Blood Rogue (5e Class)
Blood Rogue[edit]
The Blood Rogue is a fearsome combatant who harnesses the dark power of blood magic to enhance their speed, lethality, and resilience. Unlike traditional rogues who rely solely on stealth and cunning, Blood Rogues inflict grievous wounds upon their foes, manipulating their enemies' suffering to grow stronger in battle. Their strikes leave lasting wounds that drain life, while their own vitality fuels devastating abilities.
Introduction[edit]
Blood Rogues walk the fine line between control and self-sacrifice, wielding blood as both weapon and shield. They are warriors who have uncovered forbidden knowledge, allowing them to inflict excruciating wounds that worsen over time. Their combat style revolves around causing relentless bleeding and using the pain of others to fuel their power. Whether acting as assassins, bounty hunters, or mercenaries, Blood Rogues are unparalleled in their efficiency and brutality.
They are feared by many, for they are not only skilled fighters but also masters of an ancient and dangerous art. Blood Rogues are not bound by morality; they are guided by necessity, willing to spill blood—whether their own or others'—to achieve victory.
Creating a Blood Rogue[edit]
When creating a Blood Rogue, consider the following:
Quick Build: Your highest ability score should be Dexterity, followed by Constitution. Choose the criminal or mercenary veteran background for a fitting narrative. Select a shortsword, dagger, or rapier as your primary weapon. Consider taking a healer’s kit, poisoner’s kit, or herbalism kit as tools.
Class Features
As a Blood Rogue you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Blood Rogue level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Blood Rogue level after 1st
- Proficiencies
Armor: light armor, medium armor
Weapons: Simple Weapons, all martial melee weapons that cause slashing damage
Tools: Thieves' Tools, Herbalism Kit, Poisoner's Kit
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Deception, Insight, Intimidation, Stealth, Sleight of Hand, Perception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scimitar or (b) whip, handaxe (5) or (c) any martial melee weapon
- (a) leather armor or (b) Explorer's Pack
- (a) Thieves' Tools or (b) Poisoner's Kit
- Disguise Kit
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Bleeding Strike, Lethal Agility |
2nd | +2 | Crimson Frenzy, Speed Surge |
3rd | +2 | First Blood, Blood Sect |
4th | +2 | Ability Score Improvement, Sanguine Sustenance |
5th | +3 | Bloodmark, Sanguine Chains |
6th | +3 | Unstoppable Butcher, Blood Sect Feature |
7th | +3 | Blood Ties, Blood Renewal |
8th | +3 | Ability Score Improvement, Crimson Compass |
9th | +4 | Crimson Subjugation |
10th | +4 | Bloodstrike, Executioner's Rhythm |
11th | +4 | Blood Sect Feature |
12th | +4 | Ability Score Improvement |
13th | +5 | Blood Shadow |
14th | +5 | Blood Resonance |
15th | +5 | Blood Perfection |
16th | +5 | Ability Score Improvement |
17th | +6 | Blood Sect |
18th | +6 | Zone of Death |
19th | +6 | Ability Score Improvement |
20th | +6 | Blood Kingdom |
Bleeding Strike[edit]
Starting at 1st level, you can use a Bonus Action to prepare a Bleeding Strike. If your next attack with a melee weapon that causes slashing damage to a creature, you cause that creature to bleed. A bleeding creature loses 1d4 hit points at the end of each of its turns. Creatures without blood are not affected. Bleeding doesn't stack.
The bleeding creature can make a Constitution saving throw against your Blood save DC at the start of each turn to end the effect. Alternatively, the bleeding stop with magical healing, or by any creature that takes an Action to make a Wisdom(Medicine) check against your Blood save DC.
Your Blood save DC = 8 + your proficiency bonus bonus + your Constitution modifier.
The bleeding increases following your Blood Die size, which improves at 5th level (d6), 11th level (d8) and 17th level (d10).
Lethal Agility[edit]
Also 1st level, when start your turn with at least two creatures bleeding within 30 feet, or whenever you reduce an enemy to 0 hit points, you can make a melee weapon attack using a Bonus Action.
Crimson Frenzy[edit]
At 2nd level, your mastery of blood magic pushes your body beyond normal limits, allowing you to move and strike with inhuman speed. This ability is represented by an amount of Blood Charges you have.
You have a number of Blood Charges equal to your Blood Rogue level, and regain them when you finish a short or a long rest.
