Rogue
Base Class: Rogue

Red Mark rogues are feared not for sorcery or spellwork, but for something far older and more terrifying—certainty. In realms where magic is heresy, these killers rise not from arcane schools or divine favor, but from blood-soaked experience and unerring precision.

When a Red Mark strikes, it is not chance—it is judgment. They learn to identify and exploit weakness with surgical accuracy, turning critical hits into moments of slow, unstoppable death. Their victims rarely scream; their allies rarely see the kill. It happens too fast.

Some say the name comes from the wound left behind, others from the mark they leave on the soul. Whatever the origin, one thing is clear: when the Red Mark chooses you, the only thing left is the silence after the cut.


Level 3 – Mark of Precision

You’ve learned to exploit weakness with terrifying accuracy.

  • Expanded Critical Range: Your weapon attacks score a critical hit on a roll of 19–20.

  • Marked Prey: Once per turn, when you hit a creature with your Sneak Attack, you can mark that creature. Until the start of your next turn, your next attack against that marked creature has advantage, and if it hits, it is an automatic critical hit.

    • You can only have one marked target at a time.

 

Level 9 – Arterial Savagery

Your strikes leave wounds that fester and kill slowly.

  • Vicious Cut: When you score a Critical hit, you roll one additional weapon damage die.

    • At 17th level, this increases to two additional weapon damage dice.

    • These are added after applying normal rules for critical hits.

  • Bleeding Strike: A creature you critically hit must succeed on a Constitution saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus) or begin bleeding.

    • A bleeding creature takes 2d4 damage at the start of each of its turns for 1 minute.

    • The effect ends early if it receives magical healing or a creature uses its action to succeed on a DC 15 Medicine check.

 

Level 13 – Blood in the Water

You move like a predator—opportunistic, precise, and unstoppable once in motion.

  • Predator’s Flow: When you use Cunning Action to Dash or Disengage, your next weapon attack before the end of your turn is a critical hit on a roll of 18–20.

    • If the target is bleeding, the critical hit range improves to 17–20.

  • Relentless Step: When you reduce a creature to 0 HP with a critical hit, you may immediately move up to half your speed without provoking opportunity attacks.

 

Level 17 – Red Harvest

You become the embodiment of death—merciless, efficient, unstoppable.

Once per long rest, you may activate Red Harvest as a bonus action, lasting for 1 minute. While it is active:

  • Mutilating Criticals: Your weapon attacks score a critical hit on a roll of 17–20.

  • Perfect Execution: When you score a critical hit, you deal maximum damage instead of rolling. This applies to both your weapon damage and Sneak Attack damage.

  • Murderous Presence: Enemies within 10 feet of a creature you critically hit have disadvantage on attack rolls against you until the end of your next turn.

Expanded Critical Range

Your weapon attacks score a critical hit on a roll of 19–20.

Marked Prey

Once per turn, when you hit a creature with your Sneak Attack, you can mark that creature. Until the start of your next turn, your next attack against that marked creature has advantage, and if it hits, it is an automatic critical hit.

  • You can only have one marked target at a time.

Vicious cut

When you score a Critical hit, you roll one additional weapon damage die.

  • At 17th level, this increases to two additional weapon damage dice.

  • These are added after applying normal rules for critical hits.

Bleeding Strike

A creature you critically hit must succeed on a Constitution saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus) or begin bleeding.

  • A bleeding creature takes 2d4 damage at the start of each of its turns for 1 minute.

  • The effect ends early if it receives magical healing or a creature uses its action to succeed on a DC 15 Medicine check.

Predator's Flow

  • When you use Cunning Action to Dash or Disengage, your next weapon attack before the end of your turn is a critical hit on a roll of 18–20.

    • If the target is bleeding, the critical hit range improves to 17–20.

 

Relentless Step

When you reduce a creature to 0 HP with a critical hit, you may immediately move up to half your speed without provoking opportunity attacks.

Perfect Execution

When you score a critical hit, you deal maximum damage instead of rolling. This applies to both your weapon damage and Sneak Attack damage.

Murderous Presence

Enemies within 10 feet of a creature you critically hit have disadvantage on attack rolls against you until the end of your next turn.

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