Base Class: Rogue
At the third level you awaken to a vampiric nature, You now crave blood and must hide from Sunlight. Sticking to the Shadows, you linger as a shell of your past self.
Normal foods no longer have the same effects, You can only be saited with blood. You may still eat as per normal, but it doesn't quite have the same taste.
As a Vampire you'll wish to hide in the shadows as much as possible, try and build some allies and hide them away.
Reinforced Blood
At 3rd level, your blood becomes enhanced, either by scientific or magical means.
- You have a form of Darkvision allowing you to see up to 60 feet in complete darkness however you may discern color.
- While you are not wearing armor, your AC is equal to 10 + your Constitution modifier + your Dexterity modifier. Your movement speed whilst unarmored is increased by 10 feet.
Sanguine Weapon
Starting at 3rd level, you learn how to manifest a weapon using your own flesh and blood. On your turn (no action required) you may create a melee weapon forms in your dominant hand. You may use your Cunning Action to change the weapons form. You are considered proficient with this melee weapon, it uses your Constitution modifier for its attack and damage rolls. Additionally, whenever you hit using this weapon, you may expend a hit die to lose hit points equal to your proficiency bonus and deal one additional die of damage. You may cause the weapon to meld back into your arm at any point on your turn (no action required). You can use two Sanguine Weapons at the same time.
At 9th level, you learn to improve the creation of weapons using your body, as well as your pool of extreme energy. All weapons you create using the Sanguine Weapon feature now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Siphon
When you deal sneak attack damage, you may use your reaction to regain hit points equal to the sneak attack damage dealt.
You can use this feature once per long rest.
Scarlet Strike
Starting at 13th level, your Sanguine Weapon attacks score a critical hit on a roll of 18-20.
You also gain the ability to absorb magical weapons into your blood, you perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and it gets absorbed into your blood. Every Sanguine Weapon created after gains the effects of the magical weapon you absorbed. You can only use the effect of one magical item per attack. When you die, blood flows from your body and returns the magical items to their original state.
Marked for Death
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Comments