You can use the blood charges in the following ways:
- Blood Surge
Once per turn when you reduce a creature to 0 hit points or cause a creature to bleed you can spend a Blood Charge to, without requiring an Action, take make a single Attack with a melee weapon that lacks the heavy or two-handed property, or take the Dash, Disengage, or use an object Actions.
- Blood Reaper
Once per turn when you reduce a bleeding enemy to 0 hit points, you can spend 1 Blood Charge, plus 1 for each 5 hit points that creature had before being reduced to 0. Your next attack made within the next minute is a critical hit, and cause additional necrotic damage equal to the amount of hit points that creature had before being reduced to 0.
- Cursed Blood
Once per turn when you score a critical hit, you can spend 1 blood charge to cause your target to be unable to regain hit points for 1 minute. For that duration, the target can't end the bleeding by succeeding on saving throws, and the target loses an additional 1d4 hit points.
Speed Surge[edit]
At 2nd level, at the start of your turn, you gain +5 feet of movement until the end of your turn for each bleeding creature within 30 feet of you. Bleeding creatures can't make opportunity attacks against you.
If you kill a bleeding enemy, you can instantly move up to half your movement speed.
First Blood[edit]
At 3rd level, whenever a creature bleeding by your bleeding strikes is reduced to 0 hit points, you can use a Reaction to gain temporary hit points equal to your blood die + your Blood Rogue level + your Constitution modifier. These temporary hit points are lost after 1 minute.
Blood Sect[edit]
Also at 3rd level, you can choose to integrate a blood sect. Your chosen sect determines how you use your Blood Powers. Your choices grant you features at 3rd level, and again at 6th, 11th and 17th levels.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Sanguine Sustenance[edit]
Also at 4th level, your body adapts to harsh environments, reducing the need for food and water. You can go twice as long without sustenance before suffering exhaustion. When traveling through dangerous terrain (deserts, tundras, cursed lands, or plague-ridden areas), you automatically succeed on Constitution saving throws against exhaustion caused by environmental conditions.
In addition, if you have access to fresh blood, you can use it as a temporary substitute for food and water, sustaining yourself for one full day per Hit Die consumed.
Bloodmark[edit]
Also at 5th level, once you mark a foe, they are doomed. Your blood magic allows you to relentlessly pursue a target, striking with increasing ferocity the longer the fight continues.
When you cause an enemy to bleed or as a bonus action you can place a bloodmark onto it. Maintaining a blood mark requires concentration (as if concentrating on a spell). You gain the following benefits against the bloodmarked creature:
- The target of your bloodmark loses double the amount of hit points through the bleeding. The bloodmark ends if that target is no longer bleeding.
- Your movement speed increases by 10 feet when moving towards them.
- Opportunity attacks against your Bloodmarked target have advantage.
Sanguine Chains[edit]
Starting at 5th level, on your turn (no action required) while within 60 feet of a bloodmarked target, you can spend a use of your Crimson Frenzy to channel your blood magic to bind that creature, attempting to immobilize them with spectral chains of coagulated blood.
The target must make a Strength saving throw against your Blood save DC. On a failure, the target is restrained until the end of their next turn and suffers necrotic damage equal to your Blood Die. On a success, they take half the damage and their movement speed is halved for the duration.
Unstoppable Butcher[edit]
At 6th level, at the start of your turn to enter a state of pure relentless focus. This state requires concentration (as if concentrating on a spell). While concentrating on this feature, whenever you take the Attack action and make an attack with a melee weapon that deals slashing damage, you can make one additional attack with a melee slashing weapon as part of that action.
Additionally, your melee weapon attacks ignore resistance and immunity to slashing damage while this state is active.
Blood Ties[edit]
Also at 7th level, by touching a drop of blood from a living creature, you can sense their general direction for 12 hours as long as they are within 10 miles. This allows you to track lost allies, enemies, or specific creatures without relying on traditional tracking skills.
If the target is bleeding, the range increases to 30 miles (48km), and you can sense their emotional state (calm, injured, panicked, unconscious, etc.).
Blood Renewal[edit]
At 7th level, you learn to manipulate your own life force to fuel either survival or devastation. When you hit a bleeding enemy, you can cause it to stop bleeding, and you regain hit points equal to your Blood Die plus your Constitution modifier. If you roll the maximum number possible on the Blood Die when you use this feature, your next attack has advantage.
You can use this feature a number of times equal to your proficiency bonus, regaining uses after finishing a long rest.
Crimson Compass[edit]
At 8h level, by spilling a small amount of your own blood (1 hit die), you gain an innate sense of direction toward any location you have previously visited or have a strong connection to (such as a place tied to your backstory, a sworn target, or a location linked to your blood magic).
