Bloodletter (Sanguine Knight)

The Illrigger Revised p. 35 (Third Party)

Size
Medium
Type
humanoid
Alignment
any alignment
AC
15 (medium armor)
Hit Points
10 (1d10)
Speed
walk 30 ft.
Skills
Intimidation +2, Medicine +0
Passive Perception
10
Languages
common, infernal
STR
16
+3
DEX
10
+0
CON
10
+0
INT
10
+0
WIS
10
+0
CHA
14
+2

Traits

Proficiency Bonus

+equals the mentor's bonus

Hit Points

Eight times their level (number of d10 Hit Dice equal to their level)

Saving Throws

+PB to all

Skill

Intimidation +2 plus PB, Medicine +0 plus PB

3rd Level: Exsanguinate (3/Day)

As an action, the bloodletter makes a signature attack, then grants an ally they can see within 30 feet of them PBd6 temporary hit points.

recharge

3/DAY

5th Level: Rubescent Protector (3/Day)

When an ally the bloodletter can see within 10 feet of them is hit with an attack, the bloodletter can use their reaction to redirect the attack to themself, potentially causing the attack to miss. If the attacker is within 10 feet of the bloodletter, the bloodletter can then make a signature attack against the attacker.

recharge

3/DAY

7th Level: Fuilech (3/Day)

When the bloodletter hits a creature with a signature attack, they can use their reaction to siphon the creature's vitality. For 1 minute, the bloodletter empowers up to three creatures they can see within 30 feet of them (potentially including themself), granting those creatures a bonus to saving throws equal to half the bloodletter's PB.

recharge

3/DAY

Actions

Signature Attack (Halberd)

Melee Weapon Attack: +3 plus PB to hit, reach 10 ft., one target. Hit: 1d10 plus PB slashing damage. Beginning at 7th level, the bloodletter can make this attack twice, instead of once, when they take the Attack action on their turn.

Other data

description

Rules for retainers appear in the "Retainers" section of Flee, Mortals! Using those rules, you can add the following illrigger retainers to your game.