WANDERING TALESADVENTURERS’ GUILD
Bloodbound specialisation

Bloodmender

A blood healer in heavy armour with a one-handed scepter and nothing in the off-hand. Health is spent to mend allies, then earned back by weaving offence, regeneration and damage-linked healing. Blood Ward is a protective working of magic. It is not a shield you strap to the arm.

Male concept artReserved for official artwork
Female concept artReserved for official artwork
Role
Healer / offensive sustain healer
Armour
Heavy
Weapon
1H Scepter · Empty — no shield

Playstyle

Pay in blood, then collect. Hemocycle, Overflow and Blood Surge are how the personal risk becomes a rhythm rather than a mistake.

Signature mechanic

Health-cost healing, effective-healing refund, regeneration amplification, Hemocycle, Overflow and Blood Surge.

Strengths

  • Offensive sustain healing
  • Self-risk that can be repaired in combat
  • Heavy armour without hiding behind a shield

Representative abilities

Vital Infusion and Lifebloom are the gifts that cost you. Essence Purge clears what should not cling. Bloodlash, Bloodburst and Sanguine Brand are the offence that pays the debt back.

Vital Infusion · Lifebloom · Essence Purge · Bloodlash · Bloodburst · Sanguine Brand

Utility / mobility

Interrupt: Bloodbreak

Mobility: Vein Step

Utility: Essence Purge, Blood Link, Blood Ward, Coagulate and Bloodcall

Signature

Vital Infusion, Lifebloom, Hemocycle, Blood Link and Blood Surge.

Bloodcall is the party-major of this family. Battle Frenzy, Godsend and Bloodcall are party-majors of the same kind. A company cannot freely stack or chain them.

The other Bloodbound path is Bloodforged.