner, which was named the “Red Rage” by
the people of Tolia.
Most barbarians who walk the Crimson Path live
outside of the cities of Tolia, in the wilderness.
However, they can also be found in cities.

Ancient Monster
The barbarians who walk this path believe the true
potential of one’s blood can be unlocked by losing
themselves in a state of rage until they become the most
ferocious of predators. However, not every barbarian
in the wild can follow the Crimson Path. It is believed
that barbarians who walk the Crimson Path carry the
blood of an ancient monster in their veins. Some say
the ancient monster is a blood dragon, some say it was a
giant of a race that is now extinct, and others say it’s an
elder vampire.

Red Rage
When you choose this path at 3rd level, your rage is
twisted into something else. When you rage, you can
choose to enter Red Rage. If you do, your blood rushes
through your veins, reaches your eyes, and turns them
blood red. Your muscles grow and red veins pop out
of them. In addition to the bonuses already provided
by the Rage feature, you gain immunity to poison
damage and you cannot be blinded, charmed, deafened,
frightened, petrified, poisoned, or stunned.

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Blood Fueled Trained Bloodsinger
Also at the 6th level, you can choose to absorb the When you join the College of Bloodsinging at 3rd level,
blood of your enemies while red raging. When you you either gain proficiency with medium armor and a
deal damage to a creature that has blood with a melee martial weapon of your choice that deals piercing or
attack, you can regain hit points equal to half of the slashing damage, or learn two necromancy cantrips of
damage you dealt. your choice from any spell list. These cantrips count as
Once you use this feature, you must finish a short or bard cantrips for you.
long rest to use it again.
Bloodsinging
Strength of the Monster At 3rd level, your performance can invoke the power
Beginning at 10th level, your muscles are filled with within others’ blood. If a creature has a Bardic
ancient blood while red raging. Your carrying capacity Inspiration die from you and makes a successful spell or
(including maximum load and maximum lift) is doubled. weapon attack, the creature can roll one of its own Hit
Dice, spending it, and add the result to the damage of
Also, you can throw any weapon of your size as if it
the attack. This Hit Dice counts against the maximum
has the thrown property. The throwing range of such
number of Hit Dice that the creature can spend.
weapons is 30 feet.

Crimson Monster
Beginning at 14th level, your body completes its
transformation as you continue to walk the ancient
Crimson Path. While red raging, your body grows and
becomes a little hunched. Also, your fingernails turn
into bloodied claws and your teeth look more like fangs.
Your size increases by one category. Owing to your
claws, you have a climbing speed of 20 feet. In addition,
while you are not holding anything, you can use your
claws as a weapon with which you are proficient. A
successful claw attack deals 2d6 slashing damage plus
2d6 blood damage.

Bardic Colleges

College of Bloodsinging

Bards of the College of Bloodsinging create macabre


pieces of art that can slow down or speed up the flow of
blood in others’ veins. Known as the Bloodsingers, these
bards perform the art of necromantic magic and mimic
the necrotic melodies of blood flowing through the
veins. They are also capable of using weapons to shed
blood.

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Blood Macabre Bonus Proficiencies
Starting at 6th level, you can perform the art of life and When you choose this archetype at 3rd level, you
death. As a bonus action, you can start playing a melody gain proficiency in two of the following skills of your
or performing another form of art that is specific to choice: History, Insight, Investigation, or Religion. You
Bloodsingers. When you start to perform, you choose also become proficient with a martial weapon of your
one ally and one other creature, both of whom are able choice.
to hear or see you, and both of whom are within 60 feet
of you. Until the end of their next turn, the chosen ally
has advantage on death saving throws, and the chosen Weapon of the Oppressed
creature takes 1d4 necrotic damage for each type of
Starting at 3rd level, you help the masses deliver the
action it takes. For example, such a creature takes 3d4
vengeance of the oppressed. As an action, you can
necrotic damage if it takes an action, a bonus action,
choose a number of creatures up to your Charisma
and a reaction, or 2d4 if it takes two of these actions.
modifier (a minimum of one creature) that can see or
Once you start performing the Blood Macabre, you hear you within 60 feet of you. Your and the chosen
can keep performing by spending your bonus action creatures’ weapon attacks deal an extra 1d4 thunder
on consecutive turns, for up to 1 minute. This requires damage for 1 minute.
concentration as if concentrating on a spell. Also, you
If a chosen creature also has a Bardic Inspiration die
can choose different targets at the start of each of your
from you, this damage increases to 1d8.
turns.
This damage increases to 1d6 at 10th level, and to
You can use this feature a number of times equal
1d10 if the creature has a Bardic Inspiration die from
to your Charisma modifier (a minimum of once). You
you.
regain all expended uses when you finish a long rest.
You can use this feature a number of times equal to

Master Bloodsinger
Starting at 14th level, you perfect the art of
bloodsinging. Either you choose a type of weapon
that you are proficient with and have advantage on
attack rolls made with it, or you learn one 1st level
necromancy spell of your choice from any spell list,
which counts as a bard cantrip for you. If you want to
cast it at a higher level, you must expend a spell slot of
the higher level.

College of the Oppressed

The bards of the College of the Oppressed see


performance as a means to an end, a way of educating
the community by encouraging them to analyze the
situation they are in, to ask questions and to devise the
answers to those questions; unmasking the realities
of oppression. Born out of the injustice all over Tolia,
bards of this college open the eyes of those around
them to the grim realities of their society, thereby
seeking to abolish the injustices therein through each
performance. They see knowledge as power, equip
themselves accordingly, and try to encourage those
around them to seek knowledge and find salvation on
their own.

13
your proficiency bonus. You regain all expended uses Attacks against friendly creatures within 60 feet of
when you finish a long rest. you that can hear you are made with disadvantage for
1 minute. Additionally, five friendly creatures of your
choice that can hear you in a 60-foot radius regain 1d8
Spectactor hit points through the power of your performance.
You believe all the world’s a stage, and all people within You can use this feature a number of times equal to
are both the performers and the spectators; “spect- your proficiency bonus. You regain all expended uses
actors” if you will. As such, you develop a keen sense of when you finish a long rest.
perception, and are more aware of your surroundings.
At 3rd level, you gain proficiency in the Perception
and Performance skills. If you are already proficient,
Divine Domains
your proficiency bonus is doubled for these checks.

Text Out of Context


Starting at 6th level, your performances have the ability Sanguine Domain
to make crowds think, open their eyes to the truth,
and encourage them to shed the chains that bind them Clerics of the Sanguine Domain focus on preserving
by using contrast as a tool. You can sing a song with a their own blood as well as the blood of their allies, and
cheerful melody and sorrowful lyrics, speak a riddle create crimson rivers out of the blood of their enemies.
with the rhythm of a nursery rhyme that displays the Blood is sacred for these clerics, and heretics are not
hypocrisy of the upper classes, or do anything else that worthy to carry blood’s greatest gift: life.
provides a contrast in your performance that fits your Sanguine Domain Spells
character and the situation.
When using Bardic Inspiration, you can choose two Cleric Level Spells
creatures using your bonus action, instead of one. Each
of them gains one Bardic Inspiration die. You must 1st false life, inflict wounds
expend two uses of Bardic Inspiration to choose two 3rd enlarge/reduce, lesser restoration
creatures at once.
In addition, when a creature gains one of your 5th bestow curse, vampiric touch
Inspiration dice, it cannot be charmed, frightened, 7th blight, death ward
grappled or restrained until the end of its next turn. If it
is already charmed, frightened, grappled or restrained, 9th contagion, raise dead
the condition on it ends.
Once you use this feature, you cannot do so again
until you finish a short or long rest. Bonus Proficiency
When you choose this domain at 1st level, you gain
Determination of the Fallen proficiency with martial weapons.

Also starting at 6th level, you regain one use of your


Bardic Inspiration whenever one of your allies falls Sanguine Strike
unconscious within 60 feet of you as a result of an
Starting at 1st level, once on each of your turns, when
enemy attack.
you deal damage to a creature with a spell or weapon
attack, you can choose to deal an extra 1d6 blood
Voice of the Oppressed damage to it. Spells and weapons used in these attacks
are shrouded in a blood-red mist.
At 14th level, you truly become the voice of the people, Also, if the target is not an undead or a construct, you
inspiring the masses wherever you go, opening their can choose to make it bleed. When you do so, the target
eyes to the absurdities of injustice. As such, you show takes 1 necrotic damage at the end of each of its turns
the people their power, giving them courage and for 1 minute. If the target or another creature uses its
revitalizing them. action to make a successful DC 13 Wisdom (Medicine)
Starting at 14th level, you can use your bonus action check, the bleeding stops. You can use this feature a
to perform an improvised song, a riddle, or a poem. number of times equal to your Wisdom modifier (a

14
minimum of once). You regain all expended uses when
you finish a long rest. Improved Sanguine Strike
At 8th level, the damage you deal with the Sanguine
Strike feature increases to 2d6. Additionally, if you
Channel Divinity: Sanguine make a creature bleed with the Sanguine Strike feature,
Rage you drain its physical strength, reducing its speed by 5
Starting at 2nd level, you can use your Channel Divinity feet until the bleeding stops.
to invoke the power within others’ blood.
As an action, you present your holy symbol. Allies
within 30 feet of you can use their reaction to move
Sanguine Caller
up to half their speed and make a weapon attack, or to At 17th level, you learn how to awaken spilled blood.
move up to their speed. This movement does not count When a creature with blood within 60 feet of you loses
against an ally’s movement in a turn. at least 20 hit points in a single attack, you can use your
reaction to transform the blood spilled into a sanguine
elemental (p.136). The elemental’s current hit points
Preserve Blood are equal to the damage that spilled the blood.
Starting at 6th level, when you or a creature within 30 The sanguine elemental takes its turn immediately
feet of you takes damage, you can use your reaction to after yours. It obeys your mental commands (no action
grant resistance to the creature against the damage. required by you). The only action it can take is the
Attack action.
Once you create a sanguine elemental in this way,
and when a creature with blood within 30 feet of
the elemental and that is within 60 feet of you loses
hit points, you can use your reaction to increase the
current hit points of the elemental in the amount of
the damage dealt, until the elemental is at its hit point
maximum.
The elemental remains for 1 hour, until you dismiss
it (no action required by you), or until it drops to 0 hit
points.
Once you use this feature, you must finish a short or
long rest to use it again.

