Rogue
Base Class: Rogue

A sanguine blade rogue has, somewhere in his life, come across the needed knowledge to make most species bleed efficiently, and doing so quickly. Your sanguine blade rogue might have been a sadistic torturer, that acquired his knowledge through testing with living creatures. Or he/she/they was a doctor that studied under anothers wing, spending a lot of their life committed to non-magical medicine and had to quit for unknown reasons. 

 

Do not use this Content without the consent of your DM, as all good things start with consent. 

 

Bleeding Wounds

Beginning at 3 level, while wielding a melee weapon with the finesse property, whenever you would deal damage with your 'Sneak Attack' feature, you may choose to deal 'Bleeding Wounds' instead. To do so, you sacrifice any number of Sneak Attack Damage dice, to a maximum of your intelligence and dexterity modifier, choosing the lower one. If at the end of your turn, a creature has a Bleeding Wound, they take 1d4 damage for each dice sacrificed this way. A target may have more than one Bleeding Wound active at a time. 

On their turn, a creature affected by Bleeding Wounds must make a Constitution Saving throw to attempt to stop the bleeding. The DC for this saving throw is 8+ Your Intelligence Modifier + your Proficiency bonus. If successful, the target stops all bleeding wounds, but still takes half of the damage this turn.

Constructs, elementals, and Undead without the ability to bleed are not effected by Bleeding Wounds.

Anemia

At 9th Level, after you strike with an ability, your target suddenly feels the impact of the blood that was lost due to its wounds and loses focus for a brief moment. If it does not succeed to shake it off immediately, by succeeding a DC 8 + Proficiency + Medicine Saving Throw, the AC of the target is lowered by 1d4 + the number of bleeding wounds. The target also regains focus if it is hit, or spends a bonus action to do so. 

Sudden Anemia

At 17th Level, you have become adept at abusing your opponents faltering, and can go for a swift attack at any time a target is affected by Anemia. Your next attack against the target is at advantage, but the sudden adrenaline of an incoming attack makes the target refocus immediately after the attack - even if it missed. 

Bloodlust

At 13th Level, you have lost your inherent repulse by blood - replacing it with a few swift steps. When an enemy that is bleeding enters within a 30ft radius around you, you feel a sudden surge of bloodlust, making you able to leap forward to attack the target. Due to the movement being sudden and unpredictable, this movement not trigger attacks of opportunity. This attack can trigger normal sneak attack, but is too quick to use Bleeding Wounds on. Requirements for Sneak Attack still apply and the attack roll is unchanged for the attack that occurs during this reaction. 

Sanguine Breach

Beginning at 17 level, you become a master at pinpointing and slashing an opponents arteries and weak points. When you perform a Sneak Attack on a target that is bleeding, you can use this attack to cause a Sanguine Breach. The Creature must make a Constitution Saving throw according to your Bleeding Wounds DC. On a failed Save, the Creature takes all Bleeding Dice of Damage immediately and they are doubled. Afterward, all wounds that rolled lower than 4 damage close, as skin grafts scar tissue. A Bloodlust Attack can benefit from this feature, instead of Sneak Attack. 

 

On a success, the bleeding wounds deal normal damage and then close. Also, the Creature gains Advantage on his next Bleeding Wounds Saving throws after this ability is used.

 This Feature can only be once per round, even if several sneak attacks occur in one. 

Previous Versions

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9/8/2021 8:57:25 PM
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