Base Class: Rogue
A volatile subclass, focused primarily on critical hits and damage over time, as well as debuffing. Hit your enemies where it hurts, using your extensive knowledge of biology to focus on debilitating hits that target vital areas or functions.
Paint it red
Your attacks are precise and thoughtful, allowing you to hit your enemy in ways that cause problems for the target long after the attack is over
Bleed is 1d4 necrotic damage per stack, and the damage is only activated when an enemy moves and attacks in one turn. bleed dice start at 1d4, changing to 1d6 at level 9 and 1d8 at level 17.
When landing a critical attack, apply 1 bleed to your enemy. when landing a sneak attack, apply 1 bleed. Bleed is reduced by 1 at the end of an enemy's turn unless it is triggered. receiving healing from an ability, item, or ally clears 3 stacks of bleed
you can apply bleed on an individual up to an amount of stacks equal to your levels in rogue + your proficiency bonus. bleed that goes over the max will trigger one time immediately but not add to the stacks
Perforating blows
from now on, if you hit an attack roll 10 higher than the opponent's armour class, it's a critical hit, for example, if your opponent has an armour class of 15, and you roll a 25, that's a critical, remedying the reliance on pure luck to make use of your talents
criticals also induce a coin flip, where if you win the coin flip (by calling a side and having that side land face up), you will reduce the target's AC by 1d4 - 1
if it's a sneak attack as well as a crit, it becomes 1d4 AC on a successful coin flip
this effect cannot stack, but if you apply it multiple times on your turn, only the best roll is remembered, for example, if you roll a 3 for armour breakage, then a 2, the 3 remains, and if you roll a 4, the 3 is replaced by that 4
this effect lasts until the end of the target's next turn
once they recover from an AC decrease, they are immune to it until the end of their next turn
Vital strikes
When landing a critical on an opponent, if you roll Max damage on one or more of your damage dice, roll for damage again on the dice you rolled Max damage on, adding up the damage until you fail to roll Max damage.
Eg: when critting with a dagger, roll 2 d4, if you get a 2 and a 3, add your damage modifier and continue as usual.
however, if you got a 4 on any of the two dice, since it is the highest you can roll on that particular dice, you may continue stacking damage rolls, eg: you roll a 1 and a 4, that's 5 damage, roll 1d4 again, another 4, that's 9 damage, roll again, continue until you fail to roll a 4, then add your modifiers and continue
This effect is even more potent when rolling multiple Max damages, as you get to reroll as many dice as you roll Max damage on, eg: 2 fours, roll 2d4 again, 2 fours again, roll 2d4 again, a 2 and a 4, roll 1d4, continue until you run out of luck
this effect applies to any weapon you have proficiency in, this only applies to physical damage types (bludgeoning, piercing, slashing, etc). this does not apply to magical damage like fire or cold or bonus damage due to a magical property
this also applies to sneak attack dice, even if the attack wasn't a critical
Crippling Carve
from now on, once per turn, when you land a critical hit, you will have a chance to cause a debilitating condition onto your opponent
on a critical hit, once per turn, roll a d6
1 = nothing happens
2 or 3 = exsanguination: trigger any bleed stacks on the target
4 = jagged wounds: for 3 turns, the opponent cannot heal
5 = collapsed lung: the opponent will have their movement speed cut in half, and have disadvantage on any saving throws for 2 turns
6 = split tendon: Flip a coin, if you lose the toss, nothing happens, should you succeed, you can either choose to force them to go prone or drop something they're holding, whether it be a priceless artifact or their weapon.
Previous Versions
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4/23/2026 7:11:47 AM
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