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    Bloodbinders use their control over vital energy to heal and restore.


    At 1st level you gain the ability to increase the efficacy of your healing effects. Whenever you use a discipline that restores health, you can use a bonus action and spend 1 reservoir point to infuse the target’s blood with healing, causing it to regain hit points as if it had just expended a Hit Die. In addition, you can use Vital Restoration on other creatures within 30 feet, and you learn the Mystical Stanching minor discipline.

    Rejuvenating Aura

    At 5th level, your presence heals and bolsters your allies. Whenever a friendly living creature with at least 1 hit point begins its turn within 10 feet of you, it can use its reaction and expend 1 hit die to regain hit points equal to your Constitution modifier. This feature can restore a creature to no more than half of its hit point maximum.

    Bolstering Aura

    Starting at 9th level, whenever a friendly creature within your Rejuvenating Aura must make a saving throw, the creature gains a bonus to the saving throw equal to your Constitution modifier (minimum bonus +1). You must be conscious to grant this bonus.

    Improved Rejuvenating Aura

    At 14th level, the radius of your Rejuvenating Aura increases to 30 feet. In addition, a creature affected by your aura gains immunity to poison.

    Blood Magnet

    At 18th level, you become a conduit for all blood.

    When a living creature within so feet of you takes damage from a critical hit, you regain 5 hit points.

    You don’t gain this benefit if you have 0 hit points.

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