Druid Circles

Circle of Bloodthorn
Druids of the Circle of Bloodthorn value blood, and
think that the blood-drinking side of nature is the most
beautiful. They let the bloodthorn, a vine plant that
feeds on blood, grow over their body and feed them
with their own blood. For these druids, blood must not
be spilled unnecessarily and the blood of the dead must
be used to create new life.

Circle Spells
Your connection to blood and power over thorns let you
cast a variety of mostly harmful spells. At 3rd, 5th, 7th,

15
and 9th level, you gain access to circle spells.
Once you gain access to a circle spell, you always have
Bloodthorn
it prepared, and it doesn’t count against the number of Starting at 2nd level, thorns and vines start to grow
spells you can prepare each day. If you gain access to a all over your body, feeding on your blood. As a bonus
spell that doesn’t appear on the druid spell list, the spell action on each of your turns, you can make a melee
is nonetheless a druid spell for you. spell attack against a creature within 5 feet of you. The
attack deals 1d4 blood damage on a hit.
This damage increases when you reach certain levels
Druid Level Spells in this class: at 6th (d6), at 10th (d8), at 14th (d10).
2nd entangle, thorngrasp*
3rd Tolia’s mercy*, watch the flow* Thorn Camouflage
5th bestow curse, blood leech* Also starting at 2nd level, you have advantage on
Dexterity (Stealth) checks you make while in forests and
7th compulsion, false might* swamps.
9th hold monster, insect plague
Thornshield
Also at 2nd level, you can use the thorns and vines
covering your body to protect yourself from harm.
When a creature makes a spell or weapon attack against
you, you can use your reaction to create a shield of
thorns and vines, increasing your AC by 2 against the
incoming attack.
You can use this feature for a number of times equal
to your Wisdom modifier (minimum of once). You
regain all expended uses when you finish a long rest.

Shepherd of the Bloodthorn


At 6th level, you gain the ability to animate thorns and
vines growing on your body as an action, creating a
bloodthorn (p. 136). It remains animated for 1 hour,
after which time it collapses and dies.
The bloodthorn’s turn comes immediately after
yours. It obeys your mental commands (no action
required by you), and the only action it can take is the
Attack action, making one melee attack.
You can use this feature a number of times equal to
your Wisdom modifier (minimum of once), and you
regain all expended uses of it when you finish a long
rest.

Entangling Thorns
At 10th level, you learn to empower the entangle
spell with the power of blood. When a creature is
restrained by the entangle spell that you cast, it takes
the Bloodthorn feature’s damage. It also takes the same
damage at the start of each of its turns while restrained
by the spell.
Additionally, you can cast the entangle spell without

16
expending a spell slot. Once you use this feature, you Avenging Blade. You don’t always have to answer a
must finish a long rest to use it again. strike with a quick dodge. You can strike back. When
you are hit with a melee attack by a creature within
One of the Bloodthorn your reach, you can use your reaction to make a melee
At 14th level, the thorns and vines growing over your weapon attack. On a hit, this attack deals half of the
body alter your body and mind. The charm person, hold damage it normally deals since it is a quick but reckless
person and dominate person spells no longer affect you, strike.
and you gain immunity to necrotic and poison damage. Blood Shield. You can make a shield of blood that
suddenly bursts out of you, pushing a nearby creature
out of your way. When a hostile creature that you can
Martial Archetypes see moves within your reach for the first time in a
turn, you can use your reaction to knock it prone. The
creature must succeed on a Strength or Dexterity saving
throw (whichever is higher) or be knocked prone.
The DC is equal to 8 + your Strength modifier + your
proficiency bonus.
Blood Knight Discombobulate. You can interrupt a creature’s
attack with a swift but harmless hit if the target isn’t
Being a knight in Tolia is a difficult task. There aren’t
you. When a hostile creature within your reach makes
many knighthood orders, and the knights are thus
a melee attack against a target other than you, you can
valuable. One of the most powerful orders, though
use your reaction to impose disadvantage on the attack.
they are but a wisp of their former glory, is located in
The target must succeed on a Dexterity saving throw
Kanrath; the Order of Blood Knights (p.136). In battle,
(DC equals 8 + your Strength modifier + your proficiency
this order uses blood as a weapon to defeat their foes.
A blood knight is mostly hired by the nobility for their
defense and protection, or because they need someone
caught and taken care of.

Blood Knight’s Arsenal


When you choose this archetype at 3rd level, you are
trained by the Order of the Blood Knights and become
a blood knight. With this training, you must represent
them in the best way possible wherever your quests
take you.
As a blood knight, you can shape your own blood into
a melee weapon of your choice. By dealing 2 slashing
damage to yourself as a bonus action, you spill your own
blood. This damage can’t be lowered by any means. You
can then use this spilled blood to create a weapon as
part of the same bonus action. No matter which weapon
is created, it has a +1 bonus to attack and damage rolls.
The weapon remains for 6 hours or until you drop or
dismiss it. It also disappears when you fall unconscious.
The bonus to attack and damage rolls gained by this
feature increases when you reach certain levels in
this class; to +2 at 15th level, and to +3 at 18th level. In
addition, they become magical when you reach 10th
level in this class.

Riposting Style
Beginning at 7th level, you can react to every attack
with a different bloody move.

17
bonus) or have disadvantage on the attack. you can use your reaction to make the cloak spread like
Momentary Resistance. When you can’t escape wings, and you take no falling damage.
from harm, you can use the power of your blood to
momentarily fortify your body. When you take damage,
you can use your reaction to have resistance to one Arsenal Unchained
of the following damage types of your choice for the Beginning at 15th level, you no longer need to hold the
attack that dealt you the damage: bludgeoning, cold, weapons created by the Blood Knight’s Arsenal feature
fire, force, piercing, poison, slashing, or thunder. in your hand in order to use them. They now obey your
Sudden Step. You know that you have to take caution commands no matter what. When shaping your own
in the face of a devastating attack. When you are blood into a melee weapon, you can choose to let it go
targeted by a melee attack, you can use your reaction and it hangs before you, mid-air, levitating. As a bonus
to move 5 feet away from the attacker. If you move action, you can command the weapon(s) to move up
out of the attacker’s reach with this feature, you don’t to 15 feet and to make a melee weapon attack against
provoke opportunity attacks from the attacker, and the a target within 5 feet of them that you can see. The
triggering attack misses. This movement does not count weapon uses your statistics to make the attack.
against your speed. On a hit, the target takes the blood-shaped weapon’s
damage as well as the bonus from the Blood Knight’s
Arsenal feature. You can have up to three blood-shaped
Blood-Shaped Cloak weapons at a time, and up to two of them can be
levitating.
Starting at 10th level, you learn how to cover yourself
with your blood to protect yourself and manipulate it
to help your battles. By dealing 3 slashing damage to Preparing for the Inevitable
yourself as a bonus action, you spill your own blood.
This damage can’t be lowered by any means. With the Beginning at 18th level, you become a true blood
spilled blood, you can create a cloak of blood that hangs knight, a weapon master who can use their blood to its
off your back. The shape of the cloak can be changed. full effect. Your body is accustomed to giving blood to
The cloak remains for 1 hour, until you dismiss it or you create tools that you can use. You no longer need to
fall unconscious. While the blood-shaped cloak is on harm yourself to create weapons and cloaks while using
you, you have a +1 bonus to AC. Additionally, you can the Blood Knight’s Arsenal and the Blood-Shaped Cloak
use one of the following features. features.
You can use these features a number of times equal to Additionally, you can prepare your body to create
your proficiency bonus (minimum of once). You regain cloaks and weapons before combat if you meditate for
all expended uses when you finish a long rest. one hour. When you do so, using the Blood Knight’s
Arsenal and the Blood-Shaped Cloak features requires
Blood Thickens. You can improve the protection
no action until the end of your next short or long rest.
of the cloak by adding more of your blood to it. By
dealing 3 additional slashing damage to yourself as a
bonus action while you are wearing it, you spill your Enforcer
own blood to empower the cloak. This damage can’t be
lowered by any means. When you empower the cloak
in this way, the cloak grows and covers you more. You Enforcers are fighters who adapt the strengths of
gain a +2 bonus to AC instead of +1 for 3 turns. ranged bloodwork weapons to their martial style. They
Share the Protection. The cloak can protect others see this arsenal as the future of all battlefields, and
as it protects you. As a bonus action, you can send the they prepare to be the greatest soldiers of this new era.
cloak to a creature that you can see within 30 feet of They learn to fight tactically as a team, as well as to
you, and the blood-shaped cloak immediately flies off shock and surprise their opponents with a grandeur of
and sits on the target’s shoulders. By doing so, you exploding bloodsteam.
grant the target creature a +1 bonus to AC, but as you’re
no longer wearing the cloak, you don’t benefit from it.
You can call the cloak back as a bonus action. The cloak Tactical Advantage
returns to you automatically if the creature wearing it Starting when you choose this archetype at 3rd level,
moves 60 feet away from you. you can grant tactical advantages to your allies. When
Spread Wings. You can use your cloak to reduce you make an attack roll with advantage, you can use
your speed and break your fall while falling from great your reaction to choose an ally within 30 feet of you
heights. When you fall and are about to hit a surface, that can see or hear you. The chosen creature has

