Priestess of Carnage
In Sauvage religious circles, few figures are more feared and respected than the Priestesses of Carnage. Existing outside of any hierarchy, they are the personal bloodletters of the Deaths-head Jester, tasked with ensuring that the wheel of life keeps on spinning by keeping it greased with a constant supply of blood and viscera. To the Priestesses, battle is a sacred rite, the flesh of their enemies a holy communion. While they are seen by those outside of their own culture as murder-crazed savages, those with an understanding of the Mysteries perceive them for what they really are: joyful guardians of the natural order, avatars of life itself in all its blood-soaked glory.
Priestesses of Carnage understand the magic that flows through blood and bone, and are able to draw upon great powers through sacrifice of their own flesh and the flesh of others. While they rarely venture outside of their native swamps, occasionally a Priestess will be called to journey to foreign lands in pursuit of some unfathomable goal of the Jester; when they do, they can usually be identified by the swath of destruction that they leave in their wake.
Living Weapon: As a bonus action, you can take 1d6 damage to warp your flesh, blood, and bone into any melee weapon.
Universal Donor: You can drink any liquid (potion, poison, alchemist’s fire, etc.) and store it within your bloodstream. You can then trigger its effect as a free action, or deal yourself 1d4 damage to share the effect with another or make a ranged attack with it.
Blood Guide Me: (Level 2) You may make melee attacks using your Charisma for attack and damage.
Drink Deep (Level 3): If you make a successful melee attack against a living creature, it makes a Constitution saving throw. If it fails, you deal an additional 1d4 damage per Priestess level and gain half of that damage as hit points.
Ability Score Improvement (Level 4)
Sanguine Bastion (Level 5): Your blood coats your body and hardens, creating chitinous plates to protect you from attack. You may increase your AC by 2 for every 1d6 of damage you deal to yourself.
Bathory’s Renewal (Level 6): By bathing in the blood of your enemies you can renew yourself and harden your resilience. If you spend four hours bathing in 270 liters of blood, it acts as a long rest and renders you immune to disease, poison, and aging for one week.
Ability Score Improvement (Level 8)
Flesh Puppet (Level 9): You can invade the bloodstream of an enemy through their open wounds, taking control of their bodies. If you make a successful melee attack against an opponent (or simply touch a wounded person) you can take 1d6 damage to attempt to force your blood into their body. They make a Constitution save, and if they fail you are able to control their body as though it was your own as long as you are in physical contact with them. They use their own physical stats but your mental stats, and you do not have access to any of their spellcasting, thoughts, or memories. You may use any of your own abilities through this body as though it were your own. Each turn, the host may make a new Constitution check to break free.
Guardian Flesh (Level 10): You gain resistance to bludgeoning, piercing, or slashing damage.
Ability Score Improvement (Level 12)
Ability Score Improvement (Level 16)
Wild Blood (Level 17): Blood bursts forth from your body, lashing out at all nearby enemies. Deal yourself 1d10 damage, and immediately make an attack against every enemy within 15 ft. for a base 2d10 damage.
Ability Score Improvement (Level 19)