Base Class: Rogue
Blood is something shared by all creatures. Blood is something that holds power over those same creatures. While other blood mages use deception and magic to obtain the liquid of life the Scarlet Blade takes the more personal approach of drawing it from the wounds they inflict with their own blades formed by their own reservoir of fresh crimson. Using stealth to get close enough to their victims and then using some of their own lifeblood against them, binding them with curses leaving them blind to their foe as they escape and fading their memories so they can never picture the face of their enemy
Sanguine Blade
Starting at 3rd level, you may create a dagger from your own blood. If the dagger leaves your possession it melts back into blood at the end of your next turn if you have not retrieved it. The dagger is able to absorb the blood of any living creature it strikes to fuel other abilities
When you create the blade you may spend hit dice to increase the potency of the blade, taking damage equal to the rolled value of those hit dice. You may only spend 1 hit dice to begin with creating a +1 blade. At 9th level you may instead spend 2 hit dice creating a +2 blade and at 13th level you may spend 3 to create a +3 blade
Binding Rites
you may use a sample of a creatures blood you are able to exert a measure of your will over them as a bonus action. Using a sample (such as blood taken by your Crimson Blade feature) in such a way consumes it. you may perform the following as a bonus action:
- Memory bleed
You reach into your victim's mind and blur and muddle their memory of the recent past. Choose a target you can see within 60ft. The target must make a wisdom save against your save DC on a fail their memories are blurred and they have difficulty recalling the past minute they must make an intelligence check DC 20 to recall any detail from this time period (targets with keen mind are considered to have expertise on this check and gain advantage on the wisdom save) - Scar Senses
You Attempt to blind your opponent for a brief moment. Choose a target within 60ft that you can see. The target makes a Constitution save VS your save DC on a fail all attacks against the target are made with advantage until the end of your turn and they have disadvantage on Dexterity saving throws, cannot take reactions and automatically fail any perception check.
(Spell DC {{savedc:wis}},
Crimson Sight
You are able to sense blood around you for 10 minutes as an action, you may use this feature a number of times equal to your wisdom modifier, these uses are regained whenever you perform a long rest. While this ability is in effect you can detect any blood within 30ft with pinpoint accuracy, this includes blood in living creatures which you are able to differentiate and recognise. you cannot suffer the effects of blindness against any creature seen by this effect. You also are able to identify creatures by race and recognise any you have previously met.
Greater Rites
at 9th level you gain the ability to use one of the following options instead whenever you use your Binding Rites feature
- Drain Blood
Choose a target within 60ft. Your victim must make a constitution saving throw of they fail they become poisoned for 1 minute - Sanguine Sight
Your victim must make a Charisma saving throw. If they fail you become blind to your senses and gain those of your victim, allowing you to see, hear and feel whatever they do. At the end of each of the victims turns they repeat the saving throw ending the effect on a success. Otherwise this ability lasts for 1 minute - Heart Stealer
When you use this ability you choose either joy or hate and a second target. Your victim must make a Wisdom saving throw on a fail they have their emotional state changed about the second target. If you chose joy the target is considered to be charmed by the target as per the spell charm person. If you chose hate your victim feels a deep loathing towards the second target, going to reasonable lengths (dependant on who the Victim is) to hamper or harm them out of spite. In addition all charisma ability checks made by the object of their loathing are made with disadvantage. Regardless of your choice this effect lasts for 24 hours and further use of this ability can be used to automatically reset this duration. Only one victim may be affected by this ability at any time.
Blood Cursed Blades
At 13th level, you gain the ability to curse enemies hit by your blood blade. Whenever you hit an enemy with your blood blade you may spend 1 hit dice to apply a blood curse. Choose 1 ability score, the afflicted enemy loses 1d4 points of that score and has disadvantage on all saving throws of the chosen type. This curse lasts until the victim performs a short or long rest
Blood Siphon
At 17th level, you gain the ability to draw blood at a mere touch
whenever you make skin to skin contact with any creature you can make that creature make a constitution save as a reaction. If they fail you draw out a sample of their blood. Your Blood Blade also counts for the use of this feature allowing 2 samples to be drawn on a single strike with a failed save. This feature does not harm the target however the target may make an insight or perception check to notice if something is wrong so long as they are looking at the area of contact (perception) or watching your expression (insight)
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