Blooded Slayer A Corrupted Soul seeking refuge in a Tainted Vessel: this is the Curse that the Blooded Slayer contends with daily. In a land of Mysticism and Turbulence, they are nothing but another victim of foul magic. From this Magic comes great power. A Power from which they hope to reclaim who they once were. A Class by Daniel Trentacoste

The Blooded Slayer A scarred human treads headstrong into combat. He pulls out an archaic blade and makes a brutal carving through his chest. Instead of reeling from the jagged slice in his torso, he smiles and draws a rusted, blood-stained sword. He plunges into the fray with reckless abaddon. A red mist shrouds the area, but whose blood it is remains unknown until the cloud dissipates. The fanatic stands alone, coated in gore. A pack of bandits stand smuggly on the edge of a long dirt road awaiting their next victim who they can pillage for loot. A cloaked individual strides carelessly down the road. The bandits salivate over the gold this humanoid appears to have on him. Suddenly, a pool of red oozy liquid forms in front of the cloaked humanoid. He steps through and vanishes. With a grunt, one of the bandits falls dead with a vicious gash in his back. The bandits turn to see the same shrouded individual, now with his mask down, revealing a gaunt half-elf. The bandits now realize they are in over their heads, but before they can react the warrior cuts the remaining bandits down, leaving lifeless corpses and a pool of gore in his wake. The Sanguine Pact The Blooded Slaughterer is what remains from a warrior who was exposed to a terrible ritual known as the Sanguine Pact. Within, the subject of the ritual finds their humanity yanked away, leaving only a shell of the person they once were. In the place of a soul is a greater understanding of how what lies inside the body works: the organs, muscles, tendons, and all other viscera that pulse and stream within. Most importantly of those aspects is blood. Blood stimulates the Slayer like a shark to its prey. Their enhanced perception of blood gives the Slaughterer the proficiency in unique abilities, being able to harness their own body for superhuman abilities. Troubled Existence Survivors of the Sanguine Pact inevitably recognize they are missing their humanity and are seeking to reclaim it. Though an impossible task, some try to return to normalcy. Many others try to forget who they were but remain haunted by randomly surfacing memories. Most fail to fit in anywhere, and become misunderstood drifters. A lucky few find a group of adventurers who look past their flaws and give them solace in a cold, unwelcoming world. Instinctive Though stripped of humanity, their primitive instincts are greatly heightened to the point of bestial. Perception is enhanced and they are rarely surprised by anything. The Sanguine Pact has made them born-survivors. Broken Humanity Though instinctive in the ways of combat and survival, they struggle in the ways of civilized existence. Most Blooded have no concept for decorum or propriety. Most do not bathe and have poor table manners. Uninformed townsfolk often mistake them for maniacs or mentally unstable. From time to time, however, their broken humanity comes to the surface and they appear somewhat normal, able to communicate and behave like normal people. Repulsive Most who undergoe the dark ritual that is the Sanguine Pact are shunned for the results. Their gaunt appearance makes them outcasts, and often drives them to insanity. Many lose features that make them look like healthy humanoids. This makes life difficult but often exciting; forcing the Blooded to control all facets of their daily life while often in complete isolation. They carry their gore-slick blade(s) with them everywhere they go, always ready for combat. They wear light or medium armor so as to move swiftly and to avoid clunky armor getting in the way of their mystic scars. Their eyes usually glow bright red, signaling to anyone nearby that the fighter before them has undergone a terrible ritual. Their skin is unnaturally pallid and they look feeble overall, but it would be foolish to underestimate them. Creating A Blooded Slayer As you create your Blooded Slayer, think about who they were before they took the Sanguine Pact and underwent the ritual tied to it. Did they have training as a warrior, or were they given their skills through the ritual. Also think about why they took the pact in the first place. Were they captured and forced to? Did they do so for power? What motives were there for them to become an Ensanguined Slaughterer. These types of warriors often excel in combat and the understanding of human instinct, but struggle in the ways of communication and charisma. Finding a party that is proficient in the skills that the Blooded Slayer lacks is pivotal to their long-term well-being and survival. Quick Build You can make a Blooded Slayer quickly by following these instructions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution.

