Base Class: Rogue
Ever since you had your first fight you felt that rush of adrenaline in your blood when harming your enemies. But it is not enough, you want more of this thrill. The chase, the fight, the kill. You want to hunt the worst monsters. And no monster is worse than people. Hunting your enemies is the ultimate sport and challenge for you. Adrenaline and blood is all that matters. The sight of blood is exhilarating. You sometimes wish your enemies wouldn't die so fast.
Level 3: Observing Prey
You can choose to add your Proficiency Bonus and Wisdom ability modifier to your initiative. If you do so, you cannot take the attack action in your first turn and loose the bonus action in your first turn but you are under the effect of a Blade Ward cantrip. You also may choose 1 enemy and get some advantage or knowledge over this enemy as if you have cast True Strike on the enemy. The effects of Blade Ward and True Strike stay active until you have done your first attack.
Level 3: Determination
Before the end of your second turn in combat, when your are hit by an attack you can use your reaction to add you proficiency bonus to your AC until the end of your second turn in combat.
Level 9: A Scared Heart
You can sense any creature that is hiding from you within 150 feet of you. You gain advantage on Insight, Investigation and Perception checks when you try to find a creature that is hiding from you. The range of this feat is increased by 60 feet per level after level 9.
Level 9: Faster Beating Heart
You have 3 charges of this feature and regain all charges after a short rest. Provided by your Cunning Action, you can make a creatures blood pump faster. That create must add your Proficiency Bonus to the next 4 d20 checks that uses Strength, Dexterity or Constitution. This bonus can stack, making the creatures blood pump even faster, raising the bonus to twice or more times your Proficiency Bonus. You can use more than 1 charge per turn on the same target. When used 3 times on the same target, the target must make a DC 15 Constitution saving throw with disadvantage without the bonus or fall prone to the ground and take 1d6 bludgeoning damage per turn for the next 10 minutes. Every turn the target can make a DC 15 Constitution saving throw with disadvantage without the bonus, if they succeed, this effect is gone. If they fail, they fall prone again and keep taking the damage.
Level 13: Nutritious Blood
Provided by your cunning action you can pay 2 HP to gain the following features:
- Increase your speed by 5 for the next minute.
- Get advantage on the next attack roll you make.
- Force a creature that you can see to make a Wisdom saving throw against your intimidation. On a failed save the creature is now frightened of you for the next minute.
Level 17: Blood Sucker
When you would deal damage with your Sneack Attack, you can choose an amount of Sneack Attack dice and heal yourself instead of dealing damage.
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