Rogue
Base Class: Rogue

The BloodSucker is a rouge that has dedicated their skills to focus on blood taking red is the only source of life that keeps you alive why not take it. Causing bleeding upon their targets, often seen skulking around butchers and slaughterhouses as an easy source to practice their craft. Many criminal Rogues will follow this archetype but the rare detective and criminal investigator may take it upon themselves to study the BloodDrinker arts as to better understand the motives and patterns that emerge in brutal murders.

Blood Sense

At level 3, your senses pick up upon the smell of blood around you, helping track targets and deduce possible battles in progress. As an Action, you can use your heightened senses to detect moderate amounts of blood stains or blood from a bleeding target within 100ft of you in any direction. your senses hone further increasing the range to 200ft and being able to detect small amounts of blood or from targets with small cuts. If you succeed in a investigation check.

Blood Dripping Weapon

At level 3, your weapon is now able to steal the life essence of your victims. When you kill a creature with your bloody weapon you regain hit points equal to your rogue level.Upon you reducing an enemies hit points to 0, you may recycle their life essence into temporary hit points. The amount of temporary hit points gained is 2d8+2. The maximum amount of temporary health you may accumulate with this ability is twice your Rogue level + your Deception proficiency and unlike other sources of temporary hit points, points gained from this ability are additive.

 

Bloody Memories

At level 9, you have developed a refined taste for the blood of enemies and gained the ability to determine certain things from your target blood. As a bonus action, you can ingest blood and decipher from it multiple aspects about the person it came from, Choose from 2 different things to find out from your target. 

  • If the owner has any Resistances or immunity.
  • If the owner has any vulnerabilities.  
  • The owners family line, Ingesting any relatives blood, you instantly know their blood relation.
  • The owner's Constitution modifier
  • The type of wound the blood came from i.e; Magical, Bladed, natural cause.
  • The amount of time the blood has been outside its host.
  • The owner's Age
  • Any Diseases the target may have had
  • Any recent Wounds the target may of bleed from.

BloodTank

At your 13th level, you are consumed by the thirst. Nothing could hold you back. If you receive Slashing, Bludgeoning, Piercing, Fire, Cold, or Lightning damage that is 5 points or less that would result in you having 0 hit points, you instead have 1 hit point total. Activate this using a constitution save if it is above 10 then Blood Tank Activates Fail and you hit 0

Bloody Mess

Starting at the 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 Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. On a successful Stealth check, you disappear from view and can move twice your normal movement.

 

Thief’s Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

Previous Versions

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