Rogue
Base Class: Rogue

In dark alleyways across Etharis, deals are made in coin and blood, but a few enterprising rogues have posed the question: “Why not both?” Sanguine Thieves are assassins who harness the power of Sangromancy to fuel their abilities, finding new and innovative ways to utilize the blood they see all too frequently in their line of work.
Sanguine Thieves learn to draw upon the blood of their victims rather than their own, extending their ability to use blood magic beyond the limits of their own vitality. When cornered, Sanguine Thieves can unleash this power in a hail of bloody darts or slide out from underneath a foe’s blade, leaving nothing behind but a red mist.

Stolen Power

You gain a pool of d8s that you can expend instead of a Hit Point Die when you cast Sangromancy spells or use other Sanguine Thief features. The number of Sangromancy Dice in the pool equals the number of damage dice listed in the Sneak Attack column of the Rogue Features table. Some Sanguine Thief features allow you to replenish this pool; however, you cannot possess more dice than you have Sneak Attack dice. If you would regain a Sangromancy Die while you are at the pool’s maximum, these dice are lost instead. Your pool regains all expended dice when you finish a Long Rest.

Steal Blood

When you hit a creature with a Sneak Attack, you regain one of your Sangromancy dice. If you are Bloodied, you may instead roll the die immediately and regain Hit Points equal to the result. You may use this healing feature a number of times equal to your Intelligence modifier and regain all uses when you complete a Long Rest.

Bloody Blades

When you finish a Long Rest, you may expend up to two Hit Point Dice (or dice from your Sangromancy pool) to create that many Daggers out of crystallized blood. Each Dagger may be used as an Arcane Focus for your Sanguine Thief spells, and you may cast spells with Somatic components even if you wield these weapons in one or both hands. Additionally, when you score a Critical Hit with these weapons, you may roll the expended Hit Die and add that much Necrotic damage to the damage of the attack. These daggers disappear when you complete a Long Rest.

Level 3: Spellcasting

Can cast spells.

Bloodstitch

You may expend three Hit Point Dice (or dice from your Sangromancy pool) to conjure a fan of blood needles, hurling them at nearby creatures. Choose a number of creatures up to your Intelligence modifier within 30 feet of you that you can see. Make a Ranged weapon attack against each of the targets. Roll the Hit Dice expended to use this feature, and each creature hit by the attack takes Necrotic damage equal to the result + your Dexterity modifier. You regain one Sangromancy die for each creature reduced to 0 Hit Points by the attack. Once you use this feature you cannot use it again until you finish a Short or Long Rest.

Bloody Exit

When a creature makes an attack roll against you, you may use your Reaction and expend 5 Hit Point Dice (or dice from your Sangromancy pool) to turn into a cloud of bloody mist. The triggering attack automatically misses, and you may teleport to an unoccupied space you can see within 30 feet of your starting location. Upon arrival, you may make one melee attack with Advantage against a target within reach using a Melee weapon. If this attack hits, you roll the 5 expend Hit Point Dice or Sangromancy dice and add it as Necrotic damage to the damage from the attack. Once you use this feature you cannot use it again until you complete a Short or Long Rest.