Base Class: Rogue
The Crimson Court, an order of immortal night stalkers dedicated to securing a fruitful future in the eyes of the blood drinkers. Many vampires exist amongst the living often taking positions of power and nobility, yet how is this power maintained and secured, and how does the immortal threat reign with impunity? Unity. Often isolated and competitive vampires simply never share hunting grounds let alone organizations until the Crimson Court proposed it's offer. A united front dedicated to the killing of not only the elite, and betrayers of the court's interests but that of vampire hunters. To simply put it, the vampires we're bringing the fight to the hunters.
This loosely affiliated group of immortal assassins, are united only by 1 philosophy: that the mastery of the art of killing is the only thing worth pursuing. Each of them is a virtuoso with their chosen methods, ranging from brutal front-line warriors to shadow-skulking assassins, deft with the poisoned blade. They usually contract themselves to the highest bidder, detached from the greater problems of the continent through purity of their single, deadly purpose.
When a man declares himself a Dagger, Blade or any name of the weaponry persuasion, he drops his Clade name, forsaking the values of his house and family, and assumes the name of his favored weapon.
Dark Messenger
When you choose this archetype at 3rd level, you may spend an action to send a shadowy projection of yourself to someone you are familiar with and impart a short message of 25 words or less to them. The person can be at any distance with the restriction of needing to be on the same plane of existence as you. The person is also able to understand the message even if you do not speak in a common tongue. You can use this ability once per long rest.
Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Shadow Magic
Starting at 9th level, you gain control over the shadows that surround you, bending them to your will. You are able to cast Darkness and Blur without the need of material components. You can use this ability initially to an amount of times equal to half your intelligence modifier rounded down (minimum of once), per short rest. You gain a single additional use at the 13th, 15th and 17th level.
Additionally, you gain the ability to step from one shadow to another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also wreathed in darkness or dim light.
Black Sacrament
By 13th level, you gain the ability to draw out the shadowy essence of those you kill, and command them to aid you. If you kill your target with a sneak or bite attack, you summon a Shadow (as per page 269 of the Monster Manual) from the corpse. As a bonus action you can telepathically direct the shadow to attack any target you can see. It will continue to do so until the target is dead or you command it to attack another target.
Alternatively, you can attempt to interrogate the SHadow to gain information it knew in life. You can ask the Shadow 5 questions of which it is compelled to answer truthfully if it fails a Wisdom saving throw of 8 + your Intelligence modifier + your proficiency bonus. Although compelled to tell the truth, the answers are often short and cryptic in nature. If it passes the save it can either stay quiet, or lie to the player in attempt to lead them astray.
After an hour, or if the creature it was summoned from is revived, the Shadow dissipates. Unless commanded otherwise the Shadow tries to remain within 30 feet of the player. If for some reason the Shadow is further than 100 feet from the player for more than 5 minutes, it dissipates.
You can summon and control an amount of Shadows equal to half your intelligence modifier rounded down at a single given time (minimum 1). Shadows summounded in this nature cannot create more Shadows as per the Monster Manual.
Crimson Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature. When a creature is killed by this feature half of the dealt damage that was required to kill the creature is gained as hit points, any hit points gained over the maximum become temporary hit points. For example, If this ability we're to deal 60 total points of damage, but the creature only had 30 hit points, the Crimson Blade would gain 15 hit points rather than 30.
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