Rogue
Base Class: Rogue

Rejecting the notion that you can not help your friends vitality on missions or in combat, you have turned to less than savory sources. There is a reason that Hemocraft is not practiced outside of the Blood Hunter Conclaves that exist, and of the myriad of reasons, the one that seems to most commonly plague the unsavory individuals who call themselves rogues are curses. In your search to find healing for you allies you find yourself with side effects, but are those side effects a curse like so many claim them to be? Only those who walk this path will know.

Blood of the Forsaken

Starting at 3rd level, your blood has become changed and altered thanks to the studying of Hemocraft so that you may increase your successful missions and hopefully decrease the damage done to those you love. You can now perform different feats with your Blood Magic Dice, which are each a 1d6. You have a number of these dice equal to twice your constitution modifier, and they fuel various abilities that you have, which are detailed below. The Blood Magic Dice increases to 1d8s at level 9 and 1d10s at level 15. You can only use one ability powered by Blood Magic Dice per turn. You recover your Blood Magic Dice after a long rest. However, you also suffer other effects; you must select one side effect, which when selected remains as a permanent feature for the rest of this character's lifespan and whenever you roll a Blood Magic Dice, you take the amount rolled in necrotic damage, which cannot be reduced in any way. You may change the side effect selected upon being revived from death. Additionally, when you damage yourself or a hostile creature, you are able to restore one Blood Magic Dice. This can be done 1/LR.

The powers below use your Blood Magic Dice.

  • Bloodhound: As an action you can expend a Blood Magic Dice to track a target. Roll a Blood Magic Dice, the result of the roll tells you the range of miles which you can track a target as long as you know their face and the creature has blood. A trail of Bloody Footprints, Blood trail, or another way that you and the DM have discussed appears on the ground which only you can see. This trail leads to their location, this ends after 8 hours or when you use an action to cancel it.
  • Hemophilia: When you or your Marked ally deal damage, you can choose to expend a use of your Blood Magic Dice and add it to the damage result of the roll. As long as you or your ally deal slashing, bludgeoning, or piercing damage, the target is unable to clot blood properly and begins bleeding profusely. The creature will take necrotic damage equal to a roll of Blood Magic Dice at the start of its turn for 30 seconds. When used for an Marked ally this is a reaction, when used for yourself it could be your bonus action or reaction.
  • Coagulation: When you or your Marked ally deal slashing, bludgeoning, or piercing damage, you can choose to expend a use of your Blood Magic Dice and add the result to the damage total. As a part of your attack you can cause the creature's body to betray itself, when you or a Marked ally deal damage to a creature with a melee weapon it loses either the ability to move, use an action, or a bonus action on its next turn (your choice). You can only affect one creature this way.
  • Spirit Blood: As an action you roll a Blood Magic Dice and smear blood across your face or your Marked ally's face in a specific pattern. For the next hour you can see spirits or invisible creatures and converse with them. Additionally, your attacks can now damage these creatures and deal an extra Blood Magic Dice as necrotic damage to undead, fey, fiends, or monstrosities. Also for the duration of this your weapons deal necrotic damage and overcome any necrotic resistances.

The side effect options are listed below.

Bones of the Undead

The rituals that you underwent to understand the capabilities of Hemocraft left marks of the Liches that you learnt them from, making your bones the same as those of the Undead. When you are not wearing any armor, your armor class base is set to 8. Additionally, when taking bludgeoning damage or using uncanny dodge, you take a -1 to AC until the end of your next turn. The next Blood Magic Dice you roll instead heals you equal to the result of the roll + your constitution modifier.

Frail Figure

Your body has been weakened from the Hemocraft rituals instead prioritizing the health of your blood over the health of your muscles. You have a permanent disadvantage on all strength checks. Additionally, after using Blood Magic Dice you have disadvantage on strength saving throws and constitution saving throws until the end of your next turn. However, you have advantage on dexterity saving throws until the end of your next turn.

Sinful Existence

Your soul was close to damnation before choosing to pursue Hemocraft, and once you turn towards this dangerous magic, the gods condemn you. After using any Blood Magic Dice abilities, the healing that you receive is halved for 1 round. However during this time your AC increases according to half your constitution modifier(rounded up).

