Bloodweaver, Variant (3.5e Class)
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Channeling their life force, these strange warriors fight using their magically enhanced blood to destroy their enemies and help their allies.
Making a Bloodweaver
Bloodweavers are good for filling in the gaps in a party with their wide variety of abilities. However, they are not as effective at each individual ability as a specialist would be.
Races: Any Humanoid
Starting Gold: 3×10 gp
Starting Age: Moderate
|Saving Throws||Special||Base Temporary HP|
|1st||+0||+2||+0||+1||Bloodsense 15 ft., Uncanny Blood Reserves, Blood Blade, Blood Bolt, Blood Casting||5|
|2nd||+1||+3||+0||+1||Blood Runecasting, Blood Binge, Blood Boost +1||8|
|5th||+3||+4||+1||+3||Bloodsense 30 ft.||17|
|7th||+5||+5||+2||+3||Sanguine Storm, Blood Boost +1||23|
|10th||+7/+2||+7||+3||+5||Bloodsense 45 ft.||32|
|12th||+9/+4||+8||+4||+6||Blood Boost +1||38|
|15th||+11/+6/+1||+9||+5||+7||Bloodsense 60 ft., Blood Bomb||47|
|17th||+12/+7/+2||+10||+5||+8||Blood Boost +1||53|
|20th||+15/+10/+5||+12||+6||+9||Bloodsense 75 ft.||61|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bloodweavers channel the blood within them and infuse it with magic in order to meet their needs. As a result, all of their powers are powered by blood. All of the following are class features of the Bloodweaver.
Weapon and Armor Proficiency: A bloodweaver is proficient with all simple weapons, plus the longsword, rapier, scimitar, short sword, and shortbow. Bloodweavers are proficient with light armor but not with shields. Wearing light armor does not incur a spell failure chance.
Blood Casting: To use their class abilities, a Bloodweaver must sacrifice some of their hit points. The amount of hit points that they sacrifice may not exceede 2+Con Mod divided by 2. A bloodweaver may not cast an ability if it would drop them below 1 hit point. In the entries for the bloodweaver's abilities, the variable X may be used. In such cases, the variable X represents the number of hit points that the bloodweaver has sacrificed.
You may apply metamagics at the cost of 2 hit points per spell level increase incurred by the meta magic(s) that you are trying to use. You must take the feats in order to apply them and this does not count towards the amount of hit points paid to use an ability. Any metamagic that would cause a spell to last 24 hours or longer (to include permanent) prevents the caster from gaining temporary hit points from any sorce and all healing is reduced by half on the Bloodweaver until the spell is ended or dispelled.
A Bloodweaver is considered an Arcane Caster of their current level, allowing them to qualify for arcane feats and prestige classes.
Blood Boost: At 2nd level increase your constitution score by 1, then again at 7th, 12th and 17th level.
Uncanny Blood Reserves (Su): A bloodweaver can be healed for more than their total hit points. If this happens then the extra hit points manifest as temporary hitpoints. In addition to this, a bloodweaver is allotted a certain number of temporary hitpoints and no over-healing may add more hit points than your current levels pool size. These heal automatically even if the bloodweaver's normal hit points would be prevented from fully recovering by any means.
After an encounter the Bloodweaver naturally regains its temporary hitpoints after one hour and is not allowed to do anything deemed straining or else this timer is reset.
Blood Runecasting (Su): Beginning at 2nd level, a Bloodweaver may sacrifice hit points equal to the total amount required to use the chosen ability +2 hit points to store the ability for later by forming blood runes on the palm of their hand. They may do this times per day equal to their constitution modifier. To apply a rune to an ally, the Bloodweaver must sacrifice 2+ the hit die of their target in hit points instead. These runecasted abilities can be cast as a free action, but are limited to having only one per hand and metamagics cannot be applied to the runes.
Blood Binge (Su): Beginning at 2nd level, a Bloodweaver may magically absorb blood within a 30 ft. radius of themselves. All beings within the radius must pass a Fortitude saving throw (DC is 10 + Bloodweaver Level + Con Mod) or take 5 damage per round and lasts for 1 + Con mod rounds (or until ended by the Bloodweaver). The Bloodweaver is healed for the total damage dealt, but creatures must contain blood for this ability to work. This does work on vampires, and draining them moves them one step closer to a blood frenzy per round.
Bloodwalk(Ex): At 6th level you may increase your movement speed by 5 for every 2 hit points sacrificed to this ability, and you may sacrifice up to twice what you are normally restricted to when activating this ability. This lasts for rounds equal to your Con mod.
Transfusion(Su): At 8th level a Bloodweaver can channel healing to an ally. The healing is equal to 2 hit points healed per 1 hit point sacrificed and the healing may be divided among multiple party members equal to your con mod (minimum 1). The range is 15ft.+5Ft per half your Bloodweaver level and there is no cap to the amount of hit points you may sacrifice, but you may not go below 1 hit point and you cannot use temporary hit points with this ability.