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Class record

Bloodbinder

Healer

Tier
2
Difficulty
4 / 5
Main role
Healer
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

At least 1 class mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on Medicine, Magic or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness or Reason.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Healers that use their own lifeforce.

Tactical guidance

Playing Bloodbinder

As a Bloodbinder, you’ll want to hover around 50% HP to get the most out of Crimson Enmity. It’s a bit of a balancing act, but the extra healing boost is worth it.

Your bread-and-butter combo is Transfusion followed by Blood Drain. Start by healing your allies with Transfusion, then use Blood Drain to top up your own HP. It’s a great way to keep both you and your team in the fight without leaving yourself too vulnerable.

Blood Shield is super effective when you cast it on someone with high guard. It’s a two for one—blocking damage while also healing them up, so it’s a great move when you need to protect and patch up a teammate at the same time.

Life Sacrifice takes you down to just 1 HP, but all that lost health goes directly into healing an ally, which can be a real game-changer when things get rough. If you pair it with Crimson Enmity, you can really boost its impact and turn the tide when your team needs it most.

FAQ:

Q: Does my healing get increased if using the ability lowers my HP below Crimson Enmity threshold as part of the ability? IE: Through Life Sacrifice
A: No, the increased healing threshold is determined at the point the ability is used.

Bloodbinder

Class features

Abilities unlocked

Complete rules for every ability granted by Bloodbinder.

Key ability

Transfusion

Class feature

Benefit 1

You may use Transfusion.

No listed cost

When your HP is at or below 50% of your max HP, you gain Crimson Enmity. When you would heal an ally or yourself with an ability from this class (Bloodbinder), you heal for 1.5x that amount.

1 AP1 MP
Range
40ft
Keywords
Healing,Safe

You make a Light Attack that deals Dark damage against the target. On damage, you recover HP equal to your Toughness + 3.

Requirements

Target must be a living creature. Target cannot be an ally.

1 RP2 MP
Range
40ft
Keywords
Aid,Healing,Shield

You grant the target 1 RP that must be spent on the Block action against the triggering attack. They gain a +5 bonus to their Guard for this Block action. After the attack, the target regains HP equal to half the damage blocked (Blocked meaning the damage reduced through block, not necessarily your total block value).

Requirements

Target is the target of an attack.

1 AP
Range
40ft
Keywords
Healing,Secret Art,Aid

You lose HP until your HP reaches 1. Target ally within range recovers that much HP. Any HP that exceeds the target’s max HP becomes temporary HP.

This HP loss cannot be mitigated in any way and ignores temporary HP. This does not trigger effects that would trigger upon taking damage.