Rogue
Base Class: Rogue

You tend to think that blood should be on the outside of your enemies’ bodies, rather than the inside. Rogues of this archetype tend towards lethality more than stealth, as you leave a mess wherever you go. You fear little, confident in the knowledge that you, not others, are the danger. Deadly and bloodthirsty, you have studied anatomy well enough to know exactly where to hit to bring about a quick and horrific end.

Bloodier Cuts

Beginning at 3rd level when you select this archetype, your sneak attack becomes more powerful. Whenever you score a critical hit with your sneak attack damage, the creature you hit suffers a quarter of that damage at the beginning of each of their subsequent turns, for a number of turns equal to your rogue level.

Bloodlust

Starting at 3rd level when you select this archetype, you are invigorated by the sight of the blood of your enemies. If you are within 30 feet of a creature with less than half of their maximum hit points, you gain the following benefits:

  • When you make a successful attack against that creature, even if you would not normally add your sneak attack damage, you can roll half your sneak attack dice, adding the roll to the total damage of the attack (this damage is not doubled by a critical hit).
  • You have advantage on saving throws against any condition that would prevent you from attacking (i.e. incapacitated, stunned, paralyzed).
  • You have advantage on Acrobatics and Athletics checks made to escape grapples.
  • On your turn, if you move in a straight line towards that creature, you do not provoke attacks of opportunity.

Piercing Steel

Beginning at 9th level, when you miss an attack against a creature by a number less than your proficiency bonus, you can use your reaction to sink your attack deeper and cause it to hit instead.

Sanguine Respite

Starting at 13th level, when you score a critical hit against a creature with a weapon that does piercing or slashing damage, you are healed by a number of hit points equal to half the total damage dealt.

After you use this feature, you can’t use it again until after you finish a long rest.

Hemorrhage

At 17th level, when you deal more than 50 hit points of damage to a single creature in one attack on your turn, you can use your bonus action to force that creature to make a Constitution saving throw equal to 8 + your dexterity modifier + your proficiency bonus. If they fail, they immediately drop to 0 hit points and fall unconscious.

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