Bloodletter (3.5e Class)

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The Bloodletter[edit]

General Information: The bloodletter is a psychopath that delights in the sight of blood, whether it be an enemy's or his own. They function like fighters or barbarians but fight to the death every time and tend to enter a state of tranquility when everything around them is being hurt. They are often used as "secret weapons" of armies that want a machine of pure slaughter on their side.

Making a Bloodletter[edit]

A bloodletter can come from any background but they need to have a certain drive for fighting and they have to take pleasure in making things bleed or feel pain. They are often trained by others with the same disposition, but some rise to the power of this class by themselves after hard work and dedication.

Strengths and Weaknesses: Bloodletters are pure fighting machines, but they fight recklessly. They are very good at putting massive amounts of destruction onto the warzone, as well as taking quite the beating, but they are limited in the defenses they allow themselves to use. This is caused by a strong desire to see blood, even their own.

Abilities: Strength and constitution are most helpful for bloodletters.

Races: Any race can become a bloodletter but they tend to come from barbaric or warring races, such as orcs or half-orcs.

Alignment: A bloodletter may be of any alignment but they tend to be more chaotic than neutral or lawful.

Starting Gold: 1d6x20 gp

Starting Age: Simple.

Table: The Bloodletter

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +3 +0 +0 Hemorrhage 1/day
2nd +2 +3 +0 +0
3rd +3 +4 +0 +0
4th +4 +4 +1 +0 Hemorrhage 2/day
5th +5 +4 +1 +0 Tranquility
6th +6/+1 +5 +1 +0
7th +7/+2 +5 +1 +0 Hemorrhage 3/day
8th +8/+3 +5 +2 +0 Bloodfrenzy
9th +9/+4 +6 +2 +0 Diehard (Feat)
10th +10/+5 +6 +2 +0 Hemorrhage 4/day
11th +11/+6/+1 +6 +3 +0 Self-Inflicted Frenzy
12th +12/+7/+2 +7 +3 +0
13th +13/+8/+3 +7 +3 +0 Hemorrhage 5/day
14th +14/+9/+4 +7 +4 +0
15th +15/+10/+4 +8 +4 +0 Improved Tranquility
16th +16/+11/+6/+1 +8 +4 +0
17th +17/+12/+7/+2 +8 +5 +0
18th +18/+13/+8/+3 +9 +5 +0
19th +19/+14/+9/+4 +9 +5 +0
20th +20/+15/+10/+5 +10 +6 +0 Improved Bloodfrenzy

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bloodletters can take ranks in the skills balance, climb, intimidate, jump, listen, ride, search, spot, and swim.

Class Features[edit]

 All of the following are class features of the Bloodletter.

Weapon and Armor Proficiency: A bloodletter is proficient with any martial or simple weapons, as well as their favored weapon, the spiked chain. They only allow themselves to wear light armor so that is all they are proficient with. Any bloodletter that wears more than light armor or uses a shield loses all class abilities until they have a near death experience without them that reawakens the beast within.


Tranquility (Ex): A bloodletter, when every adjacent enemy or ally, including himself, has either done or taken damage, may enter a state of pure tranquility which adds a temporary +2 bonus to AC, as well as +2 to strength for 1d6 +class level rounds. This is only usable once per day. The improved tranquility ability (see above) makes this usable unlimited amounts each day and increases the AC bonus to 3, as well as the strength bonus to 4.


Hemorrhage: A bloodletter may choose to strike a vein or artery in any enemy that has one to cause it to bleed for 1d6 rounds, dealing class level divided by two (rounded up) in damage each turn. A bloodletter also automatically triggers this bleed effect on any eligible enemy with any successful critical hit.


Bloodfrenzy: A bloodletter may choose to send himself into a bloodfrenzy if at under 10% health. The bloodletter then does 2x damage but takes 1.5x damage (rounded up) for the duration. This continues until the encounter or the bloodletter's life ends. The bloodletter also gets a +2 morale bonus to attack rolls but a -1 penalty to AC. This is not usable while tranquility is active. Improved bloodfrenzy eliminates the AC penalty and increases the attack roll bonus to +4.


Self-Inflicted Frenzy: A bloodletter may choose to harm himself to enter frenzy range. He gets a free hit on himself, still rolling for damage, as a standard action whenever he wishes.

Ex-Bloodletters[edit]

A bloodletter who chooses to wear more than light armor or to use a shield loses all abilities specific to the class until a reawakening (see proficiency above).

Epic Bloodletter[edit]

Table: The Epic Bloodletter

Hit Die: d12

Level Special
21st
22nd Hemorrhage 6/day
23rd
24th
25th
26th
27th
28th
29th
30th Unlimited Hemorrhage

6 + Int modifier skill points per level.

Hemorrhage: Increases in uses.


Playing a Bloodletter[edit]

Religion: Religion isn't really important to bloodletters and they frequently do not worship any deity.

Other Classes: Bloodletters work very well with anyone who can heal them to keep them going in combat.

Combat: Bloodletters are slaughtering machines, and fight with conviction but great recklessness.

Bloodletters in the World[edit]

There he was. Battered, bleeding, and bruised, but he still craved more. He wanted to feel the life drain from his enemies, he wanted to see the crimson revenge he deserved. He was unstoppable.
—Grom, Orc Barbarian

Bloodletters tend to wander, looking for fights with worthy opponents.

Daily Life: See above.

Organizations: Bloodletters are mostly solitary, and a party must prove themselves in some way before they join.

NPC Reactions: NPC's tend to fear bloodletters, as their appearance commonly includes bloodsoaked cloth and crazed eyes.



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