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Carniphage

It can be hard to tell which is stronger, their hunger for combat or for meat.

Enemies close in on the bloodied, axe-wielding warrior. She looks behind herself at her allies; the healer is bandaging a swordswoman's wounds, and the mage is catching her breath between tossing orbs of flame. With a roar, the warrior brandishes her axe to throw back her foes. Her allies will not be hurt further, no matter how many blades scratch her skin.

Generally eschewing ranged weapons, these warriors fare best when wading into the thick of combat. They rely on their high durability to keep themselves up, and their powerful strikes as a threat to keep attention focused on them instead of their companions. Though predators by nature, they lack the cowardice of beasts, fearing no injury to themselves as they tear apart their prey.

An Endless Hunger

(detailing the source of their power; gluttony)

Traveling on Your Stomach

(detailing the role of the carniphage in society, outside of the field of battle, where they are cooks, hunters, and dancers.)

1d8Style of Cooking
1Raw is the best! Fresh and dripping...!
2Spitroast! Slowly turning over a fire brings out the most flavor.
3Mince it up! I carry my trusty griddle everywhere with me.
4High heat and small slices of meat with local flora and spices from home!
5Bake it! A nice crust of clay or bread to keep the juices also helps.
6Braise and stew! Set it and forget it; let the smell whet your appetite.
7Cure it and stuff it! The perfect sausage can be made from nearly anything.
8Pickling! Seasoning and preservation in one delicious step.
1d6Relationship to Your Hunger
1There is no such thing as too much, or a bad meal. Anything I can eat is wonderful!
2I only restrain myself so that I have enough for later. Ahh, the next one will be even better...!
3The anticipation is even better than the indulgence. It's easier to feel less guilty before I've done it...
4Just a little more... No, I mustn't!
5I feel it gnawing, the pain drives me, but I won't let it control me.
6A beast dwells inside me. I bring it to heel, and only release it when appropriate.

LevelProf. BonusSpecialFPCarnage Powers
1+2Carnage, Carnage Style, Weapon Mastery, Rituals2
2+2Carnage Powers52
3+2Warpath73
4+2Feat103
5+3Extra Attack, Sudden Carnage124
6+3Warpath Feature154
7+3Extra Weapon Mastery, Feat175
8+3Extra Carnage Style205
9+4Warpath Feature226
10+4Feat256
11+4Awakened Carnage, Two Extra Attacks277
12+4Extra Weapon Mastery307
13+5Feat328
14+5Warpath Feature358
15+5Extra Carnage Style379
16+5Feat409
17+6Perfect Carnage429
18+6Three Extra Attacks4510
19+6Epic Boon, Feat4710
20+6Perfected Warpath5010

Health Die: d12
Spell Die: d4 (charisma)

Hit points at 1st level: 12 + Constitution score
Hit points each level beyond 1st: 7 + constitution modifier

Proficiencies:

Armor: Unarmored Defense (Constitution), Light, Shields
Weapons: Simple weapons, Martial weapons
Saving Throws: Strength, Constitution
Skills: Choose two of Athletics, Intimidation, Perception, Survival
Tools: Cook's Utensils

Starting Equipment:

  • Choose two: 1 bronze battleax, 1 stone spear, 2 brass daggers
  • Choose one: 3 iron throwing axes, 5 bronze throwing knives, 1 hunting bow and 20 stone arrows
  • Choose one: delver's kit, hunter's kit, warrior's kit
  • Cook's Utensils, 5 pounds of meat, 50ft of twine, woolen purse containing 5 silver laurels

Alternatively, you may start with 50 silver laurels to spend as you wish.












Focus Points: (etc; gain bonus equal to charisma modifier at each level to FP pool)

Rituals: You gain access to rituals, as shown below.

Weapon Mastery: Your training with weapons allows you to use the mastery properties of three weapon groups of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon group choices. At 7th and again at 13th levels, you may select an additional weapon group of which you may use the mastery properties.

Carnage: On your turn, you may enter a state of carnage as a free action, or sustain your carnage as a swift action. Entering Carnage or sustaining it costs 1 focus point, and it lasts for a number of rounds equal to your proficiency bonus (you may spend points to sustain carnage even if you have duration remaining), ending at the end of your turn. While in carnage, you gain the following benefits, plus additional benefits based on your combat style (see the combat style section below).

  • As part of entering or sustaining carnage, you may perform one of the following. Make a melee attack with an equipped weapon, Step up to 10 feet, or perform an action granted by your combat style.
  • You have accuracy +1 on strength ability checks and strength and constitution saving throws.
  • At the start of each of your turns while in carnage, you gain temporary hit points equal to half your level (minimum 2), which last until the start of your next turn.
  • You may not use concentration abilities while your Carnage is active (though you may still cast blood arts that do not use concentration).

At 5th level, you may enter Carnage as part of rolling initiative, paying the normal cost, but you replace any Enter/Sustain action with the following: You gain accuracy +1 to your initiative roll, and may move up to half your speed.

Carnage Style: (Select one. You may exchange carnage styles during a week's rest. At 8th level, you gain an additional carnage style, and again at 15th level. Beginning at 11th level, you may choose to use the Awakened effect of one of your active carnage styles, and at 18th you may use the awakened effects of two of your carnage styles.)

  • Brawling - Your unarmed strikes may instead deal 1d6 points of bludgeoning damage.
    • While in carnage, your unarmed strikes may instead deal 1d8 points of bludgeoning damage, and you may spend a reaction to reduce damage you take by 1d8 + your proficiency bonus + your strength modifier.
    • Enter/Sustain: You may make two unarmed strikes.
    • Awakened: Your unarmed strike damage increases by one size (1d6 -> 1d8 -> 1d10), and you gain a +2 bonus to attack rolls when making unarmed strikes.
    • Perfect: Your unarmed strike damage increases by one size (1d8 -> 1d10 -> 1d12), and you may make three unarmed strikes when entering or sustaining Carnage.
  • Dervish - When dual-wielding light weapons, you may apply your ability score bonus to the damage dealt by off-hand attacks.
    • Once per round while in carnage, if you successfully hit a creature with two attacks made with light weapons since the start of your last turn, you may rend that creature, dealing 2d6 slashing damage.
    • Enter/Sustain: When you enter or sustain Carnage and are dual-wielding light weapons, you may grant yourself a +1 parry bonus to AC until the start of your next turn, and you may step.
    • Awakened: The damage from your rend increases to 4d6, and you may rend up to twice per round. When making a step as part of entering or sustaining carnage, you may increase the distance you step by +5ft.
    • Perfect: The damage from your rend increases to 6d6, and you may rend up to three times per round.
  • Feral – You gain proficiency in stealth, or expertise if you were already proficient.
    • While in carnage, When you attack a creature that cannot see you, is tricked, or is threatened by one of your allies, you may add your proficiency bonus to the damage dealt. On a successful attack, you may spend your reaction to immediately make a trip, shove, or grapple against that creature.
    • Enter/Sustain: You may move up to your speed directly toward a hostile creature, and if you end adjacent to it, you may spend your reaction to make a trip, shove, or grapple against it.
    • Awakened: Against prone or grappled creatures, your melee attacks deal +1d6 bonus damage.
    • Perfect: Against prone or grappled creatures, your bonus to damage on melee attacks increases to +2d6.
  • Grappling – Whenever a creature begins its turn grappled by you, you may choose to spend your reaction to deal bludgeoning, piercing, or slashing (your choice) damage to it based on your unarmed strike (as a light weapon) plus your strength modifier.
    • While in carnage, you have accuracy +1 on checks made to make or maintain a grapple, and you may spend your reaction on your turn or in response to any action taken by a creature you are grappling to deal damage as the base grappling combat style ability.
    • Enter/Sustain: You may move up to half your speed. If you end up adjacent to a creature, you may attempt to grapple them as part of this action. If you are already grappling a creature, you automatically drag them as part of this action.
    • Awakened: When enter/sustaining Carnage and using the Grappling style ability, you may move up to your full speed. You also gain an additional accuracy on checks to make or maintain a grapple while in Carnage. Whenever you attempt to grapple a creature under a Freedom of Movement effect, you may make a charisma save against the caster's save DC to suppress it for a number of rounds equal to your proficiency bonus.
    • Perfect: You ignore any Freedom of Movement effects on creatures you attempt to grapple, and while in Carnage, you may grapple creatures regardless of size.
  • Hemothaumaturgy – You gain a pool of points equal to your level that you may only use to pay for hit point burn incurred by blood arts. These points recover on a long rest.
    • While in carnage, you increase the cost limit of your blood arts by +1.
    • Enter/Sustain: When you enter or sustain Carnage, you may reduce the FP cost of the next blood art you cast that round by 1.
    • Awakened: You may choose to gain temporary focus points from carnage instead of temporary hit points, suffering 1 point of temporary hp burn when doing so.
    • Perfect: You permanently increase your focus point pool by +20.
  • Mobile - Your base movement speed increases by +10 feet, and you halve the cost of moving through difficult terrain.
    • While in carnage, whenever you make a melee attack, you may step 5ft before or after the attack resolves.
    • Enter/Sustain: When you enter or sustain Carnage, you do not trigger opportunity attacks based on movement until the end of your turn.
    • Awakened: All of your movement speeds increase by +10 feet, to a maximum of double that speed's original value, and you may ignore difficult terrain while in Carnage.
    • Perfect: All of your movement speeds increase by +10 feet, and the distance you may step whenever you step increases by +5ft.
  • Reaver - Whenever you deal damage with a melee weapon attack you may deal splash damage equal to your strength modifier to a different creature adjacent to your target.
    • While in carnage, your attacks deal damage equal to your proficiency bonus on a missed attack. As a reaction whenever you deal damage to a creature with a weapon, you may make an additional attack with that same weapon as an off-hand attack that deals half the normal damage. This additional attack must be against a different creature within your reach.
    • Enter/Sustain: When you enter or sustain Carnage, you may make a special strike against a number of creatures of your choice within your reach equal to your proficiency bonus. This strike is rolled once and applied to all targets, deals half its normal damage.
    • Awakened: Once per turn, you may step 5ft after making a melee attack. While in Carnage, your reach increases by +5ft on your turn, and you treat adjacency as up to 10ft away for the benefits of your Reaver style abilities.
    • Perfect: When using the Enter/Sustain ability granted by Reaver, it deals full damage instead of half damage.
  • Shielder - You gain the shield block ability, and may apply your shield AC to your allies, so long as the ally or their attacker is adjacent to you.
    • While in carnage, you increase the range that you may apply your shield AC to allies by +5ft, and as a reaction when an ally affected by your shielder combat style ability is hit, you may spend your reaction to shield block for that ally.
    • Enter/Sustain: When you enter or sustain Carnage, you may raise your shield, increasing the temporary hit points you gain from Carnage by +2, and your shield AC bonus by +1 until the start of your next turn.
    • Awakened: The range that you may apply your shield AC to allies increases by +5ft, and your shield gains temporary hit points from your Carnage as if it were you.
    • Perfect: Shield Block is now a free action for you, and the temporary hit points your shield gains from Carnage are doubled.
  • Taunter - You gain proficiency in deception, or expertise if you were already proficient.
    • While in carnage, you may may use deception to demoralize creatures, and you gain accuracy +1 on deception checks to create a diversion when distracting a creature from allies other than yourself. If a creature strikes an ally, you may spend your reaction to force the creature to reroll that attack and take the lower result.
    • Enter/Sustain: When you enter or sustain Carnage, you may choose any number of creatures within 30 feet that can perceive you, and roll a 1d4, 1d6, or 1d8. The chosen creatures suffer a penalty equal to the roll on attack rolls and save DCs against creatures other than you until the start of your next turn, but attack rolls and save DCs against you instead gain a bonus equal to the result.
    • Awakened: When using the Enter/Sustain ability granted by Taunter, the bonus against you is decreased by one dice step (1d8 -> 1d6 -> 1d4 -> 1d3), and when a creature affected by it deals damage to you, you gain temporary hit points equal to your charisma modifier after the damage and any effects are calculated.
    • Perfect: Whenever a creature attempts a hostile action against one of your allies that is within 20 feet of you, and that creature can sense you, it must make a charisma saving throw against your charisma save DC. If it fails, it cannot take that action, but it does not lose the action or any resources.

Carnage Powers

Carnage powers have a maximum FP limit equal to your proficiency bonus, unless noted as a (blood art), in which case they function as arts in all cases; the limits on HP burn taken is the same as FP limits.
Whenever you gain a level, you may swap a carnage power for another of the same level.
Blood Arts that have a default cost in hit point burn may have that cost instead be paid by an equal amount of focus points (or in combination if desired), but blood arts that have a default cost in focus points may not have temporary hit point burn be used in their place.

