Base Class: Rogue
This class learns how to make use of a parrying dagger along with a rapier, whilst channeling their enemies blood for many benefits
Bloodbound Dagger
Starting at the 3rd level, you can use your bonus action after an attack to summon a weightless parrying dagger (that you are proficient in) made of your enemies' blood that deals 1d6+Int force damage and gives temporary hitpoints of half its original damage done ( sneak attack has no interaction with this ability)
If your enemy has no blood you may take 1d4 piercing damage to summon the dagger.
The die upgrades to 1d8 at 6th level, 1d10 at 8th level, 2d6 at 13th level, and 3d6 at 17th level
Bloodied parry
Starting at the 3rd level you can use your parrying dagger as a reaction to impose disadvantage on an attack before the roll is revealed and if the attack misses, the attacker is knocked prone until the next turn if they are your size or smaller.
you can only use this feature a number of times equal to your proficiency bonus until a short or long rest
Dark Shade
Starting at the 9th level, Hitting an enemy with your Bloodbound dagger blurs their vision, allowing you to hide or take cover as part of the same bonus action.
Consuming Darkness
By the 13th level, you have learned enough about the workings of chaotic energies to embrace a dark spirit form. This form allows you to gain dark knowledge that allows you to be immune to effects that would reduce your max health or ability scores.
In addition, hitting an enemy with your rapier or Bloodbound Dagger cause them to spew dark energies, dealing 1d4 necrotic damage on the start of their turn until they exit combat or get healed.
Dark Vigor
When you reach 17th level, you have learned how to manipulate blood, when an ally uses a health potion they heal for the maximum amount.
Previous Versions
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