Base Class: Ranger
The path of the Bloodletter is one walked by those who seek to harness the power of blood, turning the essence of life into a deadly weapon. These rogues are masters of precision strikes, exploiting the vulnerabilities of their foes and leaving a trail of bleeding enemies in their wake. The journey to becoming a Bloodletter is one of self-inflicted sacrifice and attunement to the primal forces that flow through the veins of all living beings.
Becoming a Bloodletter:
To become a Bloodletter, an aspiring rogue must undergo a rigorous and often perilous training regimen. This involves not only honing one's combat skills but also delving into the mystical aspects of blood manipulation. Initiates learn to draw power from their own life force, using self-inflicted wounds to fuel their devastating strikes.
Motivations for embracing the path of the Bloodletter vary, but common threads include a desire for power, a thirst for vengeance, or a fascination with the raw and potent force of blood. Some may seek to master this unique art to protect their communities or to eliminate foes with ruthless efficiency. Others may be drawn to the forbidden knowledge surrounding the manipulation of life essence.
Sanguine Strikes
At 3rd level, you gain access to the Sanguine Strike feature. To execute a Sanguine Strike, you must either have taken damage from a creature within the last round or, as an act of blood sacrifice, inflict 1d4 slashing or piercing damage to yourself with a melee weapon or arrowhead. This self-inflicted wound fuels the intensity of your strikes. On a successful hit with a Sanguine Strike, the target must make a Constitution saving throw against your Ranger spell save DC. On a failed save, the creature begins profusely bleeding, a bleeding creature takes an irreducible 1d8 piercing damage at the start of its turn for a number of rounds equal to your Wisdom modifier. The bleeding effect can be stopped early by a successful DC 15 Medicine check or any magical healing. The bleeding damage increases to 2d8 at 7th level then 3d8 at 15th level.
Creatures without blood, such as constructs and certain undead, are immune to the bleeding effect.
Blood Elixir
At 7th level, you unlock the blood Elixir. During a short or long rest, you can spend hit dice to create vials of potent blood elixir. These elixirs can be consumed later to grant temporary hit points equal to the half of the maximum number rolled of each hit die spent in the creation process. The elixirs remain potent for 24 hours before losing their efficacy.
Crimson Pursuit
At 11th level, your mastery of blood extends to tracking the life essence of your prey. You gain the ability to track creatures by the scent of their blood. As an action, you can focus your senses, gaining advantage on Wisdom (Survival) checks to track bleeding creatures. You can track a bleeding creature with these enhanced senses even if it has attempted to cover its trail.
Critical Hemorrhage
At 7th level, your keen eyes and steady hands allow you to exploit the vulnerabilities of bleeding foes with precision. When you land a critical hit against a creature, the target is immediately subjected to the effects of your Sanguine Strike ability. Additionally, the creature has disadvantage on Constitution saving throws for 1 minute.
Creatures without blood, such as constructs and certain undead, are immune to the bleeding effect.
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