Base Class: Rogue
Trained with the art of blood, a Blood Assassin uses stealth, disguises, and necrotic's in order to eliminate foes with frightening efficiency. Rouges following this path have engaged with the darker side of life.
Infusion
You gain the ability to Infuse weapons.
INT Increase: +1 INT Score
Infuse (Cost 1 Action): You may infuse a weapon or ammunition with blood. Attacks made with the infused weapon will deal additional Necrotic Damage (specified in the table below). You can infuse 1 weapon per use. This can only be done 1 + INT modifier (minimum: 1) before needing a long rest, after which infused weapons will have to be infused again.
| Level | Damage |
|---|---|
| 3 | 1d4 |
| 6 | 1d6 |
| 9 | 1d8 |
| 12 | 1d10 |
| 15 | 1d12 |
Assasinate
You're adequate with Ambush Tactics.
Initiative: You have Advantage on Initiative rolls.
Surprising Strikes: During the first round of combat, you have Advantage on attack rolls against any creature that hasn’t taken a turn. If your Sneak Attack hits any target during that round, the target takes additional damage of the weapon’s type equal to your Rogue level.
Bleeding Edge
Adds the Bleeding Edge option to your rouges Cunning Strike.
Bleeding Edge (Cost: 1d6): Gives a weapon the Bleeding Edge status effect. Your next attack with this weapon forces the target to make a constitution saving throw (DC 8 + INT Mod). On failed save, the target takes 1d4 Necrotic Damage for a maximum of (3 + INT Modifier) turns. At the start of each turn, the target makes a constitution saving throw with Advantage. On failed save, the target continues to take damage. This action only works on monsters that can bleed, Talk to your DM regarding this.
Usage: Cunning Strike
Save DC: 8 + INT Mod, rolled at the end of each turn.
Effect: 1d4 Necrotic Damage taken at the end of the targets turn for (3 + User's INT Mod) turns.
Restrictions: Only weapons (including variations of Unarmed strikes such as Claws) which deal Piercing or Slashing damage may obtain the Bleeding Edge effect.
Death Strike
When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus), or the attack’s damage is doubled against the target.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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1/28/2025 2:50:15 PM
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17
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5
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1
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Coming Soon
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