Base Class: Rogue
The Crimson Reaper is a rogue who has delved into the dark arts of blood manipulation. By forming mystical bonds with the blood of their enemies, they become relentless hunters, always knowing where their prey is and how to exploit their weaknesses. Their abilities allow them to cause grievous wounds that bleed profusely, and even cloak themselves in a protective veil of blood. As they grow in power, their mastery over blood becomes nearly unmatched, making them formidable and feared adversaries.
Blood Sense
You can sense the presence of living creatures with blood within 60 feet of you. This sense is not hindered by walls or other obstacles, but it does not reveal the exact location or number of creatures.
At 14th level when you acquire Blind Sense this feature evolves. You acquire Enhanced Perception: You automatically succeed on Perception checks to detect creatures that have blood within the range of your Blood Sense
Hemocraft
You gain the ability to use your own blood to cast spells. You learn two cantrips of your choice from the wizard spell list.
Hemorraghe
When you hit a creature with a melee attack, you can choose to cause it to bleed. The target must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the target takes 1d6 necrotic damage at the start of each of its turns for 1 minute. The target can make another Constitution saving throw at the end of each of its turns, ending the effect on a success. You can use this feature a number of times equal to your Intelligence modifier (minimum of once) per long rest.
This features damage increases to 2d6 at 5th level, 3d6 at 11th level, and to 4d6 at 17th level
Bloodborne Reflexes
When you use your Reaction to use your Uncanny Dodge feature, you can make a single melee weapon attack as part of the same reaction. This attack deals additional necrotic damage equal to your Intelligence modifier (minimum of 1).
Crimson Veil
As a bonus action, you can shroud yourself in a veil of blood, granting you advantage on Dexterity (Stealth) checks and imposing disadvantage on attack rolls against you until the start of your next turn. Additionally, you gain temporary hit points equal to your rogue level. You can use this feature a number of times equal to your Intelligence modifier (minimum of once) per long rest. The hit points last until they are depleted or until you take a long rest.
Sanguine Ascendancy
Blood Mastery: You gain resistance to necrotic damage and immunity to being frightened.
Blood Frenzy: When you reduce a creature to 0 hit points with a melee attack, you can immediately take another turn. During this additional turn, you have advantage on attack rolls, and your movement speed is doubled. After this additional turn ends, you suffer one level of exhaustion. You can use this feature once per long rest.
Life Drinker: When you hit a creature with an melee weapon attack, you can choose to drain its life force. The target takes additional necrotic damage equal to 2d6 plus your Intelligence modifier, and you regain hit points equal to half of the necrotic damage dealt. Additionally, the target's movement speed is reduced by 10 feet until the start of your next turn. This effect can only be used once per turn
Previous Versions
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7/25/2024 8:03:21 PM
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9/12/2024 11:03:01 PM
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