TEXT:  
   
   
   
  
   
  THIS ZINE 
  CONTAINS ELEMENTS OF 
   
  Blood Magic ◊ Character Class 
  Sacrifice ◊ Death ◊ Self Harm 
   
  Dwiergus is, at his core, a manufacturer of horrors and 
  monsters. To him, however, these creations aren’t vile: 
  they are a necessity determined by the unknown prime 
  entities that designed him. 
   
  The Sword Coast may hate his creations, but who dares 
  to question his purpose? Wheels spin, winds blow, 
  mothers nurse—and the Fleshforges forge their flesh. 
   
  Yet in the cosmos, there are those who would draw arms 
  against the Old Foreman and his factories. There are 
  blood-bound agents whisking along the planes, passing 
  their unbound knowledge unto emerging warriors. 
   
  After eons of seclusion, the Omnicarnate wakes its 
  denizens. The age of slumber is over, and newly blooded 
  warriors need their mentors more than ever. With the 
  paragon wards open for training, the mortal world can 
  rest easy—at least one bastion remains to fight the Old 
  Forman’s atrocities. The bloodletters—warriors steeped 
  in blood magic—wield libraries of ancestral combat 
  knowledge. 
   
  Millenia of hatred rekindles once again as Dwiergus’ 
  oldest foes have woken with him—they, who never 
  forgot their smoldering feud… 
   
  And he, who never forgot the Forgotten Realms. 
   
   
   
   
   
  www.remleyfarr.com
  
   
  THE bloodletter 
   
   
   
  Proficiency 
  Bonus 
   
  Cantrips 
  Known 
  Spells 
  Known 
  Blood 
  Level 
  Features 
  Level 
  1st 
  +2 
  Blood Magic, Replenish 
  4 
  2 
  1 
  2nd 
  +2 
  Organic Weapon (d4) 
  4 
  3 
  1 
  3rd 
  +2 
  Paragon Ward, Pain Hate (1/rest) 
  4 
  4 
  2 
  4th 
  +2 
  Ability Score Improvement 
  5 
  5 
  2 
  5th 
  +3 
  Extra Attack, Organic Weapon (d6) 
  5 
  6 
  3 
  6th 
  +3 
  Additional Ward 
  5 
  7 
  3 
  7th 
  +3 
  Pain Hate (2/rest) 
  5 
  8 
  4 
  8th 
  +3 
  Ability Score Improvement 
  5 
  9 
  4 
  9th 
  +4 
  Organic Weapon (d8) 
  5 
  10 
  5 
  10th 
  +4 
  Additional Ward 
  6 
  11 
  5 
  11th 
  +4 
  Pain Hate (3/rest) 
  6 
  12 
  6 
  12th 
  +4 
  Ability Score Improvement 
  6 
  13 
  6 
  13th 
  +5 
  Organic Weapon (d10) 
  6 
  14 
  7 
  14th 
  +5 
  Additional Ward 
  6 
  15 
  7 
  15th 
  +5 
  Pain Hate (4/rest) 
  6 
  16 
  8 
  16th 
  +5 
  Ability Score Improvement 
  6 
  16 
  8 
  17th 
  +6 
  Organic Weapon (d12) 
  6 
  16 
  9 
  18th 
  +6 
  — 
  6 
  16 
  9 
  19th 
  +6 
  Ability Score Improvement 
  6 
  16 
  9 
  20th 
  +6 
  Blood Ward 
  6 
  16 
  9 
   
  A withered woman stoops over a snoring 
  baby boy on a freezing summer night. Her 
  fingers are sore from the ceaseless frost—but 
  the boy will live. She wraps scar-wracked 
  arms over his smooth skin, and her eyelids 
  droop. 
  The winds howl outside. Her life force is 
  waning, and in the flickering ember-light of 
  the sooty fireplace, she pulls the child to her 
  chest. Her spear and armor stay within 
  reach. 
  As day breaks the next morning, the old 
  bloodletter wakes. The infant babe stretches 
  in her kind embrace, gripping her warm, 
  scarred finger. That little hand will hold a 
  sword one day, and she will teach him how to 
  navigate the halls of the Omnicarnate—
  whether in this life or the next. 
  They set off into the hot morning, leaving 
  only the snow witch’s corpse floating in the 
  plaza fountain. 
   