The Blooded Slayer Level Proficiency Bonus Features Enchanted Scars 1st +2 Blooded, Bodily Senses 0 2nd +2 Fighting Style, Enchanted Scars 1 3rd +2 Mutation Archetype 1 4th +2 Ability Score Improvement 1 5th +3 Extra Attack 1 6th +3 Bodily Senses Improved 2 7th +3 Mutation Archetype 2 8th +3 Ability Score Improvement 2 9th +4 Sanguine Haste 2 10th +4 Mutation Archetype 3 11th +4 — 3 12th +4 Ability Score Improvement 3 13th +5 — 3 14th +5 Resilient Metabolism 4 15th +5 Mutation Archetype 4 16th +5 Ability Score Improvement 4 17th +6 — 5 18th +6 Mutation Archetype 5 19th +6 Ability Score Improvement 5 20th +6 Bloody Onslaught 6 Class Features As a Blooded Slayer, you gain the following class features. Hit Points Hit Dice: 1d10 per Blooded Slayer level. Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st Proficiencies Armor: Light and Medium Weapons: Simple, martial Weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose three from Animal Handling, Athletics, Acrobatics, Insight, Investigation, Nature, Stealth, medicine, and Survival. Blooded The Sanguine Pact has made you Blooded, giving you superhuman senses while stripping away your humanity. At 1st level, you gain the following effects: You gain Proficiency in Perception You cannot be surprised. You gain advantage on Initative Rolls. You cannot be or gain proficiency in charisma skill rolls or saving throws. Bodily Senses Your Sanguine Pact has given you the uncanny ability to sense fellow creatures with blood. At 1st level, as an action, you can try to comprehend where the blood is coming from and who it belongs to. When you use this ability, until the end of your next turn, you know the location of any creature with blood within 60 feet of you. Within the same radius you may detect any place or object that has been tainted or stained by blood. You can use this feature a number of times equal to 1 + your Constituion modifier. When you finish a long rest, you regain all expended uses.

Fighting Style At 2nd level, you adopt a particular fighting stlye as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Two Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Enchanted Scars The scars left over from your Sanguine Pact ritual are beginning to develop enchanted qualities that you can tear open for special affects. At 2nd level, you gain an enchanted scaration of your choice but take damage when they are used. These ability options are detailed at the end of the class description. When you gain certain Ensanguined Slaughterer levels, you gain additional scars of your choice, as shown in the Enchanted Scars column of the Class table. You must tear open the scars to gain their mystical powers. You may only use one per short rest to give the scar time to heal. Using the Rend Scars ability lowers your max hit points by your character level plus your proficiency bonus. Your max health returns to normal when you take a short or long rest. Mutation Archetype The Sanguine Pact begins to twist and contort your body to fulfill your desires. Choose between Sanguine Growth Mutation, the Pact Seizure Mutation, or the Tainted Neuron Mutation archetypes, all of which are detailed at the end of the class description. The archetype you choose grants you features at 3rd, 7th, 10th, 15th, and 18th levels. Ability Score Modifier 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 an 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. Bodily Senses Improved At 6th level, when you use your Bodily Senses ability, you can derive how large the creature you are detecting is and how wounded it is. Sanguine Haste Beginning at 9th level, when you use your action to dash, you may make one melee attack. If you dash more than 15 feet, you gain a +5 bonus on the attack's damage roll. The damage increases to +10 at level 16. Resilient Metabolism At 14th level, the Sanguine Pact has enhanced your bodies resistance to toxins and poisons. You gain immunity to poison damage and the Poisoned condition. Blooded Strike At 20th level, your Sanguine Pact causes you to strike so quickly your enemies can hardly react. Once per turn your Sanguine Pact allows you to make an attack as a bonus action and roll with advantage. Mutation Archetypyes The Sanguine Pact inevitably begins to take such a deep hold of the Blooded that they lose control over aspects of their own body. Many see their bodies changed making them appear even more unhuman, but gaining unique combative powers as well. Some remain physically unaltered, but see the Sanguine Pact seize their bodies and control their actions. A handful gain a unique strain of magic that pulls upon their own body and blood for power. Some Blooded have control over their mutation through fortitude and willpower but many have no agency in the change. To the average human, all of these changes are a horrible sight to behold; either seeing the slayer's body churn and mold new crude appendages or see their minds seized by foul power. The Sanguine Pact is malicious and power hungry, and inevitable gets its way. Sanguine Growth Mutation These Blooded Slayer's see their bodies reshaped by the pact. Many of them succumb to their metamorphosis and become complete maniacs, others utilize them effectively and learn to live with them. Brute force is their primary style of attack. Anatomical Modification At level 3, you permanently gain two Anatomic Modifications from the Mutation List. You gain another at level 10. You must roll a 1d12 and the number you roll corresponds to the mutation you receive. You cannot receive the same mutation twice.