2nd level
  • Armor of Blood (blood art): You may spend a standard action to take 2 points of HP burn to coat yourself in protective blood. You gain two aegis points for 1 hour, and for that duration, you may spend an aegis point as a reaction when you take damage from an attack to reduce the damage by 5 and, if they are within 10 feet of you, deal 5 points of piercing damage to your attacker. You may take additional HP burn on this ability, and for each additional point of HP burn taken, you gain +1 aegis point and the piercing damage dealt increases by +5.
  • Gorethorn (blood art): While in carnage, whenever a creature of your choice makes an attack within 15 feet of you, you may spend 1 focus point as a free action to deal 1d8 points of necrotic damage plus your proficiency bonus to them. This damage occurs after the attack (if any) is determined to be successful or not and any damage and effects are dealt from it have been applied, though if you are knocked unconscious or killed this art still activates. A creature cannot be targeted by gorethorn more than once per round. You may spend additional focus points on this power, increasing the necrotic damage dealt by +1d8 for every additional FP spent. If you are reduced to 0 HP but not killed by an attack that you trigger gorethorn on, the damage from gorethorn is maximized, and if you are killed, you also double the necrotic damage.
  • No Escape: While in carnage, whenever a creature within your reach makes a step or attempts to move out of or through your threatened area, you may spend your reaction to force that creature to make a dexterity (acrobatics) check against your strength save DC. If it fails, its speed becomes 0', it suffers difficulty +2 on all attack rolls and dexterity checks until the end of its next turn.
  • Powerful Throw: All melee weapons you wield gain the thrown (20'/60') property if it does not already have it. You may spend FP when throwing a weapon, increasing the range by +10'/30' and the damage by +1d8 per FP spent. Your thrown weapons return to you at the end of your turn, dropping to your feet if you do not have any free hands to wield them.
  • Vicious Strike: When you roll damage for a successful melee attack, you may choose to roll an extra number of d6s, up to a maximum of your proficiency bonus and taking 2 temporary HP burn per die rolled, dealing the result as additional damage to the target. This extra damage is the same type as the weapon used, and increases to d8s if you or your target is below half maximum hit points.
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    5th level: At 4th level, you add the following carnage powers to the list of powers you may learn.
  • Breath of Blood (blood art): As a standard action, you may take 1 point of temporary HP burn and release a plume of blood-like mist from your mouth, filling a 20 foot cone before you. Creatures within the area suffer 1d10 acid damage and are poisoned until the end of your next turn, taking half damage and negating the poisoned condition with a successful constitution saving throw against your constitution save DC. You apply your constitution modifier to the damage dealt, and you may take additional HP burn to increase the acid damage by +1d10 per point of HP burn taken.
  • Flurry of Fury: As a standard action, you may spend 2 FP to attack all creatures of your choice within reach of your weapon. You may increase this to a Full Action to instead increase your reach for this ability by +10ft, becoming immobilized until the start of your next turn. All chosen creatures must succeed on a dexterity saving throw against your save DC based on the weapon's attack ability modifier or take damage equal to 3d6 plus your weapon's attack ability modifier. You may spend additional FP on this power, dealing +2d6 damage per additional FP spent.
  • Hellcat Ambush (blood art): As a move action, you may take 3 points of temporary HP burn to become invisible until the end of your next turn, you attack, or you use an art, whichever occurs first. You may sustain this ability as a move action each round for a number of rounds equal to your level (without paying additional cost). When you cast or sustain hellcat ambush, you may step.
  • Shrug Off: If you are affected by a temporary negative condition, you may spend one hit die at the start of your turn to end it immediately. While in carnage, whenever you roll a saving throw, you may spend a hit die to gain a bonus to a saving throw equal to the roll of that die, even after learning the result of the roll, potentially turning a failure into a success.
  • Weapon of Blood (blood art): As a move action, you may take temporary HP burn equal to your level to create a weapon, or weapons, from your own blood. You may choose to create two light weapons that deal 1d8 damage each, a one-handed weapon that deals 1d10 damage, or a two-handed weapon that deals 2d8 damage, and may apply any weapon mastery you wish to these weapons when created. These weapons last for 1 minute. You may use your constitution modifier as your weapon attack modifier for these weapons, and they gain an enhancement bonus to attack and damage rolls equal to your Circle rank with arts. This enhancement bonus to damage is doubled if you are at or below half your maximum hit points.
    You may not spend FP in place of the HP burn cost of this blood art.
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still reworking