  —Paragon Parvana Twomey 
  Parables of Kin and Kind Vol. II 
  THE OMNICARNATE 
   
  Bloodletter powers come from sacrificing 
  their own life force to the Omnicarnate—
  the outworld reliquary from whence all 
  bloodletters obtain their power. Upon 
  death, bloodletters deemed worthy will join 
  their ancestors in a paragon ward, allowing 
  their exploits to be lent out to subsequent 
  bloodletters. When bloodletters tap into 
  their powers, their sacrificed life force feeds 
  the Omnicarnate, adding to its potency like 
  a library adds books to shelves. 
  Since bloodletters fuel their powers by 
  sacrificing their own health, playing a 
  bloodletter is much like balancing a budget. 
  Will you splurge for the moment, 
  annihilating a swathe of foes and taking a 
  massive momentary debt? Will you play it 
  safe in spurts until you have time to 
  recover? What paragon ward will you 
  pursue for knowledge?
  
   
  CLASS FEATURES 
   
  As a bloodletter, you gain the following 
  class features: 
   
  Hit Points 
   
  Hit Dice: 1d12 per bloodletter level 
  Hit Points at 1st Level: 12 + your 
  Constitution modifier 
  Hit Points at Higher Levels: 1d12 (or 7) + 
  your Constitution modifier per 
  bloodletter level after 1st. 
   
  Proficiencies 
   
  Armor: Light armor, medium armor 
  Weapons: Simple weapons, martial 
  weapons 
  Tools: Healer’s kit 
  Saving Throws: Constitution, Wisdom 
  Skills: Choose two from Arcana, Athletics, 
  Deception, Investigation, Medicine, 
  Persuasion, Religion, and Survival 
   
  Equipment 
   
  You start with the following equipment, in 
  addition to the equipment granted by your 
  background: 
  • (a) chainmail or (b) leather, hand 
  crossbow, and 20 bolts 
  • (a) a longsword or (b) any two simple 
  weapons 
  • (a) a component pouch or (b) an 
  arcane focus 
  • (a) a dungeoneer’s pack or (b) an 
  explorer’s pack. 
   
  BLOOD MAGIC 
   
  Tit-for-tat, the extent of your powers lies in 
  your health. Whatever ancient rite you 
  underwent to obtain this power now hangs 
  a debt over you—but in return, you will 
  dominate all who oppose you. 
   
  Cantrips 
   
  At 1st level, you know 4 cantrips of your 
  choice from the bloodletter spell list. You 
  learn additional bloodletter cantrips of your 
  choice at higher levels, as shown in the 
  Cantrips Known column of the Bloodletter 
  table. 
   
  Blood Level 
   
  Unlike most spellcasters that spend spell 
  slots to cast spells, you spend Hit Dice. To 
  cast one of your bloodletter spells, you 
  must spend at least 1 Hit Die per level of the 
  spell being cast. However, the number of 
  Hit Dice you spend per spell cannot exceed 
  your blood level. The Bloodletter table’s 
  blood level column shows the maximum 
  number of Hit Dice you can spend per spell 
  by class level. Only Hit Dice gained from the 
  bloodletter class can be spent to cast 
  bloodletter spells. Casting a cantrip 
  requires no hit dice to be spent. 
  For example, if you know the 1st-level 
  spell sleep and have a blood dice level of 2, 
  you can spend 1 Hit Die to cast sleep as a 
  1st-level spell or spend 2 Hit Dice to cast 
  sleep as a 2nd-level spell. 
   
  Spells Known of 1st-Level or 
  Higher 
   
  You know two 1st-level spells of your choice 
  from the bloodletter spell list. 
  The Spells Known column of the 
  Bloodletter table shows when you learn 
  more bloodletter spells of your choice of 1st 
  level and higher. A spell you choose must be 
  of a level no higher than what’s shown on 
  the table’s blood level column for your 
  level. For instance, when you reach the 3rd 
  level in this class, you learn a new spell, 
  which can be of 1st or 2nd level since your 
  blood level is now 2. 
  Additionally, when you gain a level in 
  this class, you can choose one of the 
  bloodletter spells you know and replace it 
  with another spell from the bloodletter 
  spell list, which also must be of a level equal 
  to or less than your current blood level. 
  
