Rogue
Base Class: Rogue

You were not turned—you were forged. Born of blood rituals and necrotic lineage, you are the product of vampire ambition and arcane cruelty. Your hunger is not a flaw. It is not something to be cured. It is you.

While others wield daggers and tricks, you use your own nature as a weapon: fangs that strike with surgical grace, a predator’s poise behind every step. You do not simply kill—you feed, and in that feeding, you survive. The battlefield is your hunting ground, and you endure not through stealth, but by bleeding others dry before they can touch you.

Yet your hunger is not silent. It claws at your mind in moments of weakness. It craves blood not out of desire, but out of need. You have learned to channel that need—not to deny it, but to master it. Every bite is a calculated mercy. Every strike a grim act of control.

You are the Eternal Thirst. And though you may never be sated, you will never be starved again.

Level 3: Blooded Precision

You have adapted your Vampire nature into a weapon of elegance. Learning to strike fast and deep with your fangs.

Your bite attack gains the finesse property.

Level 3: Hunger's edge

The presence of blood sharpens your instincts, even when you resist the urge to feed. A number of times equal to your proficiency bonus per short rest, when a creature within 30 feet takes piercing or slashing damage and is not a construct or undead, you gain one of the following benefits (your choice).

Apex Predator:
You can strike and run without harm, Upon using this benefit, the next attack you make is made at Advantage, and whether that Attack hits or misses, you can move an extra 30ft without provoking an Attack of Opportunity until the end of your next turn.

Predator's essence: You can make an Insight check contested by the enemies' Deception or an Intimidation check contested by the enemies Insight towards all visible enemies that can hear or see you. If they fail their deception against your Insight check, you gain advantage on attack rolls against them. If they fail their insight against your Intimidation check, they gain disadvantage on attacks against you. These effects last for a number of rounds equal to Half your proficiency bonus.

Cursed blood: You may choose to forego 2d6 from your sneak attack dice, in turn you sap the energy of the enemy and hobble them. The enemy has its speed reduced by half and can’t use it’s reaction, this lasts for a number of rounds equal to half your proficiency bonus.

Level 9: Unholy Thirst

You gain supernatural sensitivity to blood and weakness.

• You can smell wounded creatures within 30 feet as if by blindsight.
• You gain advantage on Predators essence benefit against creatures below their hit point maximum.
• At the start of combat, you can choose the Vex, Sap or Nick mastery for your bite attack, and it counts as one of your masteries.
• You can spend 3 hit dice to regain a use of your vampire bite as a bonus action.

Level 13: Reluctant monster

Though you try to suppress it, the beast will always be part of you. A number of times equal to half your proficiency bonus per long rest you may enter a partial frenzy as your mental slips away and you become more animalistic in your actions, avoiding that which would trigger your vampiric fear even more vigorously, as a bonus action for 1 minute:

• You gain one of the benefits of Hunger’s Edge each round without needing a trigger and without spending a use of it.
• If you do use your empowered bite attack, it deals an extra 1d10 piercing damage and the healing gains a bonus equal to your rogue level.
• Upon using your new improved empowered bite attack, you can as a bonus action, attempt to cast command on the enemy that was struck (DC 8 + your proficiency + your Constitution modifier), this can be used a number of times equal to Half your proficiency modifier and it resets on a long rest.
• Each round that you don’t deal damage, you must make a DC 15 Wisdom saving throw or suffer disadvantage on ability checks and saving throws until the end of your next turn, as your hunger clouds your mind.
• While under half your maximum HP you must make a DC 15 wisdom saving throw to hold yourself together, if you fail you are effected by the enemies abound spell.

Level 17: Eternal thirst

Your connection with vampiric magic and the hunger that constantly plagues your mind deepens. You gain two new options for your cunning strike.

Dominate (Cost: 5d6). The target of this attack must succeed on a DC(8 + your proficiency bonus + your constitution modifier) Wisdom saving throw against this magic or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn’t under your control, it takes your requests or actions in the most favorable way it can. Each time that you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise this effect lasts 1 hour.

Drain life (Cost: 5d6). Your curse bares it's fangs as it doesn't even take your fangs to drain the vitality of another creature. A dark energy flows through your weapon of choice: You regain HP equal to half of the piercing damage you deal. You regain 1 hit die. You reduce the target of this attack's maximum HP by an amount equal to the piercing damage you deal with this attack.

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