9th level: At 9th level, you add the following carnage powers to the list of powers you may learn.
  • Endless Hunger (blood art) As a Full Action, you may spend 4 FP to let out a roar of hunger and inhale a creature your size or smaller of your choice within 10 feet of you. The target may attempt a strength saving throw against your constitution save DC to avoid being inhaled. If the target fails its saving throw, it is swallowed and placed within an extradimensional space inside your stomach, meaning it is restrained, and takes 2d8 bludgeoning damage plus acid damage equal to 1d6 plus your constitution modifier at the start of each of its turns. It may spend an action to make a new saving throw to be released, or to make a single attack with disadvantage using a light slashing weapon to attempt to cut its way out. This extradimensional stomach has an AC equal to 8 + your constitution modifier, and hit points equal to your proficiency bonus plus twice the number of FP spent when casting this ability; while you are in carnage, this stomach has resistance to all damage.
    While you have a creature inhaled in this manner, if it is small or larger, your speed is reduced by half. You may spend a bonus action each round to deal the bludgeoning damage again, and you may also spend an action to release the inhaled creature, launching it up to 20 feet as a ranged attack (using your constitution modifier), dealing 2d6 points of bludgeoning damage to it and any other creature it hits. A creature that dies in this extradimensional stomach is immediately digested, and you are treated as having eaten a very filling meal.
    You may spend additional FP when first using this ability, increasing the acid damage dealt by +1d6 and the AC of the extradimensional stomach by +1 for each additional point spent; you may also spend FP when launching the creature, increasing the damage by +1d6 and the maximum distance by +10ft for every FP spent.
  • Spell Shield (blood art) When targeted by a spell attack or you make a saving throw against a spell or magical effect, you may spend a reaction to gain a bonus to your armor class against that attack, or to your saving throw equal to your proficiency bonus. You may use this ability after the roll is made, potentially turning a failure into a success. If this ability causes a spell attack to miss or allows you to succeed on a save against a spell or magical effect, you gain your choice of temporary hit points equal to twice your level or temporary focus points equal to your level, and you must complete a short rest before you may use this ability again.
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    13th level: At 13th level, you add the following carnage powers to the list of powers you may learn.
  • Bloody Mist: (blood art) (transform into a gaseous form that deals damage in an area and heals you)
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    18th level: At 18th level, you add the following carnage powers to the list of powers you may learn.
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Warpaths

Path of the Blademaster (fluff)
Battlemaster's Carnage: In place of your carnage style's sustain action, you may instead spend FP up to your proficiency bonus to recover a number of expended techniques equal to the FP spent. Blademaster's Focus: While in carnage and in a prowess stance, you gain a +1 bonus to attack rolls and the save DCs of techniques of that stance.
Blademaster's Prowess: You gain one additional prowess stance known.

6th level improvement

Greater Prowess: You gain one additional prowess stance known. Powerful Strike: When making a weapon attack, you may choose to take a penalty to your attack roll equal to your proficiency bonus. If your attack roll is successful, you deal additional damage equal to twice your proficiency bonus; this damage is of the same type as your weapon's damage.

9th level improvement

Blademaster's Insight: You gain a +1 bonus to AC when using your unarmored AC, and a +2 bonus to your intelligence, wisdom, and charisma saving throws. As well, you may spend your reaction on your turn to gain a +5 bonus to AC and to dexterity saving throws until the start of your next turn; you may use this ability a number of times equal to your proficiency bonus, regaining all uses after completing a short rest.
Greater Prowess II: You gain one additional prowess stance known.

14th level improvement

Blademaster's [???]: ???
Greater Prowess III: You gain one additional prowess stance known.

20th level improvement

Blademastery: The bonuses from your Blademaster's Focus, Insight, and [14th] increase by +2 each. Whenever you complete a short rest, you may change which prowess stances you know.
Natural Body: Your ability score maximum is increased by +6, and you may increase any two of your ability scores of choice by +2 each, or one ability score of choice by +4. You may change the ability score increase from this ability after completing a week's rest.