18
advantage on the next attack roll it makes within 1
minute.
Grenadier
Starting at 15th level, you can throw a bloodwork
Close-Quarter Precision grenade as a bonus action.
Also starting at 3rd level, your mastery of bloodwork Additionally, on your first turn after you roll
weapons allows you to be more precise in close combat. for initiative, you can throw a bloodwork grenade,
You don’t have disadvantage on the attack roll when requiring no action. Any creature that hasn’t taken a
you make a ranged attack with a bloodwork weapon turn yet has disadvantage on the saving throw they
against a creature within 5 feet of you. make against it.
If you throw a grenade using this feature, you cannot
throw a grenade as a bonus action until the start of
Pistolier your next turn.
Starting at 7th level, when you hit with a ranged Shell Shock
bloodwork weapon, you have advantage on your next
melee weapon attack roll against the creature you hit Starting at 18th level, whenever you score a critical
until the start of your next turn. hit with an attack using a ranged bloodwork weapon,
the target must make a Constitution saving throw (DC
equals 8 + your Dexterity modifier + your proficiency
Penetrating Arsenal bonus). It becomes stunned until the end of its next
turn on a failed save, or it has disadvantage on attack
Beginning at 10th level, you have a +1 bonus to attack
rolls, ability checks, and saving throws until the end of
rolls you make with ranged bloodwork weapons.
its next turn on a successful one.

Monastic Traditions

Blood Knuckles

Unlike other monks of Tolia, monks of Blood


Knuckles are not considered to be monks per
se. They are those who’ve unlocked the potentials
of their ki all by themselves in the backstreets of
overwhelming cities. Blood Knuckles don’t train in a
monastery nor do they live secluded lives. They are
thus not disciplined in the way that most monks are,
and they do not follow a particular code. Most of them
brawl and have illegal fights to earn some money, or
they become members of a gang.

Knockout Punch
When you choose this tradition at 3rd level, your ki
infuses into your blood and enhances your strikes.
Whenever you use the Flurry of Blows feature, the last
unarmed strike of the feature deals an additional die of
the unarmed strike damage.

19
Bloody Response Blood Ki
Beginning at 6th level, you can ready yourself for an
attack, just punch back with a greater force. As a bonus Also at 11th level, you can forgo your health to survive
action, you can take the Bloody Response stance, raising battles and increase your effectiveness. As a bonus
and covering your face with your fists. While you are action, you can reduce your hit point maximum by 5
in the stance, you can use your reaction to dodge a and regain 1 ki point. This reduction lasts until you
successful melee weapon attack targeting you. When finish a long rest.
you do so, the damage you take from the attack is
reduced by 1d10 + your Dexterity modifier + your monk
level. If you reduce the damage to 0, you can spend 2 ki Blood Potent Ki
points and make an unarmed strike against the attacker
as part of the same reaction.
Starting at 17th level, you can invest every piece of ki
If you take the Attack action, or move while you are energy in your body to a single unarmed attack. You
in the Bloody Response stance, the stance is broken. The make an unarmed strike as an action, and you can
attack made as a reaction does not break the stance, as choose to spend ki points to empower it. The damage of
explained above. the attack increases by 1d10 for each ki point spent.
Also by spending one ki point you can change the
Extra Attack damage of the unarmed strike to blood damage.

Beginning at 11th level, you can attack twice instead of


once whenever you take the Attack action on your turn. Paladin Oaths

Bloodguard
Being a bloodguard constitutes a religious commitment
to protect their own blood, their allies’ blood, or the
blood of those they deem worthy, and to punish those
who have disrespected the value of blood. From tiny
little bugs to the mightiest of gods; blood gives life to
many creatures. It is divine, and it is an entity itself.
Bloodguards believe that blood is sacred and thus
should not be wasted. One may not be able to fully
understand all the powers that can be unlocked through
its use, but one must still respect it. Bloodguards seek
those whose respect falls short in that regard. They
believe they have the right to determine when blood
should be spilled, and consider every drop of blood
spilled to be sacred.
There are bloodguards who worship good gods, just as
there are those who worship evil gods. They can be seen
doing the work of a god of justice, a blood god, or a god
of murder. They can also be found protecting a noble
bloodline or a bloodline of great power, taking divine
power from the bloodline itself.

Bloodguard Tenets
All the tenets of the bloodguard revolve around
punishing the heretics who dare disrespect blood,

20
although the specifics can vary from paladin to paladin.
Never Disrespect the Blood. You shall never spill blood
Harvester of Blood
unnecessarily, and never let others do so either. At 15th level, you learn to feed from the spilled blood
No Mercy for the Heretics. You shall be the sword of your enemies. Each time you hit a creature with a
that executes the heretics who do not show blood the weapon attack, you regain 1 hit point. However, you
respect it deserves. find the blood of weak enemies to be unworthy and do
not feed on it. You do not regain any hit points when
you attack a creature with a challenge rating that is
Bloodguard Spells equal to or lower than half your total Hit Dice.
You gain new spells at the paladin levels listed.
Blood Angel
Bloodguard Spells Starting at 20th level, you are an emissary of blood. As
an action, you transform into a blood angel. For 1 hour,
Paladin Level Spells you gain the following benefits.
3rd bane, false life • You sprout crimson-red wings that grant you a
flying speed of 60 feet.
5th blur, enhance ability
• You emanate a vampiric aura in a 30-foot radius.
9th fear, vampiric touch When an enemy enters the area for the first
time or ends its turn there, it must succeed on
13th black tentacles, locate creature
a Constitution saving throw, or its hit point
17th cloudkill, dominate person maximum decreases by 2 and you regain 2 hit
points.

Channel Divinity
When you become a Bloodguard at 3rd level, you gain
the following two channel Divinity options.
Conjure Blood. As a bonus action, you coat your
weapon with magical blood, which does not dry for 1
minute. The attacks you make with the weapon become
magical and deal an extra 1d6 blood damage on a hit
for the duration. If a creature is hit 3 times with the
weapon, it becomes poisoned.
This blood damage increases when you reach certain
levels in this class: to 2d6 at 10th level, and to 3d6 at
18th level.
Mark of Blood. As an action, you mark a creature
within 30 feet of you that you can see with a magical
sign that you alone are able to see. The mark punishes
the target if it dares spill your blood.
For 1 minute, each time the marked creature deals
damage to you, it takes 1d6 blood damage.
This blood damage increases when you reach certain
levels in this class: to 2d6 at 10th level, and to 3d6 at
18th level.

Endurance of Blood
At 7th level, your divine connection to blood creates a
supernatural protection against attacks. Enemies have
disadvantage on attack rolls against you while your
current hit points are equal to your hit point maximum.

