Base Class: Rogue
The BloodDrinker is a rouge that has dedicated their skills to focus on blood manipulation as well as causing bleeding upon their targets, often seen skulking around butchers and slaughterhouses as an easy source to practice their craft. Many criminal Rogues will follow this archetype but the rare detective and criminal investigator may take it upon themselves to study the BloodDrinker arts as to better understand the motives and patterns that emerge in brutal murders.
As a BloodDrinker, you will learn many ways to inflict a bloody mess upon your opponents but also the ability to better track individuals that leave blood trails.
Blood Sense
At level 3, your senses pick up upon the smell of blood around you, helping track targets and deduce possible battles in progress. As an Action, you can use your heightened senses to detect moderate amounts of blood stains or blood from a bleeding target within 60ft of you in any direction.
At level 6, your senses hone further increasing the range to 100ft and being able to detect small amounts of blood or from targets with small cuts.
Serrated Edge
At level 3, As an action, you may prepare a bladed weapon to become Serrated for 1 hour or until a successful hit., If the Serrated weapon hits a target, the target takes 1d4 bleeding damage at the start of their turn until they attempt to patch up the wound with a medicine check DC= to pinpoint Mod (Pinpoint = 8 + your proficiency bonus + your Intelligence modifier)
Creatures without blood are not affected by the bleeding damage.
At level 9, the bleeding damage is upgraded to 2d4
Blood Memories
At level 9, you have developed a refined taste for the blood of enemies and gained the ability to determine certain things from your target blood. As a bonus action, you can ingest blood and decipher from it multiple aspects about the person it came from, Choose from 2 different things to find out from your target.
- If the owner has any Resistances or immunity.
- If the owner has any vulnerabilities.
- The owners family line, Ingesting any relatives blood, you instantly know their blood relation.
- The owner's Constitution modifier
- The type of wound the blood came from i.e; Magical, Bladed, natural cause.
- The amount of time the blood has been outside its host.
- The owner's Age
- Any Diseases the target may have had
- Any recent Wounds the target may of bleed from.
Blood Manipulation
At level 13, Ingesting blood has given you some control of the owner of that blood allowing you to manipulate them in multiple ways as long as the blood is fresh., if the target fails a Constitution saving throw and If you have Ingested the creature's blood within the last minute, you may as an action choose one of the following conditions to apply to the owner of the blood ingested.
The Save is = to pinpoint modifier
- The Target is blinded as blood rushes to their eyes
- The Target is Deafened as blood rushes to their ears
- The Target is Poisoned (1d4 per turn) as you twist and clot their blood
- The Target is feared of you as the blood rushes around their brain.
At level 17, You gain the ability to Incapacitate a large or smaller creature with Blood Manipulation. A large Creature has advantage on saving from this effect.
Vital Arteries
At level 17, Seeing a target bleeding gives you all the info you need to find all of its major arteries. Sneak attacking a bleeding creature causes extreme blood loss as you hit the main artery, they take 4d12 bleeding damage at the start of each of the target's turns in addition to the normal bleeding. The target must make a Medicine check (DC= pinpoint modifier) to be able to determine how to stop the flow and then apply a Heavy bandage/dressing to the area, this will stop the bleeding.
For every sneak attack after the first Vital Arteries adds an additional 1d12's bleeding damage.
Previous Versions
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