Path of the Hunter(fluff)
Hunter's Training: You gain proficiency in two of the following skills. Athletics, Handle Animal, Nature, Stealth, Survival. If you were already proficient in that skill, you instead gain expertise.
Slayer: As a swift action, or as part of entering Carnage, you may select a creature you can see within 60 feet of you. For as long as you concentrate or remain in Carnage, up to one minute, all of your attacks against that creature deal an additional +1d6 damage. You may use this ability a number of times equal to your wisdom modifier plus your proficiency bonus, and regain all expended uses after you complete a long rest.
Hunting Pursuit: As a reaction, whenever a creature you have marked with slayer moves away from you, you may stride up to your speed so long as you end your movement closer to your target. If they are within your reach at the end of your movement, you may make a strike against them as part of this reaction.

6th level improvement

Hunter's Training II: You gain one additional proficiency, or expertise, in a skill granted by hunter's training.
Ravenous Pursuit: Whenever a hostile creature that you can perceive ends its turn within 30 feet of you, you may spend your reaction to move up to your speed toward that creature. If a creature is currently targeted by your slayer ability, this range increases to 120 feet.

If you move toward a creature that spent its last turn moving away from you, your speed increases by +10 feet, and you deal +1d6 additional damage to such creatures (this stacks with the bonus damage from slayer).
9th level improvement

Hunter's Training III: You gain one additional proficiency, or expertise, in a skill granted by hunter's training.
Indefatigable: You may ignore a number of levels of exhaustion equal to half your proficiency bonus. At the start of each of your turns that slayer is active, or the turn after you use ravenous pursuit, you gain temporary hit points equal to your level. In addition, the bonus damage from Slayer and Ravenous Pursuit increase to +1d8.

14th level improvement

Hunter's Training IV: You gain one additional proficiency, or expertise, in a skill granted by hunter's training.
Felling Blow: When you successfully strike a creature targeted by your slayer ability, you may spend focus points to deal an additional +2 force damage per focus point spent. You may spend a maximum number of focus points on this attack equal to your level. The bonus damage from felling blow is multiplied on a critical hit.

20th level improvement

Hunter's Training V: You gain one additional proficiency, or expertise, in a skill granted by hunter's training.
Natural Body: Your ability score maximum is increased by +6, and you may increase any two of your ability scores of choice by +2 each, or one ability score of choice by +4. You may change the ability score increase from this ability after completing a week's rest.

Path of the Red Blossom(fluff)
Blood Blessing: As a swift action, or as part of entering or sustaining Carnage, you may spend FP to grant yourself and allied creatures within 15 feet of you 1 blood point per 2 FP spent. These blood points may be spent as a free action in response to taking damage to reduce that damage by an amount equal to your charisma modifier, or to deal +1d6 bonus necrotic damage on a successful weapon attack. This ability is a blood art and its FP limit scales as such.

6th level improvement

Sanguine Restoration: As a standard action, you may spend 3 focus points and target a creature you can see within 30 feet of you. On a successful spell attack, that creature takes 3d12 points of necrotic damage, this damage is maximized if it has fewer than half of its maximum number of hit points, and you heal yourself for half the damage dealt, or the full amount if you have fewer than half your maximum number of hit points. The target may attempt a constitution saving throw to reduce the necrotic damage it takes by half. This ability is a Blood Art, and you may spend additional focus points on it as such, increasing the damage dealt by +1d12 for each additional focus point spent.

9th level improvement

Bloody Render: As a Full Action, you may choose to take HP burn up to twice your level, but no less than 10, dealing damage to all creatures of your choice within 20 feet of you. Affected creatures are poisoned for 1 minute and take true damage equal to the amount of hit point burn you took to activate this ability, taking half as much damage on a successful constitution saving throw, and must succeed on a charisma saving throw at the end of each of their turns or take 2 points of spirit damage plus an additional +2 damage per 5 points of HP burn you took to activate this ability. This effect ends on a creature after it succeeds on two saving throws against this ability, or after 3 turns.
You must sacrifice any inspiration dice, blood points, or flames, treating each as if they were +3 points of hit point burn you took (which can exceed the limit of twice your level), and you also remove the following conditions from yourself (and as such, may use this ability while afflicted by said conditions despite other limitations): blinded, charmed, deafened, frightened, invisible, paralyzed, or poisoned, treating each as if they were +2 points of hit point burn you took to activate this ability (which can exceed the limit of twice your level).
This ability is a Blood Art and a Curse effect, and you may spend FP on it as such, increasing its range by +10 feet for every 3 FP spent, and adding the amount of FP spent as if it were HP burn for bloody render's effects.
After using bloody render, you are effectively reduced to bloody mist, and are immaterial until you reform at the start of the round 3 rounds later in the closest safe spot to where you were when you cast it.
Rise Again: As a Full Action, you may spend 6 FP to resuscitate a creature within 60ft that has died within 1 minute. The target creature is returned to life with 5 levels of exhaustion, 1 hit point, 0 FP, and 0 hit die available. You may reduce the levels of exhaustion by expending your own hit dice at a 1:1 ratio, restoring 1d8 + your charisma modifier additional hit points to the creature for each hit die spent in this way. This does not prevent a grievous wound, but it can otherwise restore fatal injuries. This ability is a blood art, and additional FP may be spent on it as such. For every additional FP spent, the target creature heals an additional +1d8 hit points, and their exhaustion is 1 level lower.

