Bloodbinder
Spellcast Trait: InstinctPlay the Bloodbinder If you want to punish enemies for drawing blood, mark foes with lingering blood rites, and win fights through pressure and disruption.
Blood Rites: When you trigger Blood Reckoning, the target must make a Reaction Roll (13). On a failure, the target is temporarily marked with a Blood Rune. A creature can have multiple Blood Runes, but only one of each type. You know the following Blood Runes:
Rune of Binding: The target’s blood stiffens and resists motion. While marked, the creature cannot move more than Melee range on its turn unless it marks a Stress.
Rune of Rupture: The target’s wounds tear wider under strain. While marked, whenever the creature takes damage, if it has any marked Stress, it must mark 1 additional HP.
Marked for Ruin: You learn the following Blood Runes:
Rune of Exposure: The target’s defenses are torn open. While marked, the target is Vulnerable.
Rune of Subjugation: The blood runes fully seize the body. If a creature has 2 or more Blood Runes, it becomes Restrained.
Savage Rebuttal: Blood Reckoning now has a range of Far. When you trigger Blood Reckoning, you may mark a HP to deal full damage instead.
Relentless Reprisal: When you trigger Blood Reckoning, you may spend a Hope to target an additional adversary within range.
Spreading Ruin: When an adversary marked with Blood Runes is defeated, you may spread the Blood Runes among any number of enemies within Close range of them. You also know the following Blood Runes:
Rune of Carnage: When a marked adversary deals damage to a target, they take damage equal to twice their number of Blood Runes.
Rune of Dread: When the target is spotlighted, it must succeed on a Reaction Roll (13) or they gain another Blood Rune.