Mutation List: 1. Entended Humerus: Your left or right arm is extended by the Pact. You gain a +5 foot reach on melee attacks. If you are dual wielding, you only gain the reach for one of your weapons. 2. Dense Ribs: The bones located in your core have grown thicker. You gain resistance to bludgeoning damage. 3. Abnormally Callused Hands: The pact has enhanced the bones and muscles in your hands. You can roll with advantage when attempting a grapple. 4. Limber Quadriceps: You gain +5 to your movement. 5. Nimble Anatomy: You gain advantage on Dex saving throws. 6. Superior Musculatur: Advantage on Strength Saving throws. 7. Tough Hide: Your skin grows rocklike patches which and tough to penetrate. You gain resistance to piercing damage. 8. Extended Canines: When you take the Attack action, you may roll for a bite attack on one of your base attacks that causes 1d4 damage. 9. Superior Bulk: You gain advantage on Constitution Saving Throws. 10. Wide-Eyed: You cannot be sneak attacked. 11. Unnatural Stench: You perpetually smell like death and cannot escape it. 12. Camouflaged Flesh: You may roll with advantage when trying to hide. Bloodlust The Slayer's altered physical state leads to a beastial ferocity. At 3rd level, when you take or deal damage you gain one bloodlust charge. As you gain charges you may spend them to gain unique effects. When you spend the charges, all are lost, but they stack. These charges are lost when combat ends. +5 to movement. +1 to damage and attack rolls +2 to AC. Opponents make attacks of opportunity at disadvantage. Can Dash as a Bonus action. Cannot be Frightened. Cannot be knocked prone. Make one more attack when you choose the Attack action. Altered Athletics Starting at 7th level, you learn how to maneuver with your Sanguine Pact's manipulations of your body. You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Frightening Roar At 10th level, when you take the attack action you may forego your other attacks and attempt to frighten the target. Roll for damage on the attack as normal. The target must make a DC Wisdom Saving Throw. You may only do this once per short or long rest. The DC equals 8 + your Proficiency bonus + your Constitution modifier. If the target fails they are frightened. They may attempt the roll on any of their turns. Reckless Pace Your Bloodlust enhances your speed. At 15th level, you gain +15 to your movement when you use spend your Bloodlust charges. Enhanced Bloodlust At 18th level, when you choose a Bloodlust effect, you may choose another Bloodlust effect lower in value. Pact Seizure Mutation: These Blooded Slayer's embrace the pact and manage to remain unchanged anatomically, but instead allow the Pact to manipulate their body for them. The Pact sporadically seizes the Slaughterer's brain in combat to unleash precise strikes and deadly criticals. Thirst Your body remains unchanged, yet you have an unquenchable thirst for blood stemming from your pact. When you use your bodily senses ability and sense a wounded enemy, you gain advantage on investigation and perception checks. Sanguine Ascendency At 3rd level, the Sanguine Pact seeps into the recesses and cavities of your brain, giving it control over all of your movements when it feels the need to intervene to prevent death. The Pact seizes you, lashing out with precise strikes that aim to dispatch an enemy as quickly as possible. When you are missing a quarter of your max health you critical on a 19 instead of a 20. When you are below a quarter of your maximum health you critical on a 18 instead of a 20. Never lose Focus At 7th level, your Pact seizes your senses so even when shifting your attention to another target you can deflect attacks. When an enemy may make attacks of opportunity against you they must do so at disadvantage. Proficient Masochism At 10th level, the Sanguine Pact allows you to tear open your enchanted scars for several unique effects at once to protect yourself and dispatch enemies. You may rend three Enchanted scars simultaneously. Lower your health as normal. You may only use this ability once per long rest.

