Rogue
Base Class: Rogue

As dedicated slayers, these devilish rogues are seriously committed to the craft of death. They live in a world of moral ambiguity and are sometimes considered quite suave despite their inner bloodlust. Ripper's blend into society and are always seeking their next target.

 

Rippers are always chaotic in nature but may be either neutral or evil depending on their choice. The ripper hides their true nature behind silvered words and is generally a smooth-talking charmer.

Charmer

3rd-level Ripper feature

Rippers are charismatic rogues and begin to show talent with these skills early on. 

Unsated Hunger.

You harbor a deep-seated bloodlust within your soul that can only be sated by finding your next target.

Starting at 3rd level, your suave nature allows you to blend into most crowds, making you a natural predator and someone to be feared. You can make an contested insight check against a target's deception check, on a successful check you gain advantage on persuasion checks against the target. Due to your nature, your senses are dulled when you are not seeking your next target, you have disadvantage on Wisdom saving throws and insight checks made against non-hostile targets.

Unbound Hunter

 You innately move faster than your peers due to always being on the hunt. At 3rd level when you take this subclass, you gain an additional 5 feet of walking speed, which increases to 10 feet at level 13, and 15 feet at level 17.

Knockout Dust

3rd level Ripper feature

Knockout Dust.

Additionally, you begin to gain some control over the minds of other creatures. As an action while not in combat, you can produce black sand and attempt to force another creature within 10ft of you into a magical sleep. This feature can only be used once per long rest and has a DC equal to 8+charisma modifier+proficiency bonus.

On a failure, the target creature is knocked unconscious. A creature put to sleep in such a manner will remain asleep for 1 hour unless shaken awake. On a successful save, the creature gains immunity to magical sleep for eight hours or until their next long rest.

Enter Sandman

9th-level Ripper feature

Dream Eater.

Your study of the human mind has given you a night-magical ability to manipulate the minds of sleeping targets. As an action, you can telepathically link to a sleeping creature within 10ft that you can see. The target makes a Charisma saving throw (DC equal to 10 + your Charisma modifier.) On a failure, the target takes 4d6 magical piercing and is forced deeper into the unconscious condition, they cannot be roused for 3 rounds regardless of what happens to it. On a success, the target gains immunity to magical sleep if it does not already have it until it takes a long rest.
 
Once you use this feature, you can’t do so again until you finish a long rest.

Whispering Shadow Blades

13th-level Ripper feature

Shadow Melding.

Your bloodlust is so strong it manifests as blades of shadow energy. Whenever you take the Attack action, you can manifest a shadow blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals piercing damage equal to 2d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves deep gashes filled with black smoke on a successful hit.

After you attack with the blade, you can make a melee or ranged weapon attack with a second shadow blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 2d4, instead of 2d6.

Ripper's Bloodlust

17th-level Ripper feature

Murderous Refinement.

At level 17, your bloodlust hits new heights. Once per long rest, as a bonus action on your turn, you can mark an enemy within 30 feet of you as your target. This bloodlust state lasts for 1 hour or until your concentration ends (as if you were concentrating on a spell). While in this state you gain advantage on melee attack rolls against a marked creature that is not at their max hit points. You can use a bonus action on subsequent turns to change the target of your bloodlust.

Rippers who are dedicated to their craft gain the mobile feat as an additional bonus. To qualify for the mobile feat, you can not multiclass, if you multiclass after reaching this level then you lose the mobile feat.

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