Rogue
Base Class: Rogue

"A Hunter should hunt beasts. Leave the hunting of Hunters to me..."

It's a sad state that Hunters find themselves in when they succumb to the bloodlust and more beastly nature of themselves. These animals are no longer what they once were and need to be put down. That's where you come in. You're a Hunter who tracks down and eradicates the poor souls who have lost their once devoted sense of self... And places them firmly out of their misery.

Inspired by the Bloodborne videogame by Fromsoftware

Level 3: Hunter of Hunter's Tools

As a Hunter of Hunters, you have access to a variety of tools that make you a living nightmare for your prey.

You do this as a mercy, but it is bloody work. As such, you are given your choice of the following Trick Weapons. Choose one to start with. You may choose one additional Trick Weapon at Rogue Levels 4 and 5, or at your DM's discretion.

Trick Weapons

Blades of Mercy Standard: One-Handed Longsword - 1d8 Slashing Transformed: Two One-Handed Shortswords - 2d6 Piercing (1d6 per sword) Standard Weapon Properties: Versatile (1d10)  Transformed Weapon Properties: Finesse, Light Weapon Mastery: Sap
Hunter's Axe Standard: One-Handed Axe - 1d6 Slashing Transformed: Two-Handed Halberd - 1d10 Slashing Standard Weapon Properties: Light  Transformed Weapon Properties: Reach Weapon Mastery: Vex
Saw Spear Standard: One-Handed Axe - 1d6 Slashing Transformed: One-Handed Spear - 1d6 Piercing Standard Weapon Properties: Light  Transformed Weapon Properties: Versatile (1d8) Weapon Mastery: Sap

Trick Weapons have two different forms: Standard and Transformed. You can change between the two as a Bonus Action on your turn. Trick Weapons with the "Light" Weapon Property can make the second attack with the same weapon instead of another. You are Proficient with the Trick Weapon you choose and can choose it as one of the Weapon Masteries you know per Long Rest. The Weapon Mastery works on both the Standard and Transformed forms of the Trick Weapon.

Hunter's Firearm

You also choose one of the following Hunter's Firearms. The firearm is held in your off hand as long as the weapon in your main hand is One-handed. Again, you can choose another at Rogue Levels 4 and 5, or at your DM's discretion. See the explanation of the Weapon Properties below the chart. You are Proficient with the Hunter's Firearm you choose and can choose it as one of the Weapon Masteries you know per Long Rest.

Hunter Pistol One-Handed Pistol - 1d8 Piercing Quicksilver Bullet Cost: 1 per Shot Range: 15/30 ft. Weapon Properties: Light, Parry Weapon Mastery: Slow
Blunderbuss One-Handed Shotgun - 1d10 Piercing Quicksilver Bullet Cost: 2 per Shot Range: 10 ft. Weapon Properties: Spread, Parry Weapon Mastery: Topple
Repeating Pistol One-Handed Pistol - 2d6 Piercing Quicksilver Bullet Cost: 2 per Shot Range: 15/30ft. Weapon Properties: Double Shot, Parry Weapon Mastery: Slow

Quicksilver Bullets

You have a number of Quicksilver Bullets equal to your Proficiency Bonus. You regain all spent Quicksilver Bullets every time you complete a Short Rest. However, you may gain two additional Quicksilver Bullets by expending 1/4th of your Total Hit Points (Rounded Down). These "Blood Bullets" deal the the Hunter's Firearm's normal damage with -2 penalty and last until you complete a Long Rest. You can produce these "Blood Bullets" once per Long Rest.

Weapon Properties

Parry - When a creature makes an Attack on you, you can use your Reaction to fire your Hunter's Firearm at them. Make a Ranged Attack on the attacking creature with Advantage. If the Attack hits, it deals half the Hunter's Firearm's damage and adds +2 to your AC, possibly allowing the Attack to miss. You must have an adequate number of Quicksilver Bullets available to use this Weapon Property. If a "Blood Bullet" was used for the Parry, add the -2 penalty to the halved damage. Even if no damage is dealt, you still gain the +2 AC bonus. The AC Bonus only applies to the attack you Parry and is lost immediately after.

Spread - When the weapon is fired, the Quicksilver Bullets are shredded in the barrel and spread out in a Cone. Any creatures standing to the immediate left or right of the targeted creature can be hit with the weapon's damage without the need to roll an Attack against them. Roll your Attack against the target creature and on a hit choose an additional creature in range of the spread. After you roll the damage, you can choose to deal 1/4 of the damage (Rounded Down) to the second targeted creature with the rest hitting the main target.

Double Shot - The weapon fires two Quicksilver Bullets at one time for 1d6 Piercing each. This is already calculated into the weapon's damage (2d6 Piercing).

Level 3: Quickening

You have a bone from an Old Hunter that grants you the ability to move at blinding speeds.

As a Reaction to being attacked with a melee weapon, you make the Dodge Action and Quickstep behind or to the side of the attacker while imposing Disadvantage on the attack. If you wish, you can make a Parry attack with your Hunter's Firearm as part of the same Reaction, regardless if the creature hit you or not.

You can use this Reaction ability a number of times equal to your Proficiency Bonus per Long Rest.

Level 9: Hunter Strikes

You gain new options for your "Cunning Strike" Rogue Class ability by using your Trick Weapons to inflict grievous wounds on your prey.

Severed Tendons (Cost: 2d6). You slice the Achilles Tendon of your target and reduce their speed by half until the start of your next turn. (Must be a humanoid target)

Clipped Wings (Cost: 3d6). You attack your target's ability to use their weapons effectively. The target receives a -5 penalty on their next attack roll.

Bleed (Cost: 4d6). You cut a few arteries and the target begins to bleed out. The target must succeed a Constitution saving throw. On a failed save, the target takes 1d6 Necrotic damage at the beginning of each of its turns. At the end of each of its turns, the target can repeat the saving throw, ending the effect on a success. (This attack does not stack with itself if targeting the same creature with it repeatedly)

Level 13: Mercy Killing

When you use your Quickening ability, you can make an attack with your Trick Weapon instead of a Parry attack with your Hunter's Firearm. The attack deals half of your Sneak Attack damage dice (rounded down) instead of the Trick Weapons damage. However, if you make a Quickening attack this way, your next Sneak Attack is made with the remaining amount of Sneak Attack damage dice.

Level 17: Dream No Longer

You Dreamed once, but that was a long time ago. You know this is your last chance and you will make it count.

Any time you suffer an attack that brings you to 0 Hit Points, but doesn't kill you outright, you can instead expend any number of your Sneak Attack damage dice to roll and regain that number of Hit Points. However, any damage dice you roll will reduce your total number to use on Sneak Attacks and other associated abilities until you complete a Long Rest, after which you regain all damage dice. You can use this ability as long as you have Sneak Attack dice at your disposal.

Example: At Rogue Level 17, you have 9d6 total Sneak Attack damage dice. You are then reduced to 0 Hit Points and expend 3d6 to regain 12 hit Points. Until you complete a Long Rest, the number of Sneak Attack damage dice available to use is 6d6. 

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