This effect lasts for 8 hours and acts as a supernatural compass, helping you avoid getting lost even in magical distortions, dense fog, or unnatural mazes.
Crimson Subjugation[edit]
At 9th level, you learn to manipulate the life essence of those who suffer under your blade, bending their will through sheer agony. Your control over blood magic grants you one of the following effects when you strike a bleeding creature:
- Crimson Command
When you reduce a humanoid enemy to half its maximum of hit points or lower, you can spend 1 blood charge to force them to make a Wisdom saving throw against your Blood save DC. On a failure, they become blood-bound to you for 1 hour.
A blood-bound creature is charmed for the duration, and is loyal to you and your companions. The condition ends earlier if you or any of your allies take any harmful action against it.
This effect only affects creatures with equal or lower CR than your level.
- Sanguine Puppet
When you strike a bleeding creature, you can spend 1 blood charge to force them to make a Constitution saving throw. On a failure, they momentarily lose control of their body, allowing you to:
- Move them up to their movement speed in a direction of your choice.
- Force them to make an attack against another enemy within range, using their reaction.
- Stagger them, granting advantage on attacks made against them until the start of your next turn.
Bloodstrike[edit]
Also at 10th level, whenever you hit a creature with a slashing melee weapon, you can roll your Blood Die and lose hit points equal to the number rolled, to cause additional necrotic damage equal to twice the number rolled on the die.
If the target is bleeding, you can sacrifice additional hit points equal to half the damage dealt (round down) to make an additional attack. This attack causes additional necrotic damage equal to the hit point sacrificed.
Executioner's Rhythm[edit]
Also at 10th level, each consecutive hit you land on your Bloodmarked target places a Rhythm stack on it, stacking up to three times. You lose all stacks if you attack a different creature.
If you land a critical hit on your Bloodmarked target, you can consume all stacks and cause additional damage from your weapon's type equal to your blood die per stack.
Blood Shadow[edit]
At 13th level, whenever you reduce a creature to 0 hit points, you become invisible until the end of your next turn. Your first attack from invisibility always critical hit.
Blood Resonance[edit]
At 14th level, the target of your bloodmark rolls your Blood Die whenever it makes a saving throws, reducing the number rolled from that amount.
Bloody Perfection[edit]
At 15th level, your critical hit range increases to 19-20. If you score a critical hit, you cause additional necrotic damage equal to half the damage dealt.
In addition, the extra attack granted by your Crimson Frenzy scores a critical hit on a 18-20.
Zone of Death[edit]
At 18th level, you can quickly strike and jump through the battlefield, slaying your targets. You gain the following benefits:
- 'Death Flash. As a reaction when you inflict bleeding to a third creature while two other creatures are bleeding, you can make a melee weapon attack. If this attack hits a bleeding enemy below half its maximum hit points, it is automatically a critical hit.
- Flash Execution. As a bonus action when you score a critical hit with Death Flash, you can teleport up to 10 feet to an unoccupied space within 5 feet of another bleeding creature and make an attack with advantage against it. On a hit, in addition to the normal effects of the attack, the target must make a Constitution saving throw against your blood save DC or takes necrotic damage equal to your blood die.
- Pain Wave. If you reduce a creature to 0 hit points with Death Flash or Flash Execution, all enemies within 10 feet suffer psychic equal to your blood die.
Blood Kingdom[edit]
At 20th level, you can use an Action to unleash a surge of raw blood magic, exerting influence over an area of 60 feet around you for 1 minute. This zone doesn't move with you. Inside this zone, combat twists in your favor in the following ways:
- Unstoppable Slaughter. Any attack you make against a bleeding creature is a critical hit while inside the Blood Kingdom.
- Wounds Beyond Healing. Enemies bleeding inside the zone cannot heal or regenerate hit points by any means.
- Speed Surge Enhancement. Your Speed Surge movement doubles, and you gain a bonus to your movement doesn't provoke opportunity attacks.
- Executioner's Reward. Whenever you kill a creature within the blood kingdom, you gain the benefits of Blood Renewal without spending uses of that feature.
- Carnage Reigns. Any enemy that start its turn inside the zone below half its maximum hit points immediately suffers necrotic damage equal to your Blood Die.
- Blood Annihilation. Once, while blood kingdom is active, you can use an Action to sacrifice a number of hit points equal to half your maximum to send a shockwave of blood magic through the battlefield.
- Every enemy within the Blood Kingdom must succeed on a Constitution saving throw against your blood save DC, or suffers damage equal to half your maximum hit points. Bleeding enemies are also stunned until the end of your next turn. A success halves the damage and causes no stun.
- If this feature reduces you to below 0 hit points, you automatically fail 2 death saving throws. If you fall to 0 hit points after using this feature, you suffer 1 level of exhaustion.
Once you conjure your Blood Kingdom, you can't use this feature again until you finish a long rest.
Crimson Sects[edit]
Blood Shaper Sect[edit]
Rogues from the blood shaper sect master an unique form of transmutation magic, in which they can deconstruct themselves completely into an amorphous pool of oozing blood. While in this shapeless gory form, they can reform themselves into other creatures to better navigate the world, fight enemies and even steal the identity of their victims. Blood shapers are the most feared between the Blood Rogues due to their infiltration capabilities, feeling their targets with the constant feeling that they can't trust anyone.
- Crimson Wraith
Starting at 3rd level, you can use an Action to cause your body dissolves into a pulsating mass of living blood, allowing you to reshape yourself. While in this form, you can pass through cracks and narrow spaces, and take humanoid shapes, provided you have seen a bleeding version of that creature (functions as alter self).
In this form, you can manifest tendrils, blades and claws from your oozing form, which allow you to make unarmed strikes. You cause damage equal to your Blood Die with your unarmed strikes, and can use Dexterity or Strength for attacks and damage rolls. The damage type is either slashing, piercing or bludgeoning. You can cause bleeding regardless of the chosen type.
If your hit points drops to 0 during your transformation, instead of dying, you disperse into a cloud of crimson mist, teleporting to the nearest source of fresh blood within 60 feet. If there's one, you regain 1 hit point.
After teleporting in this way, you remain in this form until the end of your next turn. While in this form, you are immune to all forms of damage and can only use an Action to move up to your movement speed by flying. You can't use this feature again after you do so until you finish a long rest.
- Sanguine Stalker
Also at 3rd level, while in the Crimson Wraith form, you can assume the shape of a blood beast (a panther, wolf, or other predator) made of living, pulsing blood using your bonus action. In this form, your movement speed increases by 15 feet and you have advantage on Dexterity (Stealth) checks.
In addition, any attack with your unarmed strikes deal extra damage equal to your Blood Die. This additional damage is caused once per turn.
- Crimson Serpent
At 6th level, while in the Crimson Wraith form, you can assume the shape of a blood-red serpent, slithering along the ground or floating through the water. In this form, you can Squeeze through any gap 1 inch wide and gain a swimming speed equal to your movement speed. In addition, you have the attacks below:
- When you cause bludgeoning damage with your unarmed strikes, you can Strangle enemies by coiling around them (Strength saving throw against your Blood save DC). On a failed save, your enemy is grappled, and restrained for the grapple duration. You also are considered grappled for the duration.
- When you cause piercing damage with your unarmed strike, you can poison the blood of opponents using a Bonus Action. This works as your Bleeding Strike, but causes poison damage equal to your blood die rather than causing the opponent to bleed, and for the duration the opponent is poisoned.
- Bloodfiend
At 11th level, while in the Crimson Wraith form, you can assume the shape of a Large demonic form made of swirling blood and runic symbols. In this form, you gain:
- A bonus equal to your Blood Die to all your damage rolls with unarmed strikes.
- You can use an Action to unleash a roar, forcing all creatures in a 30-foot cone to make a Wisdom saving throw or become frightened until the end of your next turn. A creature frightened by this action can't attack you.
- If you kill an enemy while in this form, you regain hit points equal to your Blood Die, and can make an additional attack in this turn.
- Bloodwing Harbinger
At 17th level, while in the Wraith form you take the form of a winged being made of pulsating blood, resembling a mix of a bat and a ghostly creature with a scarlet glow. While in this form, you gain the following benefits:
- You have a flying speed equal to twice your movement speed.
- You gain blindsight up to 60 feet as long as you are not blinded.
- If you cause slashing damage to an enemy with an unarmed strike, you can tear a fragment of their blood, creating a miniature version of yourself that performs one additional attack. This version disappears at the end of this turn.
- When you are in dim light or darkness, you can use a Bonus Action to become invisible until you make an attack or cast a spell. This invisibility also ends if you enter an area of bright light.
