Base Class: Rogue
The Path of the Blood Knife
To tread the path of the Blood Knife is to embrace a legacy of dark power of Hemokinesis. Those who inherit this cursed technique must navigate the delicate balance between wielding their formidable abilities and safeguarding their own life force. In the world of adventurers, a Blood Knife stands as a testament to the ancient and mysterious powers that lurk within the veins of the cursed, their blood a weapon as much as it is their essence.
Blood Manipulation, or Hemokinesis, is a cursed technique that grants its wielder dominion over their own blood. This power transcends the natural boundaries of the body, allowing the user to control and shape their blood internally, and externally with Psionic Energy. Through intense focus, a Blood Knife can alter the composition of their blood, manipulate plasma and red blood cells, and use both internal and external blood to unleash devastating effects.
Hemokinetic Power
3rd-level Blood knife feature
You harbor a wellspring of homokinetic energy driven by Psionic power within yourself that you can use to manipulate your blood. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.
Flowing Red Scale: Expending 1 die you can increase your physical capabilities by manipulating your blood. As a bonus action, you can activate Flowing Red Scale. Until the start of your next turn, you gain the following benefits:
- Your movement speed increases by 10 feet.
- You have advantage on all attacks.
- You gain a bonus to your weapon damage rolls equal to your proficiency bonus.
The first time you use this power after each long rest, you don’t expend the Psionic Energy die. All other times you use the power, you expend the die.
Blood Pact. As Ritual lasting 5 Minutes you can establish telepathic communication between yourself and others - Each Creature takes 1 point of damage as the ritual requires their blood (this can be avoided if the creature is already bleeding). choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy 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.
The first time you use this power after each long rest, you don’t expend the Psionic Energy die. All other times you use the power, you expend the die.
Cursed Recovery: You can use your blood manipulation to regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.
Blood Blades
3rd-level Blood knife feature
you can manifest a blade of solidified blood from your own life force.. Whenever you take the Attack action, you can manifest a blood blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse properties. On a hit, it deals necrotic or slashing damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target.
After you attack with the blade, you can make a melee weapon attack with a second blood blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
Blood Manipulation
9th-level Blood knife feature
- Crimson Binding: As an action, you can manipulate your blood into a net to ensnare your target. Choose a creature you can see within 30 feet. The target must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target is restrained for up to 1 minute. The target can make a Strength saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can't do so again until you finish a short or long rest.
- Blood Puppeteer: As an action, you can control the blood within a creature you can see within 30 feet. The target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failed save, you can move the target up to 30 feet in any direction. The target can make another Constitution saving throw at the end of each of its turns to end the effect. Once you use this feature, you can't do so again until you finish a long rest.
Blood Manipulation: Convergence
13th-level Blood knife feature
At 13th level, you master more advanced blood manipulation techniques:
- Slicing Exorcism: As an action, you can create a rotating disc of blood with the finesse and thrown properties, you are proficient in wielding this weapon. or a long stream of blood and hurl it at a target within 60 feet. Make a ranged attack roll. On a hit, the target takes 6d8 necrotic damage and must make a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target takes an additional 4d8 necrotic damage and is stunned until the end of your next turn. On a successful save, the target takes half the additional damage and isn’t stunned. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
- Supernova: As an action you can create multiple small orbs of blood. As an action, you release the condensed blood in a 20-foot radius around you. Each creature in the area must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failed save, a creature takes 5d8 necrotic damage. On a successful save, the creature takes half damage. You can use this feature once per long rest.
-
Piercing Blood: you can shoot the condensed blood as a long-range beam. Your blood Meteorite can now trigger sneak attacks.
Master of Blood
17th-level blood knife feature
At 17th level, you possess complete control over blood and all its components. You gain the following abilities:
- Blood Exploitation: As a bonus action, you can enter the body the the creature you just struck with blood blades OR Blood Meteorite and hide inside of it.
- Advanced Control: You can use your blood manipulation to rapidly clot and heal wounds, or exaggerate them. As a bonus action, you can regain hit points equal to 2d10 + your Constitution modifier OR deal the same amount of damage if you've hit the target with blood blades. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Blood Domain: You can manipulate blood from any source, including the bodies of other creatures. You can use this to control them, distract them with headaches, even blind them to your presence. As an action, you can target a creature within 60 feet. The target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failed save, you can choose one of the following effects:
- The target is paralyzed for 1 minute. The target can make another Constitution saving throw at the end of each of its turns to end the effect.
- The target is blinded to your presence for 1d4 turns, this effect cannot removed with magic.
- The target is knocked unconscious for 1 minute. The target can make another Constitution saving throw at the end of each of its turns to end the effect.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/3/2024 4:58:01 PM
|
3
|
0
|
1
|
Coming Soon
|
|
|
6/3/2024 5:00:13 PM
|
0
|
0
|
1.1
|
Coming Soon
|
|
|
6/3/2024 5:00:18 PM
|
0
|
0
|
1.3
|
Coming Soon
|
|
|
6/3/2024 5:00:22 PM
|
0
|
0
|
--
|
Coming Soon
|
|
|
6/6/2024 3:20:19 AM
|
9
|
0
|
1.5
|
Coming Soon
|
Comments