Rogue
Base Class: Rogue

In worlds where vampirism is more than undeath, where the transformation awakens a creature’s deepest inner nature, some rogues emerge bearing the Black Flame. These vampires are not simple predators. Their cursed prowess peers into the flow of fate, reading intent, weakness, and moments yet to unfold.

 

From the moment their powers awaken, Black Flame rogues move with unnatural inevitability. Their reflexes are guided by visions of near futures, allowing them to strike first, reposition through reality itself, and manipulate fortune in battle. Through the use of Blood Dice, they channel their vampiric essence to twist outcomes, foresee attacks, and vanish in flashes of dark energy after each strike.

 

As their power grows, they manifest Black Flame, a necrotic fire that clings to their weapons and souls alike. This shadowed inferno burns not only flesh but spirit, lingering upon enemies and spreading like a living curse. Victims caught in Black Flame find themselves blinded by dark light, restrained by shadow, or frozen in terror as the vampire dominates their will.

 

Black Flame rogues thrive in the chaos they create. Each fallen foe fuels their blood magic, restoring their strength and granting bursts of unnatural vitality. Their Sneak Attacks grow more devastating against cursed targets, feeding a relentless cycle of death and empowerment.

 

At the pinnacle of their evolution, these rogues can invoke the Blood Moon Dominion, temporarily ascending into a near-godlike state. Bathed in flame shadow, they soar above the battlefield, regenerate wounds almost instantly, and strike with critical precision. Their Black Flame becomes a contagious force of destruction, spreading from corpse to corpse as enemies fall.

 

Yet such power is not without consequence. When the Blood Moon fades, the vampire’s body collapses under the strain, leaving them exhausted, drained of blood magic, and temporarily stripped of their most potent abilities.

 

Black Flame Vampires embody inevitability.

They do not chase prey.

 

They become the end that fate was already moving toward.

 

Awakened Black Flame

3rd-level Black Flame Abilities 

You have awakened the unique Black Flame prowess tied to your vampiric power, it has manifested in the form of of a black flame that reveals things to come allowing you to alter the outcome of battle and the future through the power of the flame 

Your of your powers expend the Blood die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Blood dice when you finish a long rest.

When you reach certain levels in this class, the size of your blood dice increases: at 8th level (d8), 11th level (d10), and 17th level (d12). The powers below use your blood dice.

Blood Prediction (bonus action)  (cost 1)  As a bonus action you can Impose disadvantage on a Creatures next roll on their turn or give yourself Advantage on your next roll until end of turn 

Flame Precognition  (reaction/ bonus action)  (cost 1 during combat - Cost 2 outside of combat) Force a re roll  of your or an opponents dice and choose the result 

Blink Step (bonus action)  (cost 1)  After a successful attack  you may engulf yourself in a black flame allowing you to teleport 10 feet in any direction  

The first time you use a power after each long rest, you don’t expend Blood die. All other times you use the power, you expend the die.

Black Flame Weapon

5th-level Black Flame Feature 

You can manifest your Black Flame onto any one weapon you are holding it becomes wreathed in black violet fire for 1 minute (10 turns)  

While Active

  • Once per turn when you land a hit you may invoke Black Flame Strike (Target Takes Damage Equal to the size of Your blood die )(example 1D6 lvl 3, 1d8 lvl 9 ect) in Necrotic Damage and becomes engulfed in Black flame
  • And and additional damage (Equal to the size of Your blood die) in necrotic damage at the start of its next turn unless the pass a DC 15 constitution saving throw must roll an 18 or higher to extinguish the flame if it is undead it must pass or it takes its next attack at its nearest ally  
  • Only one target can burn form black flame at a time 
  • any weapon thrown with the black flame has the same abilities and will return to your hand after hit or miss.

Blood Drunk you no longer need to bite foes to feast off them, when you reduce a foe to 0 hp you regain one blood die, (you can do this =proficiency bonus times per long rest) 

Black Flame Dominion

9th-level Black Flame feature

 

Black Flame Dominion 

When a creature is affected by Black Flame weapon or Black Flame Burn you may use a bonus action to force a constitution save (dc15 + PB)

On a failure choose one:

  • Target becomes 
  • Restrained
  • Blinded
  • frightened of you 

Lasts until start of their next turn 

Can be used 

  • Once per short or long rest 
  • or  for 2 Blood dice 

Black Flame Harvest 

When a creature dies while affected by your Black Flame you:

  • Regain 1 Blood die 
  • and heal one blood die rolled worth of health 

 once per turn 

 

Black Flame Curse

13th-level Black Flame Feature.

Black Flame curse

As a bonus action ay creature visible within 60 feet must pass a dex save of (9 + Proficiency bonus + constitution mod)

On failure for 1 minute(10 turns)

  • Target takes 1 d8 fire damage and 1 d8 necrotic damage at the start of its turn
  • Cannot be or become invisible 
  • Emits a black light 
  • If undead they become stunned for one turn 

A save ends it

Uses:

  • Once per long rest

Or cost of 3 blood dice

Sanguine loop 

When you deal a sneak attack to a creature affected by the Black Flame Curse you Regain 1 blood die once per turn 

 

Shadow Flame Armor

 

As a reaction you can expend one blood die and become resistant to all damage except radiant and gain advantage on all dex saves Until next turn  

Blood Moon Dominion

17th-level Black Flame Feature

Blood Moon Dominion

Once Per Long rest for one minuet (10 turns)

 Enemies in 30 feet

  • Disadvantage on saves 
  • Move as though its difficult terrain 

You Gain

  • Flying
  • Resistance to all damage except radiant
  • Regeneration 10 

Once per turn you may pay 2 blood dice to treat a hit as a crit with a weapon that has Black Flame 

Black Flame Curse becomes 3d8 and spreads to nearest foe on death and you may pick between fire an necrotic damage for the 3rd d8 

You can now manifest Shadow Armor Perfected From (+5 Ac Immune to grapple/prone, fear, and charmed) + advantage on dex and constitution saves until next turn 

 Blood Moon Feast

When a Creature Dies within 30 feet regain 2 blood dice once per round other dice regain abilities don't stack 

Price of God Hood

After Blood Moon ends 

  • 2 levels of exhaustion
  • lose all blood dice
  • Cannot use Black Flame dice Abilities until long rest 

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes