Base Class: Rogue
As bright as the blood that drips from many a creature; as deep a shade as the wine spilt upon the fine silks dyed in brilliant cochineals. An aesthetic to die for, yet one that seems so fleeting as all things soon fades; blood fades and washes away, wine drunken and cloth stained. Yet there are those who dedicate themselves to this colour, shade after shade to see its splendor and vibrancy once more; cut after cut, drop after drop. Red, a colour as vibrant as a flame or as soft cherry-stained lips, a colour that screams danger but at the same time draws in its seduction. The Rouge are crazed cultists who seek to paint the world in red and nothing more, to see its shade drip down from every being, every surface, everything that can take the colour and nothing more.
Though some follow the cult to a tee, its techniques have spread to those willing to see the artistic nature without the need for the teachings of its cult.
Bonus Proficiencies
3rd level Rouge feature.
When you choose this archetype at 3rd level, you gain proficiency in Deception and in painter's supplies.
Crimson Bloodbath
3rd level Rouge feature.
As you bring your enemies closer to death's door, you can bring forth a splendorous crimson bloodbath causing them to bleed. When you use your sneak attack feature on an enemy creature, you can force the creature to make a Constitution saving throw (DC equaling to 8 + your proficiency modifier + your Dexterity modifier). If the creature fails the save, they start to bleed a brilliant bright red liquid no matter what the creature type or its material composition for one minute; while bleeding the creature takes necrotic damage equal to your Rogue level at the start of their turn.
Carmine Curative
3rd level Rouge feature.
As your enemies bleed, you revel in the shades of crimsons and carmine that befalls them. When you score a critical hit on an enemy that is under the effects of Crimson Bloodbath and trigger a sneak attack, you may restore a number of hit points equal to half the damage of the sneak attack damage dealt.
Vermillion Vagrant
9th level Rouge feature.
As your enemies bleed brilliant vermillion you learn to twist and influence its colour to further damage your foes. Whenever you trigger a sneak attack on a creature suffering from the effects of Crimson Bloodbath, you can deal extra necrotic damage equaling to half your class levels in Rogue. Targets that receive this damage cannot be healed until the start of your next turn. You may use this feature a number of times equal to your proficiency modifier.
Cardinal Communion
13th level Rouge feature.
Felling your enemies one after the other one, each one splattered and covered in glorious red, your connection grows stronger, letting it crimson drape around you learning of the secrets within. If you have killed a creature within the last 24 hours that was suffering under the effects of Crimson Bloodbath and consume a vial of their blood, you may magically disguise yourself as the creature for up to 8 hours. A creature can use its action to inspect your appearance and must succeed an Investigation Check against a DC equaling to 8 + your Charisma modifier + your proficiency modifier.
If you have a vial of blood from any creature killed within the last 8 hours, you may consume the blood and learn of the fallen creature's secrets and memories. You can make an Investigation Check against a DC equal to the creature's levels, or if does not have levels a Challenge Rating instead. If you succeed you can learn anything about the creature they would have known within the past 48 hours.
Scarlet Seduction
17th level Rouge feature.
Draped in in reds and scarlets, your affinity with the colour grows further and further, using its vibrancy to enrapture your foes in its brilliant colour. Starting at 17th level, the DC for your Crimson Bloodbath feature increases to 10 + your Dexterity modifier + your proficiency modifier.
Whenever you attack a creature under the effects of Crimson Bloodbath and trigger a sneak attack, you can force the creature to make a Constitution saving throw against a DC of 10 + Dexterity modifier + proficiency modifier. If the creature fails, they are paralyzed until the start of your next turn. You may use this feature a number of times equal to half your proficiency modifier.
Previous Versions
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4/27/2024 7:47:06 PM
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