Base Class: Rogue
The blood gods are not truly gods, but rather strong entities that found their strength in the blood of other creatures. The blood of any creature holds part of their being and power, and the flowing of blood means an flowing of power. With this flow the blood gods gained in strength till they were powerful enough to imbue others with gifts. To increase their power they enlist others by enticing them with promises of strength, if they are willing to keep the blood flowing.
The blood gods generally have 3 types of servants; the bloodlust driven barbarians to serve as their main force, chosen by them from the most brutal of warriors; bloodthirsty cutthroats to serve as their assassins to take out specific threats, chosen from the most deadliest rogues; and blood cultists to show their power and entice more to become their servants, chosen from those without power that will go to any length to gain the blood gods patronage.
Having proven yourself a deadly cutthroat, willing to go to any length to kill anyone, the blood gods have come to you to offer you the power you need to gain all you desire. In return for this power you are to spill the blood of their enemies, a small price to pay in your eyes.
Blood dagger
As an assassin you will always need to have a weapon nearby and what better way to always have a weapon with you than to have it within your blood. Instead of drawing your weapon you can draw the blood from your wrist to form a dagger. This dagger acts as a normal dagger, except it cannot be thrown or dropped. The drawing of this dagger is so quick and fluent that you can do it while striking. Even though this still requires an draw action it is to quick for anyone to react to before the attack happens.
Blood guidance
The blood gods require you to be willing to bleed for the power they give you. This show of willingness to serve grants you the power to more effectively kill with your blade. When you attack with an melee finesse weapon you can take 1d4 of damage to gain +1 to hit for that attack. You can stack this up to a +3 on hit, taking 1d4 of damage for every +1. You can do this after your attack roll but before the DM tells you if it hit or not.
Blood theft
Your blood dagger is now able to steal the life essence of your victims. When you kill a creature with you blood dagger you regain hit points equal to your rogue level.
Blood marks
The blood gods teach you symbols that, when painted in the blood of the fallen, can give you power. Using the blood of a creature you’ve killed you can use your action to paint a symbol on yourself, gaining one of the following benefits:
- +2 to AC but -2 on all saving throws
- +2 to all saving throws but -2 to AC.
- Your blood daggers have a range of 10 ft but blood guidance now costs 1d6 instead of 1d4.
- You gain 10ft extra walking speed, but -5 on stealth checks.
- You can see normally in darkness (even magical darkness), but have disadvantage on ability checks and attacks when in sunlight.
The symbol disappears when you finish a long rest. Only one symbol can be active at any time and it cannot be removed or turned off. It can only be replaced with another symbol by using blood of a different creature than that of the currently active symbol.
Blood drain
With the right conditions your blood dagger can steal a lot of life blood from your victim. When you make a sneak attack on a surprised creature you can regain hit points equal to the damage of that attack. Once you used this feature you cannot use it again until you finish a short or long rest.
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