Rogue
Base Class: Rogue

A Blood Dancer is a fearsome killer, using hemocraft magic to hunt down their targets and eliminate them. Unlike bloodhunters, their purpose isn't to strike down undead or monstrosities. Rather, they are trained to kill the monsters among men.


 

Blood For Blood

Beginning at the 3rd level, you can sacrifice a portion of your vitality to gain an advantage against your opponents. As a bonus action you can take damage equal to one roll of your hemocraft die to gain one of the following effects. The size of your hemocraft die is shown in the table below.

- Life for Life. You gain advantage on the next attack roll you make this turn.
- Bloodshot Eyes. You can add one roll of your hemocraft dice to the next Wisdom (Perception or Insight) or Intelligence (Investigation) check you make this turn.
- Tendon Flare. Your walking speed increases by 10 feet for 1 minute. This ability does not stack. 
- Bloody Retribution Until the beginning of your next turn, the next time a creature makes a melee attack against you, the creature has disadvantage. If that attack misses, the creature falls prone if they are large or smaller and you can use your reaction to move up to half your speed away from the creature. 


 

Rouge Level

Hemocraft die

3 - 5

1d6

6 - 9

1d8

10 - 14

1d10

15 - 20

1d12


 

Blood Maledicts

At 3rd level, you gain the ability to channel and sometimes sacrifice, a part of your vital essence to manipulate creatures through hemocraft magic. You learn two blood curses of your choice, detailed in the "Blood Curses" section for the Blood Hunter Class as well as from the additional blood curses made for this subclass. Intelligence is your ability for these curses.
You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th and 14th levels.
When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die. An amplified curse gains an additional effect, noted in the curse's description. Creatures that do not have blood in their bodies are immune to blood curses, unless you amplify the curse.
You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice and at 14th level you can use it three times between rests. You regain all expended uses when you finish a short or long rest.

Blood Curse of Binding

As a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature’s speed is reduced to 0 and it can’t use reactions until the end of your next turn.

Amplify. This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.

Blood Curse of Bloated Agony

As a bonus action, you curse a creature that you can see within 30 feet of you, causing its body to swell until the end of your next turn. For the duration, the creature has disadvantage on Strength checks and Dexterity checks, and takes 1d8 necrotic damage if it makes more than one attack during its turn.

Amplify. This curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

Blood Curse of Exposure

When a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your reaction to temporarily weaken its resilience. Until the end of the target’s next turn, it loses resistance to all the damage types dealt by the triggering attack or spell (including for that triggering effect).

Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, but has resistance to those damage types until the end of its next turn.

Blood Curse of the Anxious

As a bonus action, you harry the body or mind of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, Charisma (Intimidation) checks made against the cursed creature have advantage.

Amplify. The next Wisdom saving throw the cursed creature makes before this curse ends has disadvantage.

Blood Curse of the Breathless

As a bonus action, you can target one creature you can see within 30 feet. That creature must succeed on a Constitution saving throw against your hemocraft DC or be able to speak for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Amplify. The range of curse increases by 30 feet

Blood Curse of the Eyeless

When a creature you can see within 30 feet of you makes an attack, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack hits or misses. The creature is immune to this curse if it is immune to the blinded condition.

Amplify. You apply this curse to all the creature’s attack rolls until the end of the creature’s turn. You roll separately for each affected attack.

Blood Curse of the Fallen Puppet

When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to instill that creature with a final act of aggression. The creature immediately makes one weapon attack against a target of your choice within its range.

Amplify. You can first cause the cursed creature to move up to half its speed, and you grant a bonus to its attack roll equal to your Intelligence modifier (minimum of +1).

Blood Curse of the Muddled Mind

As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell or using a feature that requires concentration. That creature has disadvantage on the next Constitution saving throw it makes to maintain concentration before the end of your next turn.

Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration until the end of your next turn.

Blood Curse of The Thrill

As an action, you can target one creature you can see within 30 feet. That creature must succeed on a Wisdom saving throw against your hemocraft DC or be filled with lust for battle until the end of its next turn. While cursed, the creature cannot willing move away from hostile creatures, must use its movement to get as close to nearest hostile creature possible, and must take the Attack action.

Amplify. The creature has disadvantage on attack rolls while afflicted by this blood curse.

Blood Curse of Wicked Thirst

Whenever you hit a creature with a melee weapon attack, you invoke this blood curse to gain hit points equal to twice the roll of your hemocraft die.

Amplify. You can use this curse when you hit a creature with ranged weapon attack.

Sanguine Divination

Beginning at the 9th level, you have gained the ability to use blood magic to track your targets. You can take damage equal one roll of your hemocraft die to cast the locate person spell using your blood as the material component. Beginning at the 13th level, you can take damage equal to twice the roll of your hemocraft die to cast the scrying spell, using your blood as the material components. Once you cast either spell, you cannot cast that spell again this way until you finish a short or long rest. Intelligence is your spellcasting ability for these spells.

Mortal Wound

When you reach the 13th level, you have learned to leave lasting wounds. Whenever you hit a creature that is missing any of its hit points with a Sneak Attack, you can can force the creature to make a Constitution saving throw (DC 8+ your proficiency bonus + your Intelligence modifier) If the creature fails, at beginning of each of the creatures turns, it takes damage equal twice the roll of your Hemocraft die. A creature can end this effect if it uses an action to staunch the wound or receives any magical healing. This effect can stack. You can this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.

Fountain of Youth

When you reach the 17th level, you have learned to use the blood of enemies to restore yourself. Whenever you deal damage to creature with your Sneak Attack, you may gain 1d12 temporary hit points. A creature must have blood for you use this feature.

Comments

Posts Quoted:
Reply
Clear All Quotes