Rogue
Base Class: Rogue

The BloodBlade 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 a easy source to practice their craft. Many criminal Rogues will follow this archtype but the rare detective and criminal investigator may take it upon themselves to study the BloodBlade arts as to better understand the motives and patterns that emerge in brutal murders.

As a BloodBlade 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 a action you may prepare a bladed weapon or arrow/bolt to become Serrated for 1 minute, giving the weapon a jagged toothed appearance. If the Serrated weapon hits a target in melee, 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 15) and using any basic bandage. A Serrated Weapon that hits a target from ranged has that weapon embedded into them, any attempt to remove the weapon causes massive bleeding as its jagged teeth rip at the flesh, they take 1d6 slashing damage upon removal and bleed for 1d6 damage per turn until they attempt to patch up the wound with a medicine check (Dc 15) and using any basic bandage.

Creatures without blood are not effected by the bleeding damage.

At level 9, the bleeding damage is upgraded to 2d4 for melee strikes. Removing a Ranged weapon causes 2d6 damage and 2d6 bleeding damage.

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 targets 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 

  • The owners family line, Ingesting any relatives blood, you instantly know their blood relation.
  • The owners 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 owners Age
  • Any Diseases the target may of 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 creatures 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 Target is blinded as blood rushes to their eyes - DC 18 Saving throw
  • The Target is Deafened as blood rushes to their ears - DC 20 Saving throw
  • The Target is Incapacitated as you stop their blood flow to arms and legs - DC 15 Saving throw
  • The Target is Poisoned as you twist and clot their blood - DC 16 Saving throw
  • The target is Paralyzed as you attempt to stop their hearts blood flow for a short time - DC 10 Saving throw

At level 17, The DC of each saving throw increases by +1 as your manipulation over their blood improves

Vital Arteries

At level 17, You have become adept at knowing the main arteries than run through a creatures body being able to pinpoint them with extreme accuracy if they are unaware of your presence, Striking out and causing massive blood loss to the creature. Sneak attacks that hit a creature cause extreme blood loss as you hit a main artery, they take 4d12 bleeding damage at the start of each of the targets turns. The target must make a DC 20 Medicine check 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. 

Multiple arteries can be opened on the same target if they are sneak attacked multiple times.

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