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Scarlet Reaper

Scarlet reapers are terrifying combatants who learn to shape their blood into weapons and enhance their physical abilities.

Scarlet Reaper Training

At 1st level, you gain proficiency with martial weapons and medium armor, as well as 2 skills chosen from the following list: Acrobatics, Athletics, Stealth, and Survival. In addition, you learn the Vital Amplification minor discipline.

Blood Arsenal

Also at 1st level, you learn to shape your blood and harden it into melee or ranged weaponry. You can use a bonus action and spend 1 reservoir point to create any melee or ranged weapon with which you are proficient. If you create a ranged weapon, ammunition is created with each attack. The weapon dissolves back into blood when you reabsorb it, drop it, or after 1 minute. Blood Arsenal weapons can also capture small quantities of a target’s blood if you so choose, which can be used with various disciplines.

When you reach 6th level in this class, your Blood Arsenal weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, when you hit with a weapon attack using Blood Arsenal weapons, you may spend 2 reservoir points to deal an extra 1d8 damage (up to a maximum number of reservoir points as listed on the Bloodweaver table). This extra damage is either acid, poison, or fire damage (chosen by you). You cannot deal extra damage of more than one type.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Blood Mark

At 9th level, whenever you successfully hit a target with a Blood Arsenal weapon, you may spend 1 reservoir point to place a blood mark. Any successful attacks using a Blood Arsenal weapon against a creature with your blood mark deal an extra 1d8 damage. This extra damage is either acid, poison, or fire damage and chosen by you each time you hit the creature. In addition, you can spend 1 reservoir point to either gain advantage on all attacks made against a creature with your blood mark until the beginning of your next turn, or gain advantage on Wisdom (Survival) checks made to track the creature for 1 hour. Once a creature has a blood mark, it lasts until the target has been slain or until 24 hours have passed. You may have a number of simultaneous blood marks equal to half your proficiency bonus.

Improved Blood Arsenal

At 14th level, you’re able to expend more of your bloodweaving potency to enhance the power of your sanguine weaponry. When you create weapons using Blood Arsenal, you can spend additional reservoir points to grant your weapon a bonus to attack and damage.

  • 1 Point: +1 to attack and damage.
  • 3 Points: +2 to attack and damage.
  • 6 Points: +3 to attack and damage.


At 18th level, you can siphon the life essence of your bloodied foes. Once per round, you regain 1 reservoir point when you slay a living creature with an attack using a Blood Arsenal weapon.

Section 15: Copyright Notice

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