Rogue
Base Class: Rogue

A curse has been implanted deep within your veins, melding with every cell of blood that flows through it. The curse seeks only one thing: to take. It has seeped the very magic from your blood, leaving only hunger in its wake.

Level 3: Hemocratic Die

You harbor a roiling curse within yourself, represented by your Hemocratic Dice, which fuels powers you have from this subclass. The Hemocratic Dice table shows the number of these dice you have when you reach certain Rogue levels, and the table shows the die size.

Hemocratic Dice
Rogue Level Dice
3 d6
5 d8
11 d10
17 d12

 

You regain one of your expended Hemocratic Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.

 

The first time you use this power after each Long Rest, you don’t expend the Die. All other times you use the power, you expend the die.

Level 3: Infusion of Ichor and Blood (3rd level)

The curse seeps from your wounds and clings to your blade. As a [bonus action], you can coat one weapon you’re holding. The effect lasts until you finish a short or long rest. When you coat the weapon, you take necrotic/weapon damage equal to one roll of your hit die (1d8). This damage can’t be reduced in any way.

While the rite is in effect, attacks you make with this weapon are magical and deal extra damage equal to your hemocratic die.

Hemocratic die: at 3rd level (d6), at 5th level (d8), 11th level (d10), and 17th level (d12).

Blood Theft (3rd level)

The curse inside hungers for the blood of your enemies, stealing the life essence of your victims. When you fell a creature while below max HP, you may make a CON saving throw (DC 12) to attempt to regain hit points equal to your hemocratic die. On a success, you regain the full HP of your hemocratic die. On a failed save, you take damage equal to your hemocratic die.

Level 9: Blood Stream (9th level)

The longer the crimson stream pours from your wounds, the deeper and darker it becomes, eventually turning into ichor. When you are below half of your HP, the damage you deal increases by one additional hemocraft die. When below ¼ of your HP, you gain +2 to hit. 

Level 13: Blood Shards (13th level)

Gaining mastery over the control of your cursed blood, you may control it like projectiles. You may take the blood seeping from your wounds and cast it like a projectile, doing the same damage as a dagger + hemocratic die. As a bonus action, you may use a second projectile for the cost of two hit dice (2d8), taking the damage you roll.

Level 17: Blood Paralysis (17th level)

You come to understand the blood of your enemy after striking it. You can stop the blood flow to your target, causing it to become paralyzed for one minute. The target creature must succeed on a CON save (DC 15) to break away from the control at the end of its turn, but in doing so will take damage equal to your hemocraft die.

This can be used as an amount equal to your proficiency bonus, resetting on a long rest.

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