Emberblood

The flame is ancient. The moment of release is yours.

Lore Overview

An ember lives beneath your heartbeat. Joy, longing, fury, and hope feed the same ancient flame; the art lies in choosing when to open your hands. Emberblood conduits make passion visible as rose-gold sparks and heat shimmering above the skin. Choose this origin for short, decisive bursts and the tension between banking pressure and spending it.

You are a magical striker. Arousal is banked heat; Flux shapes its discharge; Libido supports exceptional exertion. Your release protects the conduit and prepares its next strike rather than making the caster helpless.


Subclass Features

Bloodborn LevelFeature
3rdKindled Spell
3rdHearthkeeper
3rdRitual and Social Identity
6thTempered Vessel
10thOpen the Furnace
14thSteady the Flame
18thHeart of the Eruption

Kindled Spell

3rd-Level Subclass Feature

Once on your turn when a Bloodborn spell deals damage, spend 1 Flux to add 1d6 fire damage to one damaged creature, then move 5 feet without Opportunity Attacks from it. Damage becomes 2d6 at level 10 and 3d6 at level 18. When that spell is Manifested, Kindled Spell costs no Flux and grants no Arousal; its once-per-turn limit remains.

Veiled Play. Gain 1 Arousal instead of paying the ordinary Flux cost. Resolve any Climax before applying the declared benefit; the triggering spell does not retroactively become Manifested.

Unveiled Play. Pay the ordinary Flux cost. If you have Arousal 3–5, add your Charisma modifier (minimum 1) to Kindled Spell’s fire damage. You may spend 1 Libido to reduce your Arousal by 1 after that damage.


Hearthkeeper

3rd-Level Subclass Feature

Learn prestidigitation as an additional Bloodborn cantrip. During a Short Rest, you may lead willing companions in a quiet hearth observance; no intimate contact or disclosure is required.

Veiled Play. Each participant may reduce Arousal by 1 once during the rest. This changes no other recovery.

Unveiled Play. Once per Long Rest after the observance, spend 1 Libido to let a different willing participant regain 1 Libido, up to its maximum. This transfers endurance rather than creating it.


Ritual and Social Identity

3rd-Level Subclass Feature

Emberbloods tend vigil fires and teach companions to name strong feelings before acting on them. During a 10-minute rite with one willing creature, you may spend 1 Flux to give that creature advantage on its next saving throw against being frightened within 1 hour. A creature can benefit from this rite once per long rest. The rite asks for a freely named hope or intention, never a confession.

Veiled Play. You may gain 1 Arousal instead of spending the ritual’s 1 Flux. Resolve any resulting Climax immediately; this grants no additional ritual use.

Unveiled Play. After paying the ritual’s normal 1 Flux, you may spend 1 Libido to let the willing recipient reduce its Arousal by 1. This creates no additional Manifestation.


Tempered Vessel

6th-Level Subclass Feature

You gain resistance to fire damage. When you Climax, you may use your reaction to gain temporary hit points equal to your Bloodborn level. In Classic Play, you can instead use this reaction immediately after spending at least 2 Flux on a single Bloodborn spell. You can gain these temporary hit points PB times per long rest, shared between both triggers. When you cast the Manifested spell prepared by that release, you may move up to 10 feet without provoking opportunity attacks before resolving the spell; this requires no action.

Veiled Play. After its Climax-triggered temporary hit points, you may move 10 feet without Opportunity Attacks. This shares the feature’s existing PB-per-Long-Rest limit.

Unveiled Play. After casting the Manifested spell prepared by that release, you may spend 1 Libido to grant one willing creature within 30 feet temporary hit points equal to PB + your Charisma modifier. This adds no Manifestation or spell.


Open the Furnace

10th-Level Subclass Feature

When you use Kindled Spell, you may spend 1 additional Flux to vent a flare. Choose a second creature you can see within 10 feet of the first target. It makes a Dexterity save, taking the Kindled Spell damage on a failure or half on a success. Roll once for both targets.

Veiled Play. When paying the flare’s additional Flux cost, gain 1 Arousal to let its second target have Disadvantage on its next Opportunity Attack before your next turn if it fails the flare save.

Unveiled Play. Instead of its additional Flux cost, spend 1 Libido and reduce your Arousal by 2. You need at least 2 Arousal. This funds only the flare, not Kindled Spell.


Steady the Flame

14th-Level Subclass Feature

When you or a willing creature within 30 feet fails an EROS Save, you may use your reaction and spend 2 Flux to let that creature reroll, using the new result. In Classic Play, the same reaction can reroll a failed saving throw against being frightened. You can use this feature PB times per long rest. It does not apply to concentration saves or erase effects already resolved.

Veiled Play. If its reroll succeeds, you may gain 1 Arousal to grant the protected creature temporary hit points equal to PB. This does not change the Reaction, Flux cost, or limited use.

Unveiled Play. If protecting yourself, spend 1 Libido instead of its 2 Flux cost. The Reaction and limited use remain, and a later reduction cannot reverse a triggered Climax.


Heart of the Eruption

18th-Level Subclass Feature

Once per long rest, when you use Kindled Spell, you may enter an eruption for 1 minute, requiring concentration as though concentrating on a spell. Your Kindled Spell deals an additional 1d6 fire damage, and you may use Open the Furnace without its additional cost once on each of your turns. Its ordinary Kindled Spell cost still applies. When you Climax during the eruption, you may move up to half your speed without provoking opportunity attacks, immediately after the release resolves; this requires no action. The eruption ends early if you are incapacitated.