14th level improvement

Greater Blood Blessing: The range of your blood blessing increases to 30 feet, and your effective charisma modifier for it improves by +2. The bonus to damage rolls when spending a blood point also improves by +1d6.
Scarlet Inkwell: As a free action once per turn, you may spend a health die to gain temporary focus points equal to the result. Alternatively, you may spend a spell die as an action to restore hit point burn equal to the result. Hit dice spent in this way may not be recovered until you complete a long rest.

20th level improvement

Rosso Finale: When using your Bloody Render ability, you may take HP burn without limit, but every 5 points of burn past your normal limit instead only count as 2 points. If you are killed through hit point burn from using bloody render, you are revived 5 rounds later as if using your rise again ability at base cost but you retain your hit dice (and may spend them as if casting it).
Natural Body: Your ability score maximum is increased by +6, and you may increase any two of your ability scores of choice by +2 each, or one ability score of choice by +4. You may change the ability score increase from this ability after completing a week's rest.


Rituals

You begin play with knowledge of 3 rituals of choice. Whenever your proficiency bonus increases, you learn one additional ritual of your choice.
Arousing Blood self, biomancy

You meditate and focus on the dangers around you. When camping, you cannot be surprised, and you take no penalty to your perception (active or passive) while you are asleep, and if combat occurs while you are asleep, you do not begin combat prone.

Brutal Joviality other, necromancy

Once per day, you may restore 1d6+4 points of stress damage from one ally other than yourself.

Feast of the One-Eyed Saint other, necromancy

When camping, you may sacrifice a creature to make a meal, making sure its bones are intact. You then bury the bones in the ground assembled as it was when it was alive. If this creature is a beast, you treat your activity check as one success higher than normal, and the creature is resurrected the next dawn. If the creature is a folk, then the activity check is an automatic critical success for the normal purposes of the activity, but the check must also be rolled to determine if the creature is resurrected the next dawn. On a critical failure, the sacrificed creature remains dead; on a failure the sacrificed creature must succeed a DC18 constitution saving throw or remain dead; on a success the sacrificed creature must succeed on a DC9 constitution saving throw or remain dead; on a critical success the sacrificed creature resurrects without issue.

Hunter's Boon self, invocation

You cannot critically fail to sustain yourself during downtime. When using lore or survival to Forage, you increase the amount of food gained by half again (rounding up).

Purify Meat and Water party, invocation

Twice per day, with application of herbs and a bit of magic over the course of 10 minutes, you may purify up to 5 pounds of food or 4 gallons of water, removing any corruption, diseases, and/or poisons to make it safe to consume. You may increase the time of this ritual to 1 hour to increase the amount of purified food and water to 10 pounds and 10 gallons.

Stone Soup party, invocation

Inspired by a tale, you know how to make a meal from nearly nothing. When camping, you may attempt to make a meal without consuming any ingredients. Treat a failure on your activity check as a critical failure, and a critical success as a normal success when doing so. Each time you perform this ritual, you suffer a -2 penalty to the next attempt until you go at least 1 week without doing so.

Triage party, biomancy

Advanced healing techniques allow you to improve the amount allies recover during rest. Up to four creatures of your choice, other than you, that spend hit dice during a short rest do not need to roll but instead take the maximum amount possible as the result. This functions for a number of hit dice for each creature equal to your proficiency bonus, or twice that amount if you have expertise in medicine.

War Dance party, invocation

You may dance for 10 minutes, inspiring your allies for war. The next time initiative is rolled, each present ally gains a +1d4 inspiration bonus to initiative, and gains that same result as a bonus to their first weapon damage roll that combat.

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Page last modified on March 20, 2026, at 09:22 PM