   
  Spellcasting Ability 
   
  Constitution is your spellcasting ability for 
  your bloodletter spells, since the potency of 
  your magic is dependent on a vigorous 
  health. You use your Constitution whenever 
  a spell refers to your spellcasting ability. In 
  addition, you use your Constitution 
  modifier when setting the saving throw DC 
  for a bloodletter spell you cast when 
  making an attack roll with one. 
   
  Spell save DC = 8 + your proficiency bonus 
  + your Constitution modifier 
   
  Spell attack modifier = your proficiency 
  bonus + your Constitution modifier 
   
  Spellcasting Focus 
   
  You can use an arcane focus as a 
  spellcasting focus for your bloodletter 
  spells. 
   
  REPLENISH 
   
  Whenever you finish a long rest, you regain 
  all spent Hit Dice instead of only half. 
  ORGANIC WEAPON 
   
  At 2nd level, you gain the ability to infuse 
  your weapons with your own life force, 
  harming yourself to harm your opponent. 
  Once per Attack action, you can choose 
  to roll an Organic Weapon die (1d4) after 
  the attack roll is made. If you do, subtract 
  the Organic Weapon die result from your 
  hit point total, then add the same Organic 
  Weapon Die result to the weapon’s attack 
  damage roll if the attack hits a creature. All 
  weapon damage during an attack where an 
  Organic Weapon die is used is considered 
  magic damage. If spending hit points this 
  way reduces you to 0 hit points, you fall 
  unconscious and the ability has no effect. 
  Your Organic Weapon die maximum 
  changes when you reach certain levels in 
  this class, giving you the option to sacrifice 
  more hit points to deal more damage. You 
  can sacrifice up to a d6 at 5th level, up to a 
  d8 at 9th level, up to a d10 at 13th level, and 
  up to a d12 at 17th level. 
   
  PARAGON WARD 
   
  At third level, you choose which Paragon 
  Ward to attune with once you take a long 
  rest: Might, Flex, Study, Instinct, or Social, 
  which are all detailed at the end of this 
  chapter. 
  You can attune to up to two wards at 6th 
  level, up to three wards at 10th level, and up 
  to four wards at 14th level. 
   
  
   
  PAIN HATE 
   
  Your familiarity with pain allows you to 
  share it with your foes. Once per long rest 
  and at the end of any combat turn, you can 
  make a Constitution saving throw as a 
  reaction with a DC equivalent to the 
  number of hit points you lost during that 
  turn. If you succeed, one creature you can 
  see within 60 ft. loses hit points equal to the 
  DC of the saving throw. 
  You can use this ability twice per long 
  rest at 7th level, three times per long rest at 
  11th level, and four times per long rest at 
  15th level. 
   
  ABILITY SCORE 
  IMPROVEMENT 
   
  When you reach 4th level, and again at 8th, 
  12th, 16th, and 19th level, you can increase 
  one ability score of your choice by 2, or you 
  can increase two ability scores of your 
  choice by 1. As normal, you can’t increase 
  any ability score above 20 using this 
  feature. 
   
  EXTRA ATTACK 
   
  Beginning at 5th level, you can attack twice, 
  instead of once, whenever you take the 
  Attack action on your turn. 
   
  BLOOD WARD 
   
  At 20th level, you have advantage on 
  Constitution saves, and whenever you 
  would roll an Organic Die, you can instead 
  choose a number between 1 and 20 to 
  apply to both your hit point loss and extra 
  weapon damage (the number must be the 
  same for both). 
   
