Rogue
Base Class: Rogue

The secrets of Hemomancy are many and the extent of its depths are unknown, but among these secrets are dark rituals that can allow one imbued with this power to push past the physical limitation of their mortal vessel, and by doing so, achieve feats of unnatural swiftness, vigor, and ferocity.

However, these heights are not reached without a cost. Torn muscles, fractured bones, and ruptured blood vessels are the smallest prices paid for such elevated physical prowess. Above all, those altered by such rituals have one common calling card, their blood flows black as ink.

Bloodletting

3rd-level Blackblood feature

You can push your body beyond its normal limits to tear open grievous wounds. Once per round, when you roll damage for a sneak attack, you can spend your hit dice to increase the damage of your sneak attack by 1d6 for every hit die spent in this way. The number of hit dice you can spend each round in this way is equal to you Proficiency Bonus.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, there are one or more other hostile creatures within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Unnatural Reflexes

3rd-level Blackblood feature

The Hemomancy that has altered your body makes you much nimbler than you were before, enabling you to move with unnatural swiftness. You movement speed increases by 10 feet and whenever you take the Dash action, you may spend a hit die to double the speed gained from the dash.

Frenzy Dance

5th-level Blackblood feature

You can tear muscle and crack bones to attack in a whirling frenzy. You can take this action while there are two or more hostile creatures within 5 feet of you that you can see. You can choose a number of hostile creatures within 5 feet of you, up to your proficiency bonus, making melee weapon attacks against each of them, spending a number of hit dice equal to the chosen number of hostile creatures. Each successful attack is treated as a sneak attack, even if you have already used sneak attack this turn, provided that all other rules for sneak attack are met.

Hemomantic Endurance

13th-level Blackblood feature

You body has become more accustom to its new limits, allowing you to push yourself even further still. You gain the following benefits:

  • You gain a +1 bonus to Armor Class while not wielding a shield or wearing medium or heavy armor.
  • Your hit point maximum increases by an amount equal to twice your level when you gain this feature. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Bloodied Charge

17th-level Blackblood feature

Your bloodlust can drive you to push your body beyond the breaking point. When you drop to 0 hit points but don’t die outright, you can take this special Reaction. When you take this reaction you can choose to move up to your full movement speed without provoking opportunity attacks and then make one melee weapon attack on a creature within your melee range. If the creature you attacked drops to 0 hit points or dies, you regain 30 hit point and do not fall unconscious. You can only use this feature once per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
3/23/2026 8:42:09 PM
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