| Level | Proficiency Bonus | Hemorrhage Dice | Features |
|---|---|---|---|
| 1st | +2 | 2 | Fighting Style, Brand with Blood, Blood Sense, Blood Curses |
| 2nd | +2 | 2 | Martial Feats, Blood Mending |
| 3rd | +2 | 2 | Hexblood Order |
| 4th | +2 | 2 | Ability Score Improvement |
| 5th | +2 | 2 | Extra Attack, Heightened Curses I |
| 6th | +3 | 3 | Order Feature |
| 7th | +3 | 3 | Blood Bond |
| 8th | +3 | 3 | Ability Score Improvement |
| 9th | +3 | 3 | Heightened Curses II |
| 10th | +4 | 4 | Order Feature |
| 11th | +4 | 4 | Shared Vitality |
| 12th | +4 | 4 | Ability Score Improvement |
| 13th | +4 | 4 | Heightened Curses III |
| 14th | +5 | 5 | Order Feature |
| 15th | +5 | 5 | Blood Ward |
| 16th | +5 | 5 | Ability Score Improvement |
| 17th | +5 | 6 | Heightened Curses IV |
| 18th | +6 | 6 | Order Feature |
| 19th | +6 | 6 | Ability Score Improvement |
| 20th | +6 | 6 | Order Capstone, Eternal Bond |
Class Health Number: 6
Hit Points at 1st Level: 12 + your fighting style health bonus
Hit Points at Higher Levels: 6 + your fighting style health bonus per Hexblood level after 1st
Some of your abilities will require your Mental or Physical Modifier.
Your Physical Modifier is your Strength or Dexterity Modifier.
Your Mental Modifier is your Intelligence, Wisdom, or Charisma Modifier.
You adopt a particular style of fighting as your specialty. Choose one of the following options. Each Fighting style grants you a bonus at level 1, you must be wielding one of your fighting style’s respective item to gain this benefit. At level 7, your fighting style provides you with a Martial Feat, this feat does not count against your Feats known, and it does not require a slot when you use it. You must be wielding one of your fighting style’s respective item to use this feature, but you can use this feat regardless of your class.
The health bonus is added to your hit point maximum at 1st level and whenever you gain a level in this class.
You have a pool of d6 Hemorrhage Dice equal to your proficiency bonus. You regain all expended dice when you finish a short or long rest.
Regeneration. When a friendly creature within 10 feet of you takes damage, you regain one expended Hemorrhage Die. You can regain no more than one die per round this way, and you cannot exceed your maximum.
Your Hemorrhage Dice are used to fuel various class features. Some features require a saving throw, which is called your Hexblood DC. It is calculated as:
8 + your proficiency bonus + your Wisdom or Intelligence modifier (chosen when you gain this feature)
You sacrifice your own vitality to place a curse on a foe. As an action, target one creature you can see within 30 feet. You expend one Hemorrhage Die and roll it. You take damage equal to the number rolled (this damage cannot be reduced in any way). The target is afflicted with one of your Blood Curses for 1 minute.
A creature can be afflicted by only one of your Blood Curses at a time. If you apply another curse, the previous one ends. The curse ends early if the creature is reduced to 0 hit points or if the curse is exploited.
Exploiting a Curse. Each curse has an exploitation trigger. When that trigger occurs, roll a Hemorrhage Die without expending it. You regain hit points equal to the number rolled, and a creature you choose within 30 feet of you regains hit points equal to the number rolled + your Wisdom or Intelligence modifier. The curse then ends.
You know all five Blood Curses. They cannot be unlearned—your blood remembers every way it can be spilled.
Curse of the Fumbling Hand
You hamper the target's precision. While cursed, the target subtracts your Hemorrhage Die from any ability check it makes (roll the die when the check is made).
Exploitation Trigger: The target fails an ability check.
Exploitation Effect: As described in Brand with Blood.
Curse of the Wavering Blade
You disrupt the target's attacks. While cursed, the target subtracts your Hemorrhage Die from any attack roll it makes (roll the die when the attack is made).
Exploitation Trigger: The target misses an attack roll by more than its proficiency bonus. (If it misses by less than its proficiency bonus, the curse ends with no effect—no healing for anyone.)
Exploitation Effect: As described in Brand with Blood.
