Rogue
Base Class: Rogue

 

Stalking through the night and hunting prey, you use dark abilities to enhance your roguish exploits. 

Harvest Blood

Starting at 3rd level, you have gained the ability to harvest the blood of creatures you slay. Whenever you reduce a creature that is no more than one size smaller than you to 0 hit points, you gain a blood die. This blood die is a d6, and you can have a maximum number of blood dice equal to your proficiency bonus. Any unused blood dice are lost at the end of a short or long rest.

The size of your blood dice increases as you level up, to a d8 at 9th level, d10 at 13th level, and d12 at 17th level. 

Channel Blood

Starting 3rd level, you gain 3 options on how to use your blood dice for extra power. These options increase in potency as you level up. You can expend a blood die and roll it to use one of the following options: 

Blood Frenzy - When you hit a creature with a weapon attack, you may expend a blood die and roll it to add an amount of necrotic damage to the attack equal to the result. 

Blood Rush - Whenever you take the dash action, you may expend a blood die and roll it to gain a bonus to your movement speed equal to 5 times the result. 

Blood Charm - As an action, you may expend a blood die and roll it to make a creature you can see roll a Wisdom saving throw. On a failure, the creature is charmed by you for a number of minutes equal to the result of your blood die. If that creature was hostile towards you, it may reroll that saving throw at the end of each of it's turns. The creature remains charmed until they succeed on the saving throw, fall unconscious, or take damage. The DC for this saving throw is equal to 8 + your proficiency bonus + your Charisma modifier.

Metabolize Power

Starting at 9th level, you gain additional abilities for each of your Channel Blood options:

Blood Frenzy - When you use this ability, you may choose to make all the damage of the attack necrotic.

Blood Rush - When you use this ability, you also gain a climbing speed equal to your movement speed for a number of minutes equal to the result of your blood die roll.

Blood Charm - Whenever the charmed condition would end on a creature charmed by this ability, you may use your reaction to expend another blood die and roll it to continue the charmed condition on that creature for a number of minutes equal to the result. 

Additionally, your blood die increases to a d8 at this level. 

Heightened Potency

By 13th level, the abilities of your Channel Blood feature continue to grow in power:

Blood Frenzy - When you use this ability, you may make an additional melee weapon attack as part of this action. You can make this additional attack only once per round.

Blood Rush - When you use this ability, you also gain a flying speed equal to your movement speed and can hover for a number of minutes equal to the result of your blood die roll.

Blood Charm - You may use a bonus action on each of your turns to issue an order to a creature charmed by this ability that can hear you. That creature follows the order to the best of their ability for as long as they remain charmed, they complete the order, or you issue a new order with another bonus action. The creature will not follow an order that is directly harmful to themselves or one of their allies. 

Additionally, your blood die increases to a d10 at this level. 

Perfected Blood

When you reach 17th level, you have learned how to extract the maximum potency out of your Channel Blood abilities:

Blood Frenzy - When you use this ability, you may expend any number of blood dice you have to add to the damage of the attack.

Blood Rush - When you use this ability, you can turn your body to a partial misty form to move through spaces as small as 1 inch without squeezing for a number of minutes equal to the result of your blood die roll. 

Blood Charm - Whenever a creature would roll a saving throw to resist being charmed by this ability, that roll is made with disadvantage. 

Additionally, your blood die increases to a d12 at this level. 

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