Rogue
Base Class: Rogue

Blood Thieves are a subclass of the rogue, using their own blood as a weapon to manipulate and attack the enemy. they channel their Hemokinesis to use their abilities however they cause the palyer to take half the damage they rolled on their hemokinesis die meaning the stonger they get the worse it hurts, as they say power always comes with a price

Hemokinesis

3rd-level BloodThief feature

You harbor a wellspring of Hemokinesis within yourself. This energy is represented by your Hemokinesis dice, which are each a d6. You have an infinite number of these dice but the come at a price, and they fuel various Blood powers you have, which are detailed below.

Some of your powers expend the Hemokinesis die they use, as specified in a power’s description.

When you reach certain levels in this class, the size of your Hemokinesis dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Hemokinesis dice.

Life force Boost. When your non blood powered abilities fail. you can use one Hemokinesis die to add to your roll if it fails it will not expend a Die on a success you take half the damage rolled

Necrotic Whispers. You can establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your Constitution bonus, and then roll one Hemokinesis die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other. When used you take damage equal to half the number rolled

Blood Surge. You have a pool of health equal to your blood thief level Times 5 that can be used to heal yourself or allies as an action

Blood Weapons

3rd-level BloodThief feature

You can manifest your Hemokinesis as Congealed blades of Blood energy. Whenever you take the Attack action, you can manifest a Blood weapon from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals Necrotic damage equal to your hemokinesis dice plus Constitution. The blade Splatters immediately after it hits or misses its target, and it leaves Blood stains on its target if it deals damage.

After attacking Take your appropriate amount of damage

Blood Infusions

9th-level BloodThief feature

Your Blood Weapons are now an expression of your Hemokinetic soul, giving you these powers that use your Hemokinesis dice:

Homing Strikes. If you make an attack roll with your Blood Weapons and miss the target, you can roll one Hemokinesis die and add the number rolled to the attack roll. If this causes the attack to hit, you take damage equal to half the number rolled

Life leach. As a bonus action, you manifest one of your Blood weapons, expend one Hemokinesis die and roll it, and apply a life leach to an enemy for the die total amount of turns. any damage dealt to the target with life leach you receive half in healing until the effect ends. this can only be cast once per short rest. if the attack doesn't hit don't expend a die, on a hit take damage equal to half the Hemokinesis die.

Blood Morph

13th-level BloodThief feature

You can weave a veil of psychic static to mask yourself. As an action, you can magically alter your body to look like any one that you have seen before, for a number of hours equal to 1 Hemokinesis die, or until you dismiss this effect (no action required).

Once you use this feature, you can’t do so again until you finish a long rest, and take damage equal to half the roll on your Hemokinesis die

Blood Whip

17th-level BloodThief feature

as an action you can use a Blood whip to perform one of the following actions to a thing or being within a 120ft distance of you.

Attack using your blood whip you can attack anyone in a 120ft distance of you dealing 1d8 Necrotic damage and causing them to go prone.

Pull using your blood whip you can pull anyone in a 120ft distance of you closer by 60ft using this on solid structures can allow you to pull yourself closer to it

 

 

 

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4/26/2024 2:29:40 AM
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