Base Class: Rogue
While most Rogue's tend to live a life prioritizing self-preservation, the Blood Bound often realize that there is more to life than living. As a Blood Bound, nothing is more important to you than your friends and family, and as such, you would do anything for them. Whether it be the blood of the womb or of the covenant that binds you, you use your unique abilities in order to aids those closest to you in their endeavors. As a Blood Bound, you possess unique abilities thanks to your connection with others around you which allow you to share your abilities with them, and them to you.
Blood Favor
3rd-level Blood Bound feature
Your loyalty to your allies knows no bounds, and as such, your allies are bolstered knowing you have their back no matter what. This loyalty manifests itself as Blood Favor Dice, which are each a d6. You have 1 of these dice at level 3.
On your turn, whenever you are in a position to use sneak attack thanks to an ally being within 5 feet of an enemy you can attack, you can use a bonus action to gift that ally your Blood Favor dice. You can do this a number of times equal to your proficiency bonus per long rest. Two allies cannot benefit from the effects of Blood Favor at the same time. These dice can be used in one of two ways:
Bound Healing. Your ally regains hit points equal to the Blood Favor dice.
Bloody Assist. Your ally can expend the Blood Favor dice as though they were sneak attack dice on their next turn.
When you reach certain levels in this class, the number of Blood Favor dice you are able to grant increases: at 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).
Knowledge Bound
3rd-level Blood Bound feature
You can share your knowledge with others with which you are bound, allowing them to excel at things which they might otherwise fail at. Whenever an ally within 15 feet of you makes a skill check with which you have proficiency or expertise, that player can add 1d4 to their check result for proficiency and 1d6 for expertise. Only one ally can benefit from this ability at once.
Uncanny Warning
9th-level Blood Bound feature
You have a keen eye when it comes to protecting your allies from danger, which allows you to know when an enemy is about to attack. When an ally that is within 5 feet of an enemy which you are within range to attack is hit by an attack, you can use your reaction to halve the damage received.
Quick Maneuvers
13th-level Blood Bound feature
Your bond with your allies allows you to formulate plans in the heat of the moment. On your turn, you can use your bonus action to switch places with an ally within 30 feet of you. This does not provoke opportunity attacks if you move within range of an enemy.
Double Team
17th-level Blood Bound feature
Your bond with your allies allows you to fashion a ploy against your enemies which allows you and your ally to both attack at once. When you are in range to attack an enemy that an ally is within 5 feet of, you can use your action to double team the enemy. Both you and your ally roll to hit the target with an attack you are within range to make with a +5 to hit. For each hit you receive, you can apply the damage from the weapon and an additional 5d6 damage (for the Rogue character, Sneak Attack can be applied, but only if their attack hits). Note that additional conditions are not applied unless the attack makes contact. For example, an ally using an attack which is buffed by the Blinding Smite spell will only apply the blinding affect if their attack makes contact.
This bout of teamwork inspires you both to fight until the end. Both you and your ally you completed the Double Team ability with gain 15 temporary hit points. Once you have used this ability, you cannot do so again until you finish a long rest.
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