Anatomical Slaughterer At 15th level, your Sanguine Pact has given you an impeccable understanding of anatomy and physiology: a tool that allows you to deal devastating blows. It also allows you to target a fleeing enemies tendons, hindering their movement. When you attack you may forego your other attacks and may instead attempt to paralyze your target. You may not use this ability on Huge or Gargantuan creatures. The target must make a DC Constitution Saving throw- if they fail they are paralyzed until they can make the save, which they may reattempt on each of their turns. DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier. Roll for damage as normal. You may only use this ability once per short or long rest. If the target passes the save you may attempt it again on your next turn, but still may not make anymore attacks Also, when you make an attack of opportunity on a target, if the attack lands it automatically reduces the targets movement by 10. Pact Mastery At 18th level, your mind and that of the Sanguine Pact's become one. You are no longer required to do the actions listed from the Seized Synapses feature. You may choose to make those actions and gain the benfits that are listed. Also, the damage that you take from rending your Enchanted Scars is halved. Tainted Neuron Mutation The Sanguine Pact manipulates the brains of these types of Blooded Slayers, giving them unique types of power through blood magic. Blood Siphon At 3rd level, you learn to siphon your target's blood to support your own viatality and spellcasting. When you choose the Attack action, you may forego your other attacks and siphon the targets blood and take it as your own. To Siphon, you must land a successful hit on the target creature. If you land a successful hit, you deal normal damage. In addition, you deal 1d6 + your constitution modifier of damage, which you receive half of in return as healed hit points. This increases to 1d8 at level 10 and 1d10 at level 18. Blood Magic Blood Magic grants you unique abilities through spellcasting, but not without harm to yourself. When you cast a spell you take damage that equated to 1d4 per Spell Level + your Constitution Modifier. For example, when casting a level two spell you take 2d4 +4 damage if your constitution modifer is +4. Spell save DC = 8 + your proficiency bonus + your Constitution modifier Spell attack modifier = your proficiency bonus + your Constitution modifier Blood Magic Spell Slots Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3 2 3 2 — — — 4 2 4 3 — — — 5 2 4 3 — — — 6 2 4 3 — — — 7 2 5 4 2 — — 8 2 6 4 2 — — 9 2 6 4 2 — — 10 3 7 4 3 — — 11 3 8 4 3 — — 12 3 8 4 3 — — 13 3 9 4 3 2 — 14 3 10 4 3 2 — 15 3 10 4 3 2 — 16 3 11 4 3 3 — 17 3 11 4 3 3 — 18 3 11 4 3 3 — 19 3 12 4 3 3 1 20 3 13 4 3 3 1 Spellcasting Your Sanguine Pact has manipulated your body to perform a crude form of magic known as Blood Magic that wounds you in the process. Cantrips: At 3rd level, you know the Blood Boil cantrip, and one other cantrip of your choice from the blood magic spell list. You learn one additional blood magic cantrip of your choice at a higher level, as shown in the Cantrips Known column of the Blood Mage table. Spell Slots: The Blood Magic table shows how many spells slots you have to cast your spells of 1st level and higher. To cast one of these blood magic spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You take damage that varies with each spell slot to cast it. Damage equals 1d4 per Spell Level + your constitution modifier. (I.e. a level 1 spell would be 1d4 + 4 damage to cast, a level 2 spell would be 2d4 + 4 damage, etc.). This is the result of using your own blood to conjure the needed magic for the spell to be casted. Spells Known of 1st Level and Higher: You know two 1st-level spells, Blood Lance and another of your choice from the blood magic spell list. The Spells Known column of the Spellcasting table shows when you learn more blood magic spells of your choice. Each of these spells must be of a level for which you have spell slots. Spellcasting Ability: Constitution is your spellcasting ability for your blood magic spells, since the power of your magic relies on your ability to manipulate your own life force to project your will into the world. 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 sorcerer spell you cast and when making an attack roll with one.

Blood Boil Blood Magic Cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Instantaneous You attempt to seize the blood of your target and make their blood boil. The target must make a constitution saving throw. On a fail the target takes 2d4 Necrotic damage + your constitution modifier and is Poisoned until they can pass the save. On a success the target takes half damage. Blood Lance 1st-level Blood Magic Spell Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous A gush of Blood spurts from your palm in the shape of a jagged spear. Make a spell attack roll. On a hit the target takes 1d10 piercing damage and must make a Constitution Save. On a fail the target is Poisoned until they can pass the save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d10 for each slot level above 1st. By Blood and Blade Beginning at 7th level, when you cast a Cantrip, you can make one weapon attack as a bonus action. As is normal for casting spells for this class, you lose Hit points determined by the spells level + your Constitution modifer. Diabolical Strike At 10th level, through the power of your Sanguine Pact you can infuse your weapon with a powerful spell while attacking with it. As an action, you can imbue the relic with one spell you can cast or is already active, then make a single attack with that weapon. If that attack hits, all spell attack rolls for the imbued spell hit automatically and are considered part of the single weapon attack. The target takes weapon damage, and is subject to the effects of the spell. If the attack has advantage, the saving throw against the spell has disadvantage. If the attack misses, the spell has no effect. Area spells originate from the target's space. The spell must be of first level or higher, have a casting time of 1 action, or require an action to activate an already active concentration spell. You lose hit points as normal. Blood Step At 15th level, when you slay a target, as your reaction for that turn, you can teleport up to 30 feet. Also, after you slay at least 1 enemy, once per turn you may use a Bonus Action to teleport to any creature that has been dead for 1 minute or less. You may not teleport to a dead creature more than once. Parasychological Constitution At 18th level, our body has grown tempered to its constant manipulation and siphoning for blood magic. The Hit points you suffer from casting spells is halved. Blood Magic Spells Cantrips (0 Level) Acid Splash

Blade Ward

Blood Boil

Mage Hand

Minor Illusion

Prestidigitation

Resistance

True Strike 1st Level Blood Lance

Comprehend Languages

Cure Wounds

Expeditious Retreat

Hellish Rebuke

Hex

Longstrider

Sleep 2nd Level Blindness/ Deafness

Blur

Darkness

Darkvison

Enhance Ability

Mirror Image

Ray of Enfeeblement

Spider Climb 3rd Level Animate Dead

Bestow Curse

Fear

Haste

Remove Curse

Speak With Dead

Stinking Cloud

Vampiric Touch 4th Level Blight

Confusion

Death Ward

Freedom of Movement

Hallucinatory Terrain

Locate Creature

Stoneskin

Water Breathing