Rogue
Base Class: Rogue

Ever since you became a rogue you felt that rush of adrenaline in your blood when killing your enemies. But it is not enough, you want more of this thrill. You make it yourself harder so hunting can be the ultimate sport and challenge. You wait for your opponents to do something so you can react. Adrenaline and blood is all that matters. The sight of blood becomes so exciting you sometimes wish your enemies wouldn't die so fast.  

The hunt is on

A battle has started and the adrenaline flows through you. Blood will be spilled and it is yours to spill. You want to wait and see what the enemy does upon attacking or being attacked to get insight on their weak spots, to gain an advantage when you hunt them down.

Starting from level 3, your initiative bonus becomes negative and doubles. 

Spellcasting

When you reach 3rd level, you gain the ability to cast a spell: Hunters Mark

Spell Slots. You have 3 spell slots. You can only use Hunters Mark as a level 1 spell, but this increases to level 2 when you get class level 6. Again at level 9, 12 and 15. 

Rogue level Spell slot used for Hunters Mark
3 1
4 1
5 1
6 1
7 1
8 1
9 3
10 3
11 3
12 3
13 3
14 3
15 5
16 5
17 5
18 5
19 5
20 5

Cantrips. You also learn the cantrips: True Strike

In addition, during your first round of combat, if you, an enemy or an ally, within 90 feet of you, is damaged by an attack, you can add your proficiency bonus to your AC this round. In addition, as a reaction you can cast true strike or hunter's mark on the enemy that is damaged or that attacked you or your ally. The range of this feat is increased by 60 feet per level after level 3.

 

 

A Faster Beating Heart

While hunting you have seen adrenaline so much, you feel like you can taste it in the air now. You have learnt that adrenaline is a powerful tool that can be used to increase physical performance. But be careful, to much and it can cause heart failure. 

Starting at 9th level, you can sense any creature that is hiding within 150 feet of you. You gain advantage on insight, investigation and perception checks while A Faster Beating Heart is active. The range of this feat is increased by 60 feet per level after level 9.

Provided by your cunning action you can make your ally's blood pump faster, giving your proficiency bonus to any saving throw or skill that uses Str, Dex or Con. This bonus is active for up to 10 minutes and can stack. You can use as many stacks in the same turn. When used 3 times on the same target, the target must make a constitution saving throw of DC 10 with disadvantage or be prone to the ground and take 1d6 bludgeoning damage per turn for the next 10 minutes. Every turn it can make a constitution saving throw of DC 10 with disadvantage, if succeeded this effect is gone. If failed it falls prone again and keeps taking the damage. You can use this ability 3 times and regain all uses after a short rest.

Nutritious Blood

Blood is present in every creature, even in you, and have gotten a taste for it. So now you can push yourself to the limit, harming yourself and drinking your own blood to pump your adrenaline even further. 

Starting from the 13th level, provided by your cunning action you can now pay 2 HP to gain the following features:
- Increase your speed by 60 for the next minute.
- Increase the range of A Faster Beating Heart and The Hunt Is On to that of a small city for the next minute.
- Get advantage on an attack role this round. Only if you or the creature you are attacking was not hit by an attack this round.
- Force a creature that you can see to make a constitution saving throw against your intimidation. On a failed save the creature is now frightened of you for the next minute. 

Blood Sucker

You have really gotten the taste of blood.

Starting at level 17, all damage you deal with melee sneak attacks heal you for half its damage dealt rounded up.  

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