Veiled Play. Once during the eruption after your Climax, give one willing creature within 30 feet Advantage on its next saving throw before your next turn.

Unveiled Play. Once during the eruption after your Climax, spend 1 additional Libido to regain up to 2 expended Flux, capped at your maximum. This grants no extra spell or another Climax.


Additional Information

Combat Identity

Magical striker who turns banked intensity into decisive bursts.

Desire Identity

Personal Arousal is banked heat, Flux shapes the discharge, and release prepares the next expression of the Current.

Class Integration

You gain these features at Bloodborn levels 3rd, 6th, 10th, 14th, 18th. This subclass works through Flux, the Current, and Manifestation. Use the costs, triggers, limits, and recovery stated in the individual features and parent class.

Using This Origin.

Choose this origin at Bloodborn level 3 in place of a Primordial Current; it does not grant a second subclass. Its features arrive at levels 3, 6, 10, 14, and 18. Origin describes how you channel a Current, not a new claim about primordial ancestry. Use your Bloodborn spell save DC for all saves required here. PB means proficiency bonus. Flux remains the class’s existing resource.

Ritual and Social Use

Tend vigil fires and invite companions to name intentions before acting on strong feelings. The Ritual and Social Identity feature gives the applicable observance and its complete benefits; this guidance adds no additional ritual reward.

Example of Play

At level 6 with 3 Arousal, you cast a damaging spell and choose Kindled Spell’s Arousal option. One target takes 1d6 extra fire damage and your Arousal rises to 4. Later, an outside effect brings you to 6: Climax resolves normally, you may spend your reaction on Tempered Vessel, and your next qualifying spell receives the base class’s Manifestation.

Additional Rules

Choice at the Table.

All sharing of Arousal, burdens, or ritual participation requires a willing participant who may decline without penalty. Magical connection reveals no thoughts, attraction, or secrets. Desire effects never establish consent or require intimate narration. Emotional or mystical descriptions and fade to black are equally valid.

Related Reading.

Manifestation timing. These origin features add to the Bloodborn’s existing Manifestation; they never replace its benefits. A Manifested spell remains subject to its normal casting time, spell-slot cost, and the base class’s qualifying window. An origin grants no free spell or additional action unless it explicitly says so. A spell can receive each named origin benefit only once, even if multiple creatures release together. See the Mechanics of Desire and Bloodborn class.

Release and Manifestation.

At Arousal 6, resolve the applicable Climax Effect, reduce Libido by 1 when Libido is being tracked, reset Arousal to 0, and resolve additional triggers in the order specified by the Bloodborn class and the triggering effect. Climax grants neither automatic healing nor automatic Exhaustion through this origin. At 0 Libido, use the core Depleted rules; further forced release may risk Exhaustion. An EROSave is the creature’s choice of a Constitution or Wisdom saving throw, including proficiency only when proficient in the chosen save. Classic Play substitutes the named ordinary save, or Wisdom if none is named. Arousal gains obey the core limit of 3 per turn; no feature here overrides that limit. An Arousal alternative cannot pay a cost unless its entire stated gain can be applied.


Play Modes and Desire Resolution

Classic Play. Use the baseline feature and any expressly stated Classic alternative, without Arousal or Libido. A feature that only modifies Desire has no additional Classic effect.

Veiled Play. Use the baseline and the feature’s Veiled paragraph. Add each stated Arousal gain to the creature’s current total; never assign Composed, Stirred, or Overwhelmed or replace its existing pressure. Resolve Climax immediately at 6. Do not use the Unveiled paragraph.

Unveiled Play. Use the baseline and the feature’s Unveiled paragraph, together with the website’s full Arousal, Libido, Climax, and Depletion rules. Do not inherit the Veiled paragraph. A Libido expenditure requires enough Libido to pay it. Spending the final point does not disable benefits without a Libido cost.

Each feature retains its stated actions, targets, duration, resource costs, and recharge. Changing play modes restores no uses. A gain-dependent benefit requires the Arousal actually to be gained. Unless explicitly excepted, a creature gains at most 3 Arousal per turn; reductions cannot go below 0. Resolve Climax before continuing a feature or applying any after-Climax benefit: the applicable Climax Effect, 1 Libido loss where tracked, Arousal reset to 0, then applicable aftermath triggers. Healing and Exhaustion occur only when an applicable rule grants or imposes them. An EROSave is the creature’s choice of Constitution or Wisdom saving throw, including proficiency only if proficient in that save. Basic Desire Actions retain their one-per-round limit unless an explicit feature overrides it.

Unless a feature expressly states otherwise, this subclass’s EROSave DC is 8 + PB + your Charisma modifier. PB means proficiency bonus.

Communion is the Bloodborn’s Arousal, not another pool. Your own Climax grants Manifestation to your next eligible Bloodborn spell under the parent class’s timing and mode-specific rules. A subclass Climax rider grants neither another Manifestation nor another spell.


Deity Alignment

This origin may resonate with Velyssara through desire as a creative and transformative force. Worship is not required; the path is defined by how a Bloodborn channels the Current and honors personal choice.


Bloodborn class · Velvet Torrent · Heartbound Origin · Subclass directory · Mechanics of Desire



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