Curse of the Trembling Body
You weaken the target's physical resistance. While cursed, the target subtracts your Hemorrhage Die from any Strength or Dexterity saving throw it makes (roll the die when the save is made).
Exploitation Trigger: The target fails a Strength or Dexterity saving throw.
Exploitation Effect: As described in Brand with Blood.
Curse of the Silenced Voice
You interfere with the target's magical capabilities. While cursed, when the target attempts to cast a spell, roll your Hemorrhage Die. If the roll is higher than the target's proficiency bonus, the spell fails and has no effect.
Exploitation Trigger: The spell fails due to this curse.
Exploitation Effect: As described in Brand with Blood.
Curse of the Heavy Foot
You weigh down the target's movement. While cursed, the target's movement is hindered.
Exploitation Trigger: The target moves more than 15 feet during its turn.
Exploitation Effect: As described in Brand with Blood.
You have an innate awareness of the life force of wounded creatures. As an action, you can sense the location of any creatures that are not at their maximum hit points within 30 feet of you. You know their general direction but not their exact location. This awareness lasts for 1 minute, and you can use it a number of times equal to your proficiency bonus per long rest.
You can use your Hemorrhage Dice to heal yourself. As an action, you can expend one Hemorrhage Die and roll it. You regain hit points equal to the roll + your Wisdom or Intelligence modifier (chosen when you gained Hemorrhage Dice). You cannot use this feature on allies.
You have trained in special techniques that give you an edge in combat and beyond. You gain access to martial feats, as described in the Martial Feats section. You may only use one Feat Slot per turn.
Primary Slots. You have 2 Primary Slots, which you expend to activate your feats. You regain all expended slots when you finish a short rest. Your number of Primary Slots increases as you gain levels, as shown in the Feats Progression table.
Feats Known. You know 2 martial feats of your choice from your feat list. The Feats Known column of the Feats Progression table shows when you learn more feats. Additionally, when you gain a level in this class, you can replace one feat you know with another feat of your choice from your class feat list.
Feat Tier. You can learn feats of Tier 1 at level 2. At higher levels you gain access to higher tiers, as shown in the table.
| Level | Primary Slots | Feats Known | Feat Tier Available |
|---|---|---|---|
| 2nd | 2 | 2 | Tier 1 |
| 3rd | 2 | 2 | Tier 1 |
| 4th | 2 | 2 | Tier 1 |
| 5th | 3 | 3 | Tier 2 |
| 6th | 3 | 3 | Tier 2 |
| 7th | 3 | 3 | Tier 2 |
| 8th | 3 | 3 | Tier 2 |
| 9th | 3 | 3 | Tier 2 |
| 10th | 4 | 3 | Tier 2 |
| 11th | 4 | 3 | Tier 3 |
| 12th | 4 | 4 | Tier 3 |
| 13th | 5 | 4 | Tier 3 |
| 14th | 5 | 4 | Tier 3 |
| 15th | 5 | 4 | Tier 3 |
| 16th | 6 | 5 | Tier 3 |
| 17th | 6 | 5 | Tier 4 |
| 18th | 6 | 5 | Tier 4 |
| 19th | 7 | 5 | Tier 4 |
| 20th | 7 | 6 | Tier 4 |
At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 1. You can't increase an ability score above 5 using this feature.
When taking the attack action you do not suffer any penalties from the fatigued condition.
Your curses grow more potent. The first time each round that a creature fails a save or check against one of your curses, you regain one expended Hemorrhage Die.
Additionally, Curse of the Wavering Blade now triggers exploitation if the target misses by any amount (no proficiency bonus comparison).
Your curses strengthen. The Hemorrhage Die used for your curses increases to d8.
Whenever exploitation occurs, the target takes damage equal to the roll on your Hemorrhage Die or dice.
Your blood connection to allies deepens. When you use Blood Mending on yourself, you can also heal one ally within 30 feet for half the amount (rounded up).
Additionally, whenever you roll your Hemorrhage Die, you may spend an additional die to roll another Hemorrhage Die and add it to the roll.
Your curses become severe. When you apply a curse, you can choose to expend two Hemorrhage Dice instead of one. If you do, the target has disadvantage on the first check, attack, or save affected by the curse.
When you or a bonded ally within 30 feet takes damage, you can expend one Hemorrhage Die. Roll the die and reduce the damage by the result + your Hexblood level.
Your curses approach their final form. The Hemorrhage Die used for your curses increases to d10.