Rogue
Base Class: Rogue

Own The Night And Thirst For Blood

Some rogues are made by the guild, others by the blade. You were made by the Thirst. Whether through a botched ritual, a near-fatal encounter with a vampire, or a cursed bloodline, your veins now sing with a dark, stolen vitality. You are a predator who walks the line between the living and the dead, turning the blood of your enemies into your own armor and arsenal.

Level 3: Vicious Precision

Once per turn when you deal Sneak Attack damage to a creature with a weapon attack, you can force that creature to make a Constitution saving throw. The DC equals 8 + your Proficiency Bonus + your Dexterity modifier. On a failed save, the target gains the Bleeding condition for 1 minute. At the start of each of its turns, the creature loses Hit Points equal to your Sneak Attack dice roll + your Proficiency Bonus. This is necrotic damage. This condition does not stack with itself. It ends if the creature regains any Hit Points, or if a creature within 5 feet uses an action and a Healer’s Kit to staunch the wound. 

Constructs, oozes, plants, and creatures immune to necrotic damage are immune to this Bleeding.

Predator's Patience. Once per turn, when you miss with a weapon attack as part of the Attack action, you can make one additional weapon attack as part of that same action. This attack can benefit from Sneak Attack as normal.

Level 3: Blood Rush

When a creature takes damage from Bleeding, you gain Temporary Hit Points equal to half the necrotic damage dealt + your Proficiency Bonus (minimum 1).

You can gain these Temporary Hit Points only once per round. They don't stack; if you would gain more, you keep the higher amount.

You also gain Darkvision out to 60 feet. If you already have Darkvision, its range increases by 30 feet.

Level 9: Predatory Frenzy

You have Advantage on attack rolls against creatures that are Bleeding or below half their maximum Hit Points.

In addition, once per turn when you hit a Bleeding creature with a weapon attack, you can deal extra necrotic damage equal to your Proficiency Bonus.

Asserting Dominance. When a creature within 30 feet of you takes damage from Bleeding, you can use your Reaction to make one weapon attack against that creature within range. On a hit, this attack can benefit from Sneak Attack as normal.

Crimson Siphon. When you hit a creature with a weapon attack, you can forgo your Sneak Attack damage to regain Hit Points equal to half the damage you would have dealt (rounded down).

You can use Asserting Dominance and Crimson Siphon a total number of times equal to your Proficiency Bonus, and you regain all uses on a Long Rest.

Level 13: Crimson Veil

As a Bonus Action, you can spend 10 Hit Points that cannot be reduced or prevented to cast Gaseous Form on yourself, requiring no concentration. This form lasts for 1 minute or until you end it as a Bonus Action.

While in this form:
• You can make weapon attacks, which manifest as blood-red lashes. These attacks use your normal weapon damage and range, and can benefit from Sneak Attack.
• You can't otherwise attack or cast spells, as normal for Gaseous Form.
• Mist Walker. While in this form, you can use your Cunning Action to teleport up to 30 feet to an unoccupied space you can see.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all uses on a Long Rest.

Level 17: Master Of The Crimson Feast

You become an apex predator of the night.
• Hemorrhagic Mastery. Your Bleeding damage becomes your Sneak Attack dice + your Dexterity modifier + your Proficiency Bonus. A creature that fails its saving throw against Bleeding is also Poisoned until the Bleeding ends.
• Blood Bank. When a creature dies while Bleeding, you can use your Reaction to regain Hit Points equal to your Rogue level + your Dexterity modifier + your Proficiency Bonus, and you can end one of the following conditions on yourself: Blinded, Deafened, Poisoned, or one level of Exhaustion.

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