21
Blood Pact A Tale of Two Cities
Starting at 20th level, you can form blood pacts between Blood, hierarchy, and order hold great importance in
others. A blood pact binds the participants of the pact both Kanrath and Cyherested. Although the powers,
to each other in a magical way, and it can include a responsibilities, and tenets of the two cities differ, the
number of participants up to your Charisma modifier. paladins of the Crimson Order share the same name
A blood pact is made through a 10-minute ritual, because both of their commandments are based on
during which the participants of the pact must stand similar matters.
in a 10-foot-radius circle of blood drawn by you. 2 vials
of blood are taken from each participant, are poured
in a cup, and mixed together. You and each participant Tenets of the Crimson Order
drink from the cup, as you pray for the blood to bind all Paladins that take the Oath of the Crimson Order from
of you together. Kanrath have the following tenets according to the
When the ritual is complete, the participants of the commandments of their cities.
pact are bound to one another. This bond can only be Supremacy. Vampires are the masters of Kanrath and
seen with truesight, and can be removed by a dispel shall be respected.
magic spell that is cast using a 7th level spell slot.
Order. The Founder and his descendants must be
While bound to each other, the participants of the protected at all costs.
blood pact can sense whether another participant of
Blood. Blood must not be wasted as it fuels Kanrath.
the pact is damaged, unconscious, alive, or affected by a
harmful or mind altering spell. Also, each participant of Paladins that take the Oath of Crimson Order from
the pact senses in what direction the others lie as long Cyherested have the following tenets according to the
as they are on the same plane of existence. commandments of their cities.
If a creature is not willing to be a participant of the Supremacy. Sorcerers are the masters of Cyherested
blood pact, it must make a Charisma saving throw and shall be respected.
against your spell save DC at the end of the ritual. On a Order. Supreme-sorcerers are the spine of
failure, it becomes a participant of the pact, but cannot Cyherested, they shall rule for an eternity if possible.
sense your direction as described above. On a success, it Angst. Angst must not be wasted as it is the center of
is not affected by the ritual. technology.
The pact lasts until you dismiss it or until all other
participants of the pact die. A creature can be a
participant of only one blood pact at a time. Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Crimson Order
Oath of the Crimson Order Spells
Both Kanrath and Cyherested have rigid Paladin Level Spells
commandments, a set of rules that one must obey in
order to survive. Oath of the Crimson Order paladins 3rd ameliorate*, blood link*,
are those who have embraced those commandments to 5th blood mistle*, watch the flow*
the highest degree, who try to live by them and make
sure other people do so as well. 9th blood choke*, blood leech*
Being a paladin of the Crimson Order does not
13th blood taste*, false might*
require commitment to a religion, but rather a religious
commitment to the order of their cities. These paladins 17th dominate person, fountain of blood*
do what they must in order to protect their cities.
Generally, people who are excessively influenced
by vampire or sorcerer propagandas, and who were Channel Divinity
raised to become skillful protectors by high-ranking
state officials become paladins of the Crimson Order. When you take this oath at 3rd level, you gain the
A paladin of this order does not carry a holy symbol, following two Channel Divinity options.
instead, they bear the symbol of their city. Ally of the Wounded (Kanrath). As an action, you
present your city symbol, say a prayer, and emanate a

22
30-foot-radius aura for 1 minute. When an ally starts its
turn within the aura, it regains 1 hit point. Crimson Warrior
The number of hit points regained by this feature Starting at 7th level, you gain one of the following
increases when you reach certain levels in this class; to features according to your city.
2 at 7th level, to 3 at 15th level. Once you use one of these features, you must finish a
Life Stealer (Cyherested). Blood must not be wasted. short or long rest to use it again.
As an action, you enchant one of your weapons with Smite Traitor (Kanrath). As a bonus action, you
powerful magic. When you hit a creature with the can turn your weapons into the worst nightmares
weapon for the first time within 1 minute, you gain a of Kanrath’s enemies for 1 minute. When you hit a
number of temporary hit points equal to half of the creature with a weapon attack, you deal an extra 2d6
damage dealt. blood damage. The extra damage increases when you
Law Enforcer. When you see a creature that behaves reach certain levels in this class; to 3d6 at 15th level, to
against the commandments of your city, you can use 4d6 at 20th level.
your reaction to channel your focus to the culprit. You Summon Blood Weapon (Cyherested). As a bonus
have advantage on attack rolls against the creature and action, you can conjure a weapon of blood with the
you add your Charisma modifier (minimum of 1) to your thrown property (range 30/120 ft.) in your hands. The
damage rolls for 1 minute. The number of creatures you weapon stays for 1 minute or until you dismiss it.
can focus on at the same time increases when you reach
You can use your Charisma modifier instead of your
certain levels in this class; to 2 at 7th level, to 3 at 15th
Strength or Dexterity modifier to use it. You can make
level.
melee and ranged weapon attacks with the summoned
blood weapon. You can instantly call the item to your
hand after you throw it, requiring no action. The blood
weapon deals 2d8 blood damage on a hit.
The damage of the weapon increases when you reach
certain levels in this class; to 3d8 at 15th level, to 4d8 at
20th level.

Resistant to Blood
Beginning at 15th level, you become a prominent
paladin of the Crimson Order. Blood does not affect
you as it did before. You have resistance to poison and
necrotic damage.

One With the City


At 20th level, you become one with your city and gain
one of the following features according to your city.
Paladin of Kanrath. As an action, you can turn into a
bat as if a polymorph spell is cast on you. The spell does
not require concentration by you.
Also, as an action, you can conjure a blood bat (p. 136)
to an unoccupied space within 60 feet of you that you
can see. It disappears after 1 minute or when it drops to
0 hit points. It is friendly to you and your companions.
Roll initiative for the blood bat, which has its own
turns. It obeys any verbal commands that you issue to
it (no action required by you). If you don’t issue any
commands to the blood bat, it defends itself against
hostile creatures but otherwise takes no actions.
The GM has the blood bat’s statistics.
You also have advantage on your ability
checks, attack rolls, and saving throws while

23
you are in the Kanrath. as an action. If your bloodhound drops to 0 hit points,
Paladin of Cyherested. When you’re standing in or if you dismiss it, it disappears. Once you summon
a puddle of blood, you can use your bonus action to the bloodhound, you can’t do so again until you finish
teleport to another unoccupied puddle of blood within a long rest, unless you share your vitality with your
30 feet of you. If a creature takes 10 piercing or slashing companion, decreasing your hit point maximum by 5
damage on a single hit, its spilled blood creates a puddle until you finish a long rest.
of blood. Once summoned, it appears in an unoccupied space
You learn three 1st level spells from the sorcerer within 30 feet of you. Your companion obeys your
spell list, which you can cast without expending a spell verbal commands (no action required by you), shares
slot or material components. Once you cast these spells your initiative, and acts right after you finish your turn
using this feature, you must finish a long rest to cast in combat. When no command is given, it can move and
them again. use its actions and reaction on its own in a way that’s
the most beneficial for you. Your companion shares
You have advantage on your attack rolls, ability
your proficiency bonus (see the stat block). The piercing
checks, and saving throws while you are in Cyherested.
damage dealt by your bloodhound’s bite attack (see stat
block) rises when you reach certain levels in this class;
Honored to 1d6 + 3 at 7th level, to 2d4 + 3 at 11th level, to 2d6 + 3
at 15th level.
At 20th level, you become one of the greatest forces
protecting your city, and your dedication bears fruit.
You, as a non-vampire or as a non-sorcerer, rise in the
hierarchy of your city and get an honorary “noble”
title: You can enter places that are explicitly restricted
to vampires or sorcerers, enjoy other benefits allowed
only to nobles, and you are respected in society thanks
to your endeavors. You must still respect and accept the
supremacy of a vampire or a sorcerer as you did before;
although you receive the “noble” status, you are still
below vampires or sorcerers in the hierarchy.

Ranger Archetypes

Bloodhound Warden
Blood is a mysterious source of power that
people use to attain different types of
greatness; some try to achieve immortality,
some try to master dark arcane arts by
unlocking the power that lurks in blood.
You are one such creature who was gifted
the sanguine ichor of life.
The potential of your blood materializes
in the form of a bloodhound that obeys you
as its master. As you become a mightier
ranger, your bloodhound also grows in power.

Bloodhound Companion
Beginning when you choose this archetype at 3rd
level, you can summon your bloodhound companion

24
Bloodhound Companion has advantage on Wisdom (Survival) checks while it’s
Small elemental
tracking a wounded creature.
Also, while your bloodhound is within 120 feet of
you, you can communicate with it telepathically.
Armor Class 14 + proficiency bonus (natural armor) Additionally, you can use your action to see through
Hit Points 5 + five times your ranger level (the bloodhound your bloodhound’s eyes and hear what it hears until
has a number of hit dice [d10s] equal to your ranger level) the start of your next turn when it’s within the same
Speed 40 ft. distance. During this time, you are deaf and blind with
regard to your own senses.

STR DEX CON INT WIS CHA Faster, Stronger


12 (+1) 16 (+3) 14 (+2) 6 (-2) 14 (+2) 14 (+2) Starting at 11th level, your bloodhound gains the Extra
Attack feature. It now can enter a hostile creature’s
space and stop there while unmounted (see below). It
Saving Throws Dexterity +3 + proficiency bonus, Wisdom +2 +
can move through a space as narrow as 1 inch without
proficiency bonus
squeezing.
Skills Perception +4 + proficiency bonus, Survival +4 +
Also, your bloodhound gains the following benefits.
proficiency bonus
Faster. Your companion’s speed increases to 50 feet.
Damage Immunities necrotic, poison
Stronger. Your companion grows in size. It is now a
Condition Immunities poisoned
Medium elemental that you can use as a mount if you
Senses passive Perception 14 + proficiency bonus are Medium or smaller.
Languages Understands you but cannot speak
Keen Hearing and Smell. The bloodhound has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Alpha Hound
At 15th level, your bloodhound grows in power and it
ACTIONS gains one of the features below (one of your choice).
Bite. Melee Weapon Attack: +3 + proficiency bonus to hit, reach Blood Charge. If the bloodhound moves at least 10
5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus blood feet in a straight line towards a target and hits it on the
damage equal to your proficiency bonus. same turn, the target takes extra blood damage equal to
half of your ranger level.
Blood Swap. You can use your reaction to change your
REACTIONS space with your bloodhound provided that it isn’t in
Faithful (Proficiency Bonus/Day). When an ally within 10 feet another creature’s space.
of the bloodhound is targeted by a melee weapon attack, the
bloodhound makes a bite attack against the attacker. On a
success, the creature takes the damage and it cannot take any Bloodreaver
actions until the start of its next turn.

Bloodreavers are rangers who were born to hunt.


Mend Your Companion Whatever they hunt; a beast of legends, a dragon, a
tribe of giants, or criminals, bloodreavers can smell
Starting at 3rd level, you can use your action to touch
their blood in the air and follow the scent to prepare
your bloodhound and heal it. When you do, you take
for their prey’s demise. Such rangers are often found
necrotic damage up to your ranger level (you determine
hunting people in cities, but they will go anywhere that
the amount), and your bloodhound regains hit points
blood is respected, ranging from primal tribes to noble
equal to double the amount. Once you use this feature,
courts.
you must finish a short or long rest to use it again.

One With the Hound Bloodreaver Magic


Starting at 3rd level, you learn an additional spell when
Starting at 7th level, the bond between you and your
you reach certain levels in this class, as shown in the
companion gets even stronger. You gain resistance
Bloodreaver Spells table. The spell counts as a ranger
to necrotic and poison damage. Your bloodhound

25
spell for you, but it doesn’t count against the number of
ranger spells you know. No Mercy for the Wounded
At 3rd level, you become deadlier against foes who are
Bloodreaver Spells wounded.
If there is a hostile creature whose hit point
Ranger Level Spells maximum is greater than its current hit points within
30 feet of you, your speed increases by 10 feet while
3rd false life moving towards it. Also, your weapon attacks against
5th vampiric touch the target deal an extra 1d6 damage of the weapon’s
damage type on a hit.
9th fear
13th greater invisibility
Illusion Breaker
17th hold monster
At 7th level, you have honed your ability to smell the
blood of creatures. It thus becomes easier for you to
discern illusions. You have advantage on saving throws
Smell of Blood against illusion spells and other illusory magical effects.
At 3rd level, you become able to track the scent of
blood. You can follow the smell as if following tracks on
the ground. If the source of the smell is within 30 feet
Seeker’s Ferocity
of you, you don’t need to make any checks to discern At 11th level, you become even deadlier against foes
its direction. If the source is within 60 feet of you, you who are wounded and learn to finish them off quickly.
can follow it by making a successful DC 15 Wisdom When you take the Attack action against a creature
(Survival) check with advantage. You can’t follow a whose hit point maximum is greater than its current hit
smell of which the source is 90 feet away from you. points and that is within 30 feet of you, you can make
You can track the smell of blood if there is a creature another attack against the target.
wounded, bleeding, or otherwise leaving traces of
blood.
Hide in Bloody Sight
Starting at 15th level, if you cover yourself completely
with blood, you magically become invisible to
creatures who are not bloodreavers and who do not
have Truesight. To do this, you must spend 1 minute
covering yourself completely with blood.

Roguish Archetypes

Bounty Hunter
Bounty hunters are rogues who hunt targets with
bounty and get paid for doing so. With their special
tactics for sneak attacks as well as their tools of
the hunt and unusual modification, they excel on
incapacitating or eliminating their prey. There are
bounty hunters within both sides of the law; while some
work for an authority of guards or police force in the
region, others can be seen striking the foes of criminal
organizations as assassins.

26
weapons. To make any of these, you must have one
Saving Throw DC tinker’s tools.
Some of the effects of the features, as well as tools You can use a tool of the hunt as an action. Also, you
and traps listed below have DCs. The DC for the saving can prepare traps using them. Preparing a trap takes 1
throws of such an effect (if any) is determined in the minute. You can also make a Dexterity (Stealth) check
way given below: to hide the trap. A trap covers an area of 5-foot square.
DC = 8 + Dexterity + Proficiency Bonus It is triggered when a creature moves 10 feet or closer
to it, and the trap becomes useless if it is not triggered
for 8 hours after it is set up. If a tool requires an attack
Bullets and Smoke roll, the trap prepared by it also requires it. In this case,
you make an appropriate weapon attack when the trap
Starting at 3rd level, you become proficient with ranged is triggered.
bloodwork weapons, bloodwork grenades, and tinker’s
While preparing tools of the hunt, you make an
tools.
Intelligence check using tinker’s tools. If someone tries
Also, you can reload bloodwork weapons as a bonus to disarm a trap prepared by this tool, or to disrupt
action instead of an action. its functions, it must make an Intelligence check
using tinker’s tools or Dexterity check using thieves’
tools, which should be higher than your check to be
Get ‘Em Cornered successful.
When you choose this archetype at 3rd level, you learn Only two modifications can be attached to a ranged
ways to corner your target with your sneak attacks. bloodwork weapon at a time. This number increases to
Whenever you make a successful sneak attack, you three when you reach 13th level in this class. Preparing
can choose one effect from the following list and apply
its effects with the attack.
Cripple. The target must succeed on a Constitution
saving throw or its speed is halved until the end of its
next turn.
Penetration. The target must succeed on a
Constitution saving throw or it takes a -2 penalty to AC,
lasting until the end of its next turn.
Shaken. The target must succeed on a Constitution
saving throw or it has disadvantage on ability checks
and attack rolls until the end of its next turn.
Stupefied. The target must succeed on a Wisdom
saving throw, or it cannot take any reactions until the
end of its next turn.

Hit ‘Em!
Starting at 9th level, you ignore half cover while making
weapon attacks with ranged bloodwork weapons.

Tools of the Hunt


When you reach 9th level, you become a notable bounty
hunter in the region, and you gain both the knowledge
and access to special tools and traps designed for
bounty hunters called tools of the hunt, as well as
ranged bloodwork weapon modifications.
You can prepare a tool of the hunt, which is listed
below, by working on each of them for 1 hour. You can
prepare these tools during a short rest. Also, instead of
preparing a new tool, you can modify ranged bloodwork

27
one modification and attaching it to the weapon takes Hollow-Point Bullets. You can craft 12 lethal bullets.
1 hour and requires 250 KF, along with tinker’s tools. You roll one additional weapon damage die when
Once a modification is attached to a weapon, it can be determining the damage of a successful attack with this
changed after another hour of work. Some of these bullet.
modifications are ammunition (bullets). While a bullet Metal Stock. You can attach metal parts to the stock
is attached to a weapon as a modification, you can of a ranged bloodwork weapon. You can make a melee
choose to use it or a normal bullet. weapon attack with the weapon as a bonus action,
The list of tools of the hunt has been given below: which deals 1d8 bludgeoning damage on a success.
Bloody Bolas. This is a bolas that has razors on it, Scope. You craft a special scope or enhance your
which you can use to make ranged weapon attacks. On weapon’s scope that doubles the range of your
a hit, the target is prone and restrained, and takes 2d4 bloodwork weapon.
piercing and 2d4 slashing damage. On a critical hit, the Suppressor. Your attacks with the modified weapon
target is incapacitated. The target can remove the bolas become silent and harder to detect. The radius of the
as an action, or another creature can spend its action to area of detection is halved as long as the suppressor is
remove it. attached to the ranged bloodwork weapon.
Bolas. You can use this to make a ranged weapon
attack. On a hit, the target is prone and restrained. On
a critical hit, the target is incapacitated. The target can Take ‘Em Down
remove the bolas as an action, or another creature can
spend its action to remove it.
Starting at 13th level, you excel at using ranged
Flash. You can use this to make a ranged weapon
bloodwork weapons. You can’t have disadvantage on
attack. On a hit, the target is blinded until the end of its
attack rolls you make with these weapons.
next turn.
Grenade. You can use this to make a ranged weapon
attack. It works in the same way as the grenade (p.136). Hit ‘Em Better!
Rotten Gas. You can use this canister that releases
angst gas to make a ranged weapon attack. On a hit, the Starting at 17th level, you ignore three-quarters cover
creature is poisoned until the end of its next turn. while making weapon attacks with ranged bloodwork
The list of ranged bloodwork weapon modifications weapons.
has been given below:
Armor Penetration. You can craft 12 armor Shadowblood
penetration bullets, which are better at penetrating
armor, from your regular bullets. If the target is
wearing armor or has natural armor, you gain a +1 As you walked the dark path of rogues you discovered
bonus to your attack roll. your true vocation lies in the shadows. Maybe you are
Blood Bullets. You use your own blood while a descendant of a creature from the realms of shadows,
preparing this modification. You spend one or more Hit or maybe you’ve learned the ways of the shadowblood
Dice by drawing your blood, and craft them into bullets. from a master. Regardless, the blood that runs in
You can craft 12 bullets per Hit Die you spent. Making your veins bears unusual abilities. Your powerful
this modification doesn’t require any money. “shadowblood” grants you talents that many cannot
Explosive Bullets. You can craft 12 bullets that explode comprehend. You can imbue your weapons with shadow
on impact. When you hit a creature with one, the and the poisonous, life-giving ichor of yours. You have
bullet explodes and the target is wounded. A wounded limited access to a plane of shadow, to which you can
creature has disadvantage on Strength, Dexterity, and travel, and reappear somewhere else in the material
Constitution saving throws. plane after you do.
Extended Mag. You can craft a larger magazine You are a master of shadows; you stalk your enemy in
for your ranged bloodwork weapon. The amount of the dark and you hit them hard before they even have a
ammunition that the weapon holds increases by half of chance to realize what’s going on.
what the normal size can hold.
Handy Grip/Stock. You know your weapon well and Shadow Lurker
it feels comfortable in your grip. You have advantage When you choose this archetype at 3rd level, you gain
on ranged weapon attacks made with the bloodwork the ability to lurk in the shadows. You have advantage
weapon to which this modification. on your Dexterity (Stealth) checks while you are in