Sunlight Sensitivity

Afflictions are unfortunately common when using Hemocraft while not in a Blood Hunter conclave, and you were unable to escape this common occurrence for such Hemocraft wielders. While in sunlight, you have disadvantage on Wisdom (Perception) checks and Wisdom (Insight). You must move into darkness in order to revert the effects, it takes one minute to adjust. You have Darkvision and can see through magical darkness.

Warborn

The teachings of Hemocraft have brought out something deep within you, causing you to become a dangerous ravenous beast in how you fight. Whenever you take damage from Blood Magic Dice abilities, you take extra damage based on your constitution modifier. However you also deal extra damage for the next attack based on your constitution modifier.

Blood Mark

Starting at 3rd level, you can use your blood to mark a willing ally as an action. You can change the target Marked as an action 1/SR. Using ancient Hemocraft techniques you create a bond between the two of you, granting the target the following benefits:

  • When you see them, they gain a +1 to AC
  • When you deal sneak attack damage, they heal half the damage dealt + your constitution modifier. A Marked ally can heal this way only once per turn
  • When the Blood Marked ally damages a creature, your next attack on this creature has advantage as long as you are within 5 feet of the creature during the attack and the creature damaged has blood

When you reach level 9 in this class you can Mark an additional ally and again at level 17.

Enhanced Constitution

Starting at level 9 in this class, you are able to manipulate your blood to reinforce your constitution. As a result, your hit point maximum increases by an amount equal to twice your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Unveiled Secrets

When you reach level 9 in this class, and through the use of further rituals and a greater understanding of your own soul, you have a dramatically increased understanding of Hemocraft. As a result, you learn additional ways to use your Blood Magic Dice to aid yourself and your allies. However, when using one of the secret features listed below you can only focus on one at a time.

The powers below use your Blood Magic Dice.

  • Cursed Bond: When you sneak attack an opponent, roll a Blood Magic Dice + half your character level and add that to the total. Furthermore, that creature damaged must make a Wisdom saving throw equal to 8 + proficiency bonus + constitution or for each attack roll it makes on creatures other than you it must subtract a Blood Magic Dice from the total. This lasts for 1 minute and can be dismissed as a bonus action.
  • Fervent Blood Flow: When a Marked ally damages an opponent, you can use your reaction to strengthen their attack. Add the result of your Blood Magic Dice + half your character level to the damage as well as granting the ally the ability to either be Dashing, Disengaging, or Dodging, for each turn for 1 minute. The ally can pick which one each turn. This can be dismissed as a bonus action.
  • Self Deterioration: You can control and manipulate the blood of your Marked ally. As an action you roll as many Blood Magic Dice as you want up to a number equal to your Constitution modifier. For the result of each Blood Magic Dice you give that to a Marked ally as Temp HP for the next 8 hours. Furthermore, if the ally loses that Temp HP attacks against them have disadvantage for 1 minute. You can dismiss either effect as a bonus action.

Arcane Blood

Starting at level 13 in this class, your understanding of your blood has allowed you to grow in magic and strength. You gain resistance to necrotic damage. Furthermore, this resistance reduces the self inflicted damage that you take from Blood Magic Dice rolls.

Bond Forged in Blood

When reaching level 17 in this class, you have learned so much about the blood of yourself and your companions that you have changed the magical bond between you and one of your marked allies. Once per short rest, you can choose a Primary Bonded ally. This ally can be changed between Marked allies as a bonus action. The Primary Bonded ally receives the following benefits instead of the standard Blood Marked ally:

  • When you see them, they gain a +2 to AC
  • When you deal sneak attack damage, they heal half the damage dealt + your constitution modifier. A Marked ally can heal this way only once per turn.
  • When the Blood Marked ally damages a creature, your next attack on this creature has advantage as long as you are within 5 feet of the creature during the attack and the creature damaged has blood.
  • While marked as the Primary Bond, they are able to use your Blood of the Forsaken abilities on their turns. They can perform these Blood of the Forsaken abilities a number of times equal to half your constitution modifier (rounded up) per short rest. They will take damage if they choose to use these abilities equal to the result of the Blood Magic Dice. 

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