  PARAGON WARDS 
   
  As you sleep, you feel the Omnicarnate call 
  out. Rather than dream, your consciousness 
  drifts to the ancestral hall of former 
  bloodletters. These ancient heroes feast at 
  tables, spar in the training grounds, and tell 
  harrowing adventure stories at the stage. 
  The contact is brief and welcoming—should 
  you prove yourself powerful in your 
  journey, you may walk these wards upon 
  your death. Until then, you can only barter 
  your health for temporary boons from 
  champions that walk these halls. 
  Every time you have a successful long 
  rest, you may choose one of the following 
  wards of paragons to convene with for 
  power. Your choice isn’t permanent. The 
  next time you take a long rest, you may 
  abandon your ward and attune to a 
  different one. 
  Might Ward. You never make Strength 
  saving throws with disadvantage, and 
  whenever you roll an Organic Weapon Die 
  during a melee weapon attack, you may 
  instead roll twice and choose any result. 
  Flex Ward. You never make Dexterity 
  saving throws with disadvantage, and 
  whenever you roll an Organic Weapon Die 
  during a ranged weapon attack, you may 
  instead roll twice and choose any result. 
  Study Ward. You never make 
  Intelligence saving throws with 
  disadvantage, and you know two additional 
  spells equal to or less than your blood level. 
  If you lose this ward and gain it again, you 
  may choose two different spells. 
  Instinct Ward. You never make Wisdom 
  saving throws with disadvantage, and you 
  can roll Organic Die as a reaction, losing hit 
  points as normal, but instead of adding 
  damage to a weapon damage roll, you can 
  reduce damage from a weapon damage roll 
  made by an enemy you can see within 60 ft. 
  Social Ward. You never make Charisma 
  saving throws with disadvantage, and when 
  you cast a spell with a range of touch or self, 
  a willing ally you can see within 60 ft. can 
  use its reaction to deliver the spell as if it 
  had cast the spell. If the spell requires an 
  attack roll, you use your attack modifier for 
  the spell. 
   
  
   
  BLOODLETTER SPELLS 
   
  Cantrips (0 level) 
   
  Blade Ward 
  Dancing Lights 
  Friends 
  Light 
  Mage Hand 
  Mending 
  Message 
  Minor Illusion 
  Prestidigitation 
  True Strike 
   
  1st level 
   
  Charm Person 
  Color Spray 
  Comprehend Languages 
  Detect Magic 
  Disguise Self 
  Expeditious Retreat 
  Feather Fall 
  Find Familiar 
  Fog Cloud 
  Grease 
  Jump 
  Mage Armor 
  Shield 
  Silent Image 
  Sleep 
   
  2nd level 
   
  Alter Self 
  Arcane Lock 
  Blindness/Deafness 
  Blur 
  Crown of Madness 
  Darkness 
  Darkvision 
  Detect Thoughts 
  Enlarge/Reduce 
  Gentle Repose 
  Hold Person 
  Invisibility 
  Knock 
  Levitate 
  Locate Object 
  Mirror Image 
  Misty Step 
  See Invisibility 
  Spider Climb 
  Suggestion 
  Web 
   
  3rd level 
   
  Blink 
  Clairvoyance 
  Counterspell 
  Daylight 
  Dispel Magic 
  Fear 
  Fly 
  Gaseous Form 
  Hypnotic Pattern 
  Major Image 
  Protection from Energy 
  Slow 
  Stinking Cloud 
  Tongues 
  Water Breathing 
  Water Walk 
   
  4th level 
   
  Banishment 
  Blight 
  Confusion 
  Dimension Door 
  Greater Invisibility 
  Polymorph 
  Stoneskin 
   
  5th Level 
   
  Animate Objects 
  Creation 
  Dominate Person 
  Hold Monster 
  Seeming 
  Telekinesis 
  Teleportation Circle 
  Wall of Stone 
   
  6th Level 
   
  Arcane Gate 
  Eyebite 
  Globe of Invulnerability 
  Mass Suggestion 
  Move Earth 
  True Seeing 
   
  7th Level 
   
  Etherealness 
  Plane Shift 
  Prismatic Spray 
  Reverse Gravity 
  Teleport 
   
  8th Level 
   
  Dominate Monster 
  Glibness 
  Power Word Stun 
   
  9th Level 
   
  Foresight 
  Gate 
  Time Stop  
  
   
  created by 
   
  Remley farr 
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, 
  Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the 
  Coast in the USA and other countries. 
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for Dungeon Masters Guild. 
   
  All other original material in this work is copyright 2019 by Remley Farr and published 
  under the Community Content Agreement for Dungeon Masters Guild 
   
  Other titles in the Dwiergus zine series: 
   
   
   
  Petey’s Pork Pie Emporium 
  Dwiergus #1 
   
  Fleshforge 
  Dwiergus #2 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Dwiergus/Dwiergus 3 - Bloodletter.pdf