28
a lightly or heavily obscured area. Also, you have to imbue a weapon you are holding with shadows
darkvision out to a range of 60 feet. If you already have until the end of your next turn. When you do, the
darkvision, its range increases by 30 feet. weapon turns pitch black. You have advantage on
weapon attacks made with this weapon, and your first
successful attack with this weapon deals an additional
Bloody Steps 2d6 necrotic damage. When you hit a creature with
Also starting at 3rd level, you can take a bonus action this shadow weapon, it automatically transforms into
to deal blood damage to yourself and teleport to an a weapon made of blood for 1 minute. It now deals an
unoccupied space that you can see. For each blood extra 2d8 blood damage instead of an extra 2d6 necrotic
damage you deal yourself, the range of the teleport damage on a hit.
increases by 5, up to a maximum 30 feet.
The extra damage increases when you reach certain
If you teleport within 5 feet of a target using this levels in this class; to 3d6/3d8 at 13th level, to 4d6/4d8
feature, you have advantage on attack rolls against the at 17th level.
target until the start of your next turn.
You can use this feature a number of times up to your
You can use this feature a number of times equal to Charisma modifier. You regain all expended uses when
your Charisma modifier. You regain all expended uses you finish a short or long rest.
when you finish a short or long rest.

Blade of the Shadowblood Master of Shadows


Starting at 13th level, when you are using the Bloody
When you reach 9th level, you can take a bonus action Steps feature, the range of the teleport increases by 10
instead of 5 feet, up to a maximum of 60 feet, for each
blood damage you deal yourself.
If the unoccupied space you have traveled to is a
lightly or heavily obscured area, you may choose to
become invisible for 1 minute or until you attack, cast a
spell, or interact with an item.

Keen Edges
Starting at 17th level, your weapon attacks made with
the Blade of the Shadowblood feature score a critical hit
on a roll of 19 or 20.

Sorcerous Origins

Blood Elementalist

You have an aptitude for the four fundamental


components of blood out of eight: air, iron, magic, and
water. This could have been tested while you were still a
child with an alchemical indicator chart and alchemists
might have given you supplements to help you uncover
your skills, or you might have developed them yourself.
Regardless, you have a hematologic predisposition for
arcane arts and your innate talents lean on your ability
to control the flow of blood.

29
Bloodshot Blood Form
At 1st level, you learn to coat small things with your
Starting at 6th level, you can cover your body with
own blood by pushing it out of your body. Your attacks
swirling blood that regenerates at high speeds. As a
deal an extra 1d4 blood damage. This additional damage
bonus action or a reaction, you can assume blood form
does not affect the special attack gained by this feature.
if you are subjected to harm. While in blood form, you
Also, you can conjure an arcane sphere the size of gain the following benefits.
a Tiny marble, coat it with blood, and shoot it at your
• While assuming blood form, you can choose a
opponents. As an action, you can conjure the sphere
number of hit points, up to double your Charisma
and make a ranged spell attack against a target within
modifier (a minimum of 1 hit point), and convert
60 feet of you. On a hit, the target takes 1d12 blood
those hit points to temporary hit points. Your hit
damage. This damage increases by 1d12 when you reach
point maximum is reduced by that amount but
5th level (2d12), 11th level (3d12), and 17th level (4d12).
you gain the same amount of temporary hit points
You can use this feature a number of times equal to at the start of each of your turns. Your hit point
your Charisma modifier (minimum of once). You regain maximum returns to normal when you revert to
all expended uses after you finish a long rest. You can your normal form.
also regain a number of expended uses by spending the
• You have resistance to necrotic and poison damage.
same amount of sorcery points.
• You can rise or descend vertically, up to 10 feet,
and remain there suspended as swirling blood
Complementary Harm lifts you. You can move up or down as a part of
Beginning at 1st level, you can add complementary your move but you can’t move horizontally while
energies to some of your spells to alter their nature to levitating.
fit your style. When you cast a spell that deals necrotic You remain in this form for 1 minute. It ends early if
or poison damage, or both, you can change the damage you are incapacitated, if you die, or if you dismiss it as a
type of the spell to blood damage. Only necrotic and bonus action.
poison damage can be changed to blood damage; if
the spell deals other types of damage, they remain
unchanged. Improved Bloodshot
Starting at 14th level, the ranged spell attack option you
gain from the Bloodshot feature deals additional blood
damage equal to your Charisma modifier (a minimum
of 1 damage). Also, you can spend 3 sorcery points to
double the damage of the attack or you can spend 1
sorcery point to double its range.

Master of the Flow


Starting at 18th level, you can choose to add your
Dexterity modifier to your attack rolls while making a
spell attack.

Crimson Technician

You have a magical aptitude for the three fundamental


components of blood out of eight: complexity, magic,
and spirit (as described in other sorcerer archetypes).
You might have honed your skills in school or by
experimenting with these components independently.
Regardless, you have a hematologic predisposition for
arcane arts and your innate talents lean on your ability
to analyze, understand, and improve.

30
(a piece of polished angst crystal, worth at least 30000
Redesigned Spells KF/CS, and 5000 KF/CS worth of mechanical parts) and
Your innate ability to understand complex patterns and access to tinker’s tools. The application of this upgrade
deduce their effects enables you to modify spells. At takes a full day of work.
1st level and every two levels after 1st, choose a spell Automaton Repair. You can repair an automaton. For
to modify. Whenever you cast a spell modified by this every 12 KF/CS worth of material and 1 minute you
feature, you can choose to deal blood damage instead of spend repairing an automaton, the automaton under
the damage it normally deals. reparation regains 1 hit point. The automaton must stay
still and be willing or unconscious during the process,
Angst Machinery Training or the repair fails and the materials are lost.
At 1st level, you learn how to operate, repair, and build Damage Amplifier. You can enhance a melee weapon
angst machinery. Each item can have one upgrade by attaching a vibrating angst core to it, increasing its
unless stated otherwise. You can craft and apply the efficiency. Successful attacks made with the weapon
following upgrades, enhancements, and repairs to deal an extra 2 damage of the weapon’s damage type.
equipment by spending the appropriate components. Other than that, the weapon retains its previous
Armor Hydraulics. You can enhance plate armor with statistics.
hydraulic systems. A creature’s carrying capacity is You need a total of 2000 KF/CS worth of materials (a
doubled while wearing armor with this upgrade. Other small piece of angst crystal worth at least 1800 KF/CS,
than that, the armor retains its previous statistics. and 200 KF/CS worth of mechanical parts) and access to
You need a total of 35000 KF/CS worth of materials tinker’s tools. The application of this upgrade takes six
hours of work.
Flexible Fibers. You can enhance a range weapon’s
durability and flexibility by wrapping long and sturdy
tubular fibers around it. Successful attacks made with
the weapon deal an additional 2 damage of the weapon’s
damage type. Other than that, the weapon retains its
previous statistics.
You need a total of 2500 KF/CS worth of materials (a
small pouch of angst crystal dust worth at least 1000
KF/CS, and 1500 KF/CS worth of advanced mechanical
parts) and access to tinker’s tools. The application of
this upgrade takes six hours of work.
Spellstore Angst Core. You place a complex angst
core with reinforced pipes that are connected to an
adjustable octagram angst matrix in an interlaced
pattern on a willing creature’s chest. The creature can’t
wear armor while wearing the core.
The creature can store a spell within this core by
expending a spell slot of the appropriate level. When
the spell is stored in the core in this way, the creature
can cast the spell once without expending a spell slot.
The spell stays within the core for a week or until cast.
Only the creature who put the spell into the core can
cast it; if another spell is placed inside the core, the first
one vanishes.
You need a total of 120000 KF/CS worth of materials
(a purified and reshaped angst crystal worth at least
100000 KF/CS, and 20000 KF/CS worth of advanced
machine parts) and access to a workshop with tinker’s
tools. The crafting and application of this core takes a
month of work.
Temperature Stabilizer. You wrap a layer of thin pipes
that is connected to a small machine with a small angst

31
core around a willing creature’s body. While wearing 2d10 blood damage.
the stabilizer, the creature automatically succeeds on
saving throws against the effects of extreme cold and
extreme heat. The stabilizer can be worn under normal Sanguinologist
clothing.
You need a total of 600 KF/CS worth of materials (a
tiny piece of angst crystal worth at least 500 KF/CS, You have an aptitude for the three fundamental
and 100 KF/CS worth of mechanical parts) and tinker’s components of blood out of eight: life, magic, and soul.
tools to craft it. The stabilizer takes an hour of work to Your skills might have given you control over your
complete. body or over other creatures. Regardless, you have a
hematologic predisposition for arcane arts and your
You can use the examples above to come up with
innate talents lean on your ability to alter creatures’
and craft different kinds of angst machinery with the
physiologies through your control over their blood.
approval of your GM, who determines the components
and their costs for such equipment.
Additionally, you gain proficiency with an artisan’s Sanguine Spells
tool of your choice. Starting at 1st level, you learn additional spells when
you reach certain levels in this class, as shown on the
Sanguine Spells table. Each of these spells counts as a
Blood Matrix sorcerer spell for you, but it doesn’t count against the
When you reach 6th level in this class, choose one of the number of sorcerer spells you know.
following damage types: acid, cold, or fire. When you
deal blood damage with a spell, the blood damage also
deals necrotic, poison, or the damage you chose instead
of its normal damage (whichever is most harmful to the
target). The rules of blood damage still apply to the new
damage type.
You can change your chosen damage type when you
gain a level in this class. At 20th level, you can change
your chosen damage type when you finish a long rest.
Also, you have resistance to all damage types that you
can deal by dealing blood damage.

