Class Features
Hit Points
Hit Dice: 1d8 per bloodweaver level
Hit Points at 1st Level: 8 + your Constitution bonus
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bloodweaver level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Saving Throws: Constitution, Charisma
Skills: Choose two from Athletics, Insight, Medicine, Nature, Perception, or Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Studded leather armor
(a) two daggers or (b) a quarterstaff
(a) an explorer’s pack or (b) a scholar’s pack
(a) a shortbow and a quiver of arrows or (b) a light crossbow and a quiver of bolts
Sanguine Mastery
Bloodweavers are masters of the source of life, filling their sanguine reservoirs with fell crimson energies used to implement deadly, potent, and incredible disciplines.
Sanguine Paths. These are each a different type of control over blood: blood cursing, blood puppetry, blood shaping, consumption, knitting, sanguine alacrity, sanguine body, and vitriolic conversion.
Disciplines. These are a bloodweaver’s mystical talents, the powers they work upon others and themselves. You know lesser disciplines of your choice. The Disciplines Known column of the Bloodweaver table shows when you learn more disciplines of your choice. Each of these disciplines must be within your Mastery Level (also on the Bloodweaver table). Additionally, when you learn a new minor discipline at 4th, 10th, and 16th level, you can choose one of the minor disciplines you know and replace it with another minor discipline. When you do so, you also replace any disciplines that use that minor discipline as a prerequisite.
Minor Disciplines. Minor disciplines are the fundamental powers that all bloodweavers study until they are ingrained. You begin play with minor disciplines in addition to those granted to you by your path.
Lesser, Intermediate, Greater, and Master Disciplines. Once a bloodweaver has gained the use of a minor discipline, they acquire the necessary knowledge to perform the techniques of more potent disciplines.
Ascendant Disciplines. These are the most powerful techniques known to a bloodweaver and extremely taxing. After using any ascendant discipline, you must finish a long rest before you can use an ascendant discipline again.
Bloodweaving and Magic. Bloodweaving is still a form of magic and is subject to dispel and antimagic effects. Treat a discipline’s spell level as equal to the number of reservoir points spent to activate it. Because disciplines are not spells they can’t typically be counter spelled.
Concentration. Also unlike spells, unless noted otherwise a discipline does not require concentration. However, you are unable to simultaneously activate or use disciplines of the same mastery level.
Noticing Disciplines. Disciplines require no overt casting or gestures in order to work. The primal power that flows through bloodweavers still often manifests in a variety of ways however and is typically noticeable. Attempting to activate disciplines without being noticed requires a Dexterity (Sleight of Hand) or Charisma (Deception) check, usually opposed by Wisdom (Perception) or Wisdom (Insight). At the GM’s discretion, you may roll against passive Perception or passive Insight.
Sanguine Reservoir
At the 1st level, you gain access to the well of fell power that fuels bloodweaving. Your bloodweaver level determines the number of reservoir points you have, as shown in the Sanguine Reservoir column of the Bloodweaver table. You can spend these points to fuel your disciplines and various bloodweaver features.
You may spend no more reservoir points than half your character level, rounding up, to activate a discipline—certain disciplines are simply outside of the grasp of inexperienced bloodweavers. When you spend a reservoir point, it is unavailable until you finish a long rest, at the end of which your blood replenishes itself. Some of your bloodweaver features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Blood save DC = 8 + your proficiency bonus + your Constitution modifier
Blood attack bonus = your proficiency bonus + your Constitution modifier
Crimson Assurance. As a bonus action on your turn, you can expend 1 Hit Die and regain a reservoir point. Once you have used this feature a number of times equal to your proficiency bonus, you must finish a long rest before you can use it again.
Sanguine Endurance. You can spend 1 reservoir point to gain advantage on a Constitution saving throw.
Vital Restoration. You can use a bonus action and spend 1 reservoir point to regain hit points as if you had spent a Hit Die.
Traditions of Blood
Also at 1st level, choose a tradition (Blood Binder, Crimson Witch, Scarlet Reaper). You gain abilities for your tradition at 1st, 5th, 9th, 14th, and 18th level. The tradition that you choose also determines one of your starting minor disciplines.
Sanguine Fortification
Starting at 2nd level, while you are not wearing any armor and not wielding a shield, your Armor Class is equal to 10 + your Dexterity modifier + your Constitution modifier.
Hydraulic Control
At the 3rd level, you have advantage on death saves and become immune to any effect relating to blood loss (like sight rot and slimy doom).
Ability Score Improvement
When you reach the 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by, or you can increase two ability scores of your choice by. As normal, you can’t increase an ability score above using this feature.
Life Sense
At 6th level, you gain the ability to sense life. You can use an action and spend 1 reservoir point to reach out and perceive flowing blood for 1 minute. While using Life Sense, you are able to pinpoint the location of any living creature within 30 feet of you.
Blood Purification
At 10th level, your mastery of your own vital energy allows you to instantly purify your body, making you immune to disease and poison.
Vitalicrux
Beginning at the 11th level, once per turn when you reduce a hostile living creature to 0 hit points, you regain 1 reservoir point. Once you have used this feature to regain a number of reservoir points equal to half your bloodweaver level, you must finish a long rest before you can use it again.
Improved Vital Restoration
At 13th level, whenever you use Vital Restoration, the number of hit points you regain from your Constitution modifier doubles.
Improved Sanguine Endurance
At 15th level, you can use Sanguine Endurance to gain an advantage on any type of saving throw.
Improved Life Sense
At 17th level, the duration of your Life Sense increases to minutes and its range increases to feet.
Sanguine Rejuvenation
At 20th level, when you have killed your body reconstitutes and heals itself after week so long as even a drop of your blood remains (as resurrection). Additionally, you no longer age naturally and you are immune to any effects that would age you magically.