Blood Fiber
At 14th level, you learn how to form an indestructible
layer of blood. As a reaction, you can immediately expel
your blood outside your body and weave a hardened
sheet of blood in a crystalline pattern to negate
incoming damage.
Once you use this feature, you must finish a long rest
to do so again.

Superior Blood Matrix


When you reach 18th level in this class, choose one of
the following damage types: acid, cold, fire, lightning,
or psychic. You add this damage type to the blood
damage in the same way with the Blood Matrix feature.
The rules of blood damage still apply to the new damage
type.
You can change your chosen damage type when you
gain a level in this class. At 20th level, you can change
the chosen damage type when you finish a long rest.
Also, your blood-damage-dealing spells deal an extra

32
Sanguine Spells
Improved Bloodshift
Sorcerer Starting at 14th level, you can cast spells with only
Spells verbal components while you are in your beast form.
Level
Also, you can use your Wild Shape feature to assume the
1st cure wounds, inflict wounds, spare shape of monstrosities as well as beasts.
the dying
3rd barkskin, lesser restoration Armamentarium
5th revivify, vampiric touch Starting at 18th level, you can cast spells while you are
in your beast form. Also, you are physically capable
7th deathward, freedom of movement of doing everything that you can normally do in your
9th greater restoration, mass cure normal form while in your beast form. Your flesh and
wounds bones shift continuously at your will to suit your needs.

Modified Resilience Warlock Patrons


Beginning at 1st level, your blood’s regenerative
features unlock whenever you get too excited. When
you roll for initiative, you regain 2d4 hit points. The
number of hit points you regain increases by 2d4 at 5th
level (4d4), at 9th level (6d4), at 13th level (8d4), at 17th
level (10d4).
Any excess healing is converted to temporary hit
Angst’s Will
points.
Many in Tolia see angst crystals as a gift and the key
Fleshbend to their technological progress. However, most do
Also starting at 1st level, you can undergo an 8-hour not know that there is a primal or primordial entity
procedure you conduct yourself to alter your form. You in nature, made up of the cumulative will of all angst
can change the general appearance of your body and crystals in the world.
your facial features. You can’t change the size of your Warlocks who devote themselves to this will are
body or its type, so you must adopt a form that has the granted the eyes to see this entity’s presence, and to
same basic arrangement of limbs. Your statistics do not use the gifts bestowed upon them by it. In Tolia, where
change. angst-based technology is indeed the status quo, these
This process is magical but the effects are not. warlocks inspire awe in most and are feared by many.
Magical senses do not reveal your true form as your
altered self is now your true form. Expanded Spell List
Angst’s Will lets you choose from an expanded list of
Bloodshift spells when you learn a warlock spell. The following
Starting at 6th level, you gain the Wild Shape feature of spells are added to the warlock spell list for you.
the druid class. Treat your levels in this class as if they
are druid levels for the purpose of using the Wild Shape Angst’s Will Expanded Spells
feature.
These levels do not stack. For example, if you are a Spell Level Spells
5th level sorcerer and 7th level druid, you use your Wild
1st detect magic, restore lifeless body*
Shape feature as a 7th level druid.
Unlike a druid’s transformation, your transformation 2nd enhance ability, enlarge/reduce
is painful and unsightly; your blood tears and mends
3rd haste, speak with machines*
your muscles, shattering and welding your bones as it
changes your physiology. 4th arcane eye, locate creature
The challenge rating of the beasts you can transform 5th animate objects, restore lifeless
into using this feature increases to 3 at 10th level, and horde*
to 4 at 14th level.

33
If your Charisma modifier decreases, you start losing
Angstculus control of your angstculi starting with the strongest one
When you choose your patron at 1st level, Angst’s Will (the one with the highest AP or the highest current hit
grants you the knowledge to create an angstculus; a points if their AP are equal). An angstculus of which you
special kind of bloodwork automaton, with a limited lose control in this way becomes confused and attacks
amount of sentience through your patron’s will over the the nearest creature, whether the creature is an ally
machinery that works with angst. or foe to you. If you are the nearest, it does not do so
An angstculus is a special kind of automaton creature and goes for the next viable target if you succeed on a
that is Small or smaller in size. They can look like Charisma (Persuasion) check (DC = 10 + the AP of the
various things, but many prefer them to resemble angstculus).
an animal or a bug. You have Angstculus Points (AP) If you create an angstculus while you are at your
equal to your warlock level, which you can spend while control limits, the newly created one becomes hostile to
creating or enhancing your angstculus. While spending you immediately.
APs, you must spend 100 KF worth of materials for each You can find the stat block of the most basic
AP spent in order to apply required enhancements to angstculus below:
your angstculus.
In order to create an angstculus, you need the
required metal materials and angst crystals that cost Angstculus
100 KF each, and you must spend one AP. Small or smaller construct (automaton), the alignment of its creator
You must also fuel it with 1 hit point worth of blood
for each AP of the angstculus per day. The angstculus Armor Class 12
needs a refuel as a creature needs to sleep, otherwise it
Hit Points 20
starts to gain levels of exhaustion just like creatures do
when they do not rest. Speed 30 ft.
If your angstculus is damaged, you need to spend 1 KF
worth of materials and 1 minute of repairing for each
hit point it needs to regain. If it drops to 0 hit points, STR DEX CON INT WIS CHA
it makes death saving throws just like a creature. If it 14 (+2) 14 (+2) 12 (+1) 6 (-2) 8 (-1) 10 (+0)
“dies”, you need to repair it to its hit point maximum
and change its angst crystal as well (worth 100 KF), as
the previous one ceases to function. Damage Vulnerabilities bludgeoning
You have to work on your creation a total of hours Damage Resistances cold, fire, lightning
equal to the number of AP the angstculus will have. You Damage Immunities poison
do not have to create it all at once; you can create your
Condition Immunities charmed, frightened, poisoned
angstculus section by section at different times. You can
create a single angstculus or multiple of them as long as Senses passive Perception 9
it is within your ability to do so. Languages speaks one language chosen by its creator. The
The total number of angstculus you can control creator must also know the language
is equal to your Charisma modifier (a minimum of 1 Challenge -
angstculus). The total power of the angstculus you Proficiency Bonus equal to its creator’s proficiency bonus
can control is limited by your Angstculus Points. For
example, if you are a 10th level warlock, you can have
as many angstculi as you want so long as the total of ACTIONS
their AP is no higher than 10. Thus you can have one 10- Attack. Melee Weapon Attack: +2 +proficiency bonus to hit,
AP angstculus, or two 5-AP angstculi etc. reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
As long as you have control, the angstculi obey all This attack can be a headbutt, a slam, a fist, or another type of
your commands. You can telepathically command your unarmed attack that deals bludgeoning damage.
angstculi as a bonus action as long as they are within
100 feet of you. You can issue different commands Modification List
to each angstculus you control. If you do not issue a
You can make a number of modifications to your
command, an angstculus continues performing your
angstculus provided that you spend the required KF,
last given command. If there is no such command, the
time and AP. You can apply a modification only once
angstculus can move and act as it likes, just like a cat or
unless stated otherwise.
a spider. An angstculus has its own turns.

34
Examples of modifications you can make to upgrade Light Module (1 AP). The angstculus sheds bright light
your angstculus have been given below. You can always in a 5-foot radius and dim light for an additional 5
talk to your GM and create other modifications so long feet. You can choose the color of this light. Completely
as the GM approves. covering the angstculus with something opaque blocks
Piercing Limbs (0 AP). The angstculus grows spiky the light. You can take a bonus action to command the
limbs and deals piercing damage instead of bludgeoning angstculus to turn its light on or off.
damage with its attack. Light-Plated (1 AP). The angstculus’s AC becomes 14.
Slashing Claws (0 AP). The angstculus grows claws and Perceptive Sense (1 AP). The angstculus gains
deals slashing damage instead of bludgeoning damage darkvision out to a range of 60 feet.
with its attack. Reinforce Angst Core (1 AP). The hit point maximum
Attack Expertise (1 AP). The angstculus has a +1 bonus and the current hit points of the angstculus increases
to attack rolls. This modification can be made up to 5 by 10. This modification can be made up to 10 times.
times. Self Destruction (1 AP). The angstculus can explode
Detailed Face (1 AP). You make tweaks to the face of on your command. You can also set it to automatically
your angstculus and attach lots of small platings that explode if either of you drop to 0 hit points.
move to imitate facial expressions. Your angstculus Upon explosion, each creature within 10 feet of the
seems more alive, thus its company gives you comfort. angstculus must make a Dexterity saving throw (DC
While your angstculus is within 30 feet of you and you equals your spell save DC). On a failed save, a creature
are aware of its presence, you have advantage on saving takes 1d6 damage for each AP it has. Half of this damage
throws against being frightened. is piercing damage, and the rest is fire damage. On a
Enhanced Speed (1 AP). The angstculus moves faster successful save, the total damage is halved.
each time this modification is made, increasing its Sound Insulation (1 AP). The angstculus does not
speed by 10 feet each time. This modification can be generate any sound while walking, it has advantage on
made up to 5 times. Dexterity (Stealth) checks while moving.
Tool Proficiency (1 AP). You modify your angstculus’
limbs into an artisan’s tools of your choice, with which
the angstculus becomes proficient.
Weapon Proficiency (1 AP). The angstculus gains
proficiency with a type of weapon of your choice,
and you modify one of its limbs so that it can use the
weapon. This modification can be made up to 2 times.
Angst-Coated Limbs (2 AP). The angstculus’s
successful melee weapon attacks deal an extra 1d6 fire
damage on a hit, as angst heats up when in contact with
blood.
Immutable Angst Shells (2 AP). The angstculus is
immune to any spell or effect that alters its form.
Sticky Limbs (2 AP). Your angstculus can move as if it
is affected by the spider climb spell.
Angstmagical Pulse (3 AP). As an action, the
angstculus releases a pulse of magical energy that
becomes even stronger when it gets in contact with the
surrounding angst. Each creature within 30 feet of the
angstculus that holds or carries an angst crystal must
succeed on a Constitution saving throw or be stunned
until the end of their next turn (DC equals your spell
save DC). The angstculus can use this feature again after
1 minute.
Angst-Imbued Resistance (3 AP). The angstculus has
advantage on saving throws against spells and other
magical effects.
Blood Immunity (3 AP). The angstculus gains

35
immunity to necrotic damage. Also, whenever it is hit your spell save DC, or it has disadvantage on all
with an attack that deals blood damage, it doesn’t take ability checks, attack rolls, and saving throws until
the blood damage and instead regains a number of hit the end of its next turn. If it fails the saving throw
points equal to the amount of the blood damage dealt. by 5 or more, it is also stunned until the end of its
Medium-Plated (3 AP). The angstculus’s AC becomes next turn.
16. • If you hit a creature with an attack that carries an
Sharpened Senses (3 AP). The angstculus gains either angst or bloodwork weapon, or other angst-based
blindsight or tremorsense (one of your choice) out to a magical item, it must succeed on a Charisma saving
range of 60 feet. throw against your spell save DC for each item or
that item does not function until the end of its next
Aerial Mobility (4 AP). The angstculus gains a flying
turn.
speed of 20 feet.
Angst-Imbued Size Variation (4 AP). The angstculus
can use this feature to cast the enlarge/reduce spell on
itself. You must finish a long rest for your angstculus to Your Pact Boon
do so again. Each Pact Boon option creates a special creature or an
Heavy-Plated (5 AP). The angstculus’s AC becomes 18. object that reflects your patron’s nature.
Rapid Strike (5 AP). The angstculus can attack twice, Pact of the Blade. If you choose a bloodwork or angst
instead of once, whenever it takes the Attack action on weapon as your pact weapon, you can choose to convert
its turn. its damage to blood damage.
Angst-Imbued Haste (6 AP). The angstculus can use Pact of the Chain. Your familiar can be an angstculus.
this feature to cast the haste spell on itself. Once the Pact of the Tome. Your tome can be a special crypto
angstculus uses this feature, you must finish a long rest scroll that cannot be opened without the special
for it to do so again. combination of numbers. If someone tries to open it
Reinforced Plating (7 AP). The angstculus’s AC with a false combination, it is destroyed.
becomes 20.

Malfunction Avatar of Bloodthirst


Starting at 6th level, you can use your action to cause
an angst or bloodwork weapon, or another damage The gruesome environment of Tolia changes its
dealing angst-based magical items within 60 feet of you residents, entities, and even attracts otherworldly
to malfunction and lose its angst-related properties for powers. One of them is the Avatar of Bloodthirst, and
1 minute if you succeed on a ranged spell attack against you’ve made a pact with it. Although this avatar is
it (AC equals 8 + the weapon’s highest possible damage feared by many due to its wicked and ferocious nature,
roll). it has given you the task of shedding blood in its name.

Angst Link Expanded Spell List


Starting at 10th level, you can choose one of your The Avatar of Bloodthirst lets you choose from an
angstculi that is within 100 feet of you as the source of expanded list of spells when you learn a warlock spell.
your spells. The following spells are added to the warlock spell list
for you.
Bestow Angst’s Will
When you reach 14th level, you receive the ultimate Avatar of Bloodthirst Expanded Spells
gift from your patron: the ability to bestow your will to
angst. You gain the following benefits. Spell Level Spells
• You can cast the dominate monster spell on an 1st hellish rebuke, unseen servant
automaton without expending a spell slot and
requiring no material components. Once you cast 2nd darkness, shatter
this spell using this feature, you must finish a short 3rd fear, vampiric touch
or long rest to cast it again in the same way.
4th blight, hallucinatory terrain
• When you hit an automaton with a spell attack, it
must succeed on a Charisma saving throw against

36
5th dream, hold monster The Thirst
At 6th level, you develop a craving to spill blood,
which will feed the Avatar of Bloodthirst. You gain the
Aura of Bloodthirst following benefits.
When you choose to work with the Avatar of
Blood Spit. As a bonus action, you channel the power
Bloodthirst, you become more violent and gruesome
the Avatar has given you and spit blood on a melee
than before. You learn new ways to shed more blood
weapon or 10 pieces of ammunition you are holding. For
and you can come up with creative ways of doing it.
1 minute, the weapon or the ammunition deals an extra
Starting at 1st level, you can use your action to emit 1d6 blood damage on a hit. This damage increases to
a 30-foot-radius aura of bloodthirst for 1 minute, which 1d8 at 10th level.
makes all friendly creatures within the aura more
Blood Cone. When you cast the eldritch blast cantrip,
violent. The creatures within the aura have advantage
you can choose to cast it as a 15-foot cone originating
on attack rolls.
from you. Your throat fills with boiling blood and you
Once you use this feature, you must finish a short or spit it out. When you do so, each creature within the
long rest to use it again. cone must succeed on a Dexterity saving throw or take
the damage of the cantrip.
Bonus Proficiency Eldritch Blood. When you cast a warlock spell, you can
Starting at 1st level, you become proficient with martial choose to change its damage type to blood damage.
weapons. Once you use one of these benefits, you must finish a
short or long rest to use any one of them again.

Extra Attack
Starting at 10th level, you can attack twice instead of
once whenever you take the Attack action on your turn.

Eldritch Finisher
Starting at 10th level, whenever you cast the eldritch
blast cantrip, you can make a weapon attack as a bonus
action.

Satisfaction of Blood
Starting at 14th level, you feel satiated when blood is
spilled around you. The more blood in the area, the
more powerful you get.
You have advantage on attack rolls when you are
targeting a creature for the first time in a day. Also,
each time a creature within 60 feet of you takes damage,
you can use your reaction to regain 1d4 hit points.

37
and abilities of a creature by touching its blood, as well
Wizard Traditions as some limited information about it.
As an action, you can touch the blood of a creature.
Once you do so, you learn the creature’s type, and you
gain two of the following benefits of your choice for 1
minute.
Veinscripter • A condition or damage immunity the creature has.
Veinscripters are wizards who have developed a way • A damage resistance the creature has.
to study magic by the power of the blood in their own • Advantage on saving throws against effects created
veins. As a veinscripter, you learn how to enhance your by the creature.
power and extend its limits by intertwining blood and • Advantage on attack rolls against the creature.
magic. • Advantage on any check made to track or locate the
With certain methods, the spells you know meld creature.
into your blood and change it to some extent. You You can benefit from this feature only once at a time.
can change the principles of some spells and their If you use this feature again while you are under its
components and at some point, bend and control your effects, you lose the former effects and gain the new
veins. ones.

Magic Within Veins


Starting at 2nd level, you can choose one spell in your
spellbook and make it a veinspell. Each time you gain
a wizard level, you can do this to another spell in your
spellbook.
A veinspell is a spell you can cast requiring no verbal
and somatic components. While casting these spells,
runic signs representing the spells appear on your body
as your veins change their color and shape.

Veinbender
At 6th level, the long hours you’ve spent practicing
on your own body results in great knowledge about
anatomy, and even more importantly, a powerful
defense mechanism. You gain the following benefits.
• You have advantage on Wisdom (Medicine) checks
about all humanoid creatures.
• When you take damage, you can instantly move
your veins out of your body, creating a shield that
protects you from harm as a reaction. This shield
halves the damage you take. You can use this
feature a number of times equal to your proficiency
bonus. You regain all expended uses when you
finish a long rest.

Resilience Breaker
Starting at the 10th level, your veinspells become
stronger. Whenever a creature succeeds on its saving
throw against a veinspell cast by you, it takes 3d6 blood
damage.

Bloodreading
Starting at 14th level, you can obtain certain powers

38
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