Blood Massacre Sect[edit]
Blood rogues from the Blood Massacre sect focus on precision and brutal strikes to maximize their powers over their enemies blood. They refine their study of anatomy, learning where to make the most precise incisions and where to deliver the bloodiest of cuts, ensuring that each and every strike from their blade cause the maximum amount of damage. Blood massacre warriors are the best in one-on-one combat, being specially good in long duels, were they can slowly bring down their enemies through a death by a thousand cuts.
- Exsanguinate
Starting at 3rd level, each time you score a critical hit, your target must roll your Blood Die, losing that amount of hit points. In addition, your critical range against bleeding targets is reduced by 1, or 2 if the target is Marked.
- Blood Frenzy
Also at 3rd level, once per turn when you kill or critically hit a bleeding enemy, you can immediately make an additional melee attack (no action required).
- Hemorrhagic Cascade
At 6th level, when you kill a bleeding target or score a critical hit against it, their wounds violently rupture. This causes a shockwave of blood, forcing all creatures of your choice in a 20-foot radius to make Dexterity saving throw against your blood save DC, or suffer 2d10 slashing damage and begin to bleed (as if hit by your Bleeding Strike).
- Murderous Tempo
At 11th level, each time you score a critical hit, you gain 10 feet of movement speed and +1 to your AC until the start of your next turn.
If you score a critical hit twice in the same round, your next attack has advantage, and you regain one expended use of your reaction.
- Unstoppable Butcher
At 17th level, when you kill or score a critical hit against a bleeding creature, you can immediately take the Dash or hide action as a bonus action, allowing you to reposition or strike again from the shadows.
Blood Smith Sect[edit]
These gory weapon masters from the Blood Smith sect learned how to use their hemomancy to produce weapons of crystalized blood. These weapons are legendary relics whose formulas were devised by ancient masters from this sect, and are bound to the very vitae of each blood smith. With such weapons, they are the fiercest of warriors amongst blood rogues.
- Blood-forged Weapons
Starting at 3rd level, you gain the ability to create blood-forged weapons. These weapons are created using the Blood Weapon Mastery ability, forming from the Blood Rogue’s own vitality or the spilled blood of enemies. They count as magical weapons for overcoming resistances.
You can create a blood forged weapon whenever you finish a short or long rest, shaping it into one of the following: sanguine fangs, bloodfang blade or crimson shards.
Once created, the weapon remains permanently bound to you until you forge a new one. You can only have one type of Bloodforged Weapon at a time. If you are ever disarmed or your weapon is lost, you can resummon it to your hand as a bonus action.
- Bloodbound Arsenal
At 6th level, if an enemy within 10 feet dies while bleeding, you can reshape their blood into a new Bloodforged Weapon instantly, replacing your current one.
- Living Blades
Also at 6th level, your Bloodforged Weapons have a magical bonus equal to half your proficiency bonus (round down) to their attacks and damage rolls. In addition, you gain special techniques with your Blood-forged weapons.
- Crimson Volley (Crimson Shards). Your Crimson Shards automatically return to you after hitting, and against a bleeding target, they deal extra 1d4 Bleeding damage per hit.
- Twin Fang Mastery (Sanguine Fangs). If wielding Sanguine Fangs (daggers), you can make an extra off-hand attack per turn, even if you already attacked with your bonus action.
- Sanguine Shatter (Bloodfang Blade). As an Action you can shatter your Bloodforged Weapon, causing a 30-foot explosion of razor-sharp blood. All bleeding enemies must make a Dexterity saving throw (DC = 8 + proficiency bonus + Constitution modifier) or take 6d6 Piercing damage. On a success, they take half damage. You can reform your weapon at the start of your next turn.
- You can't use this again until you finish a long rest.
- Bloodletting Strike
Also at 11th level, when you hit a target with a Blood-forged weapon, you can use your Bloodstrike against a bleeding target without needing to sacrifice your hit points. Doing so causes the bleeding to stop.
- Sanguine Absorption
At 17th level, if you are below half your maximum hit points, once per turn when you hit a bleeding enemy using your Blood-forged weapons, the blood of that enemy is absorbed by your blade, you regain hit points equal to your Blood Die.
Blood Rain Sect[edit]
Blood rogues from the blood rain sect abandon the swiftness and subtlety of the other sects, embracing instead the essence of the blood rogue's hemomancy: the pure and unrelenting carnage. Blood rain rogues charge headfirst against multiple enemies, delivering destruction in droves against hordes of foes. Their tactics are pure shock and horror, and they are seen as cruel and unstoppable beasts even by other blood rogues.
- Slayer's Frenzy
Starting at 3rd level, you revel in the torrent of blood you cause to rain on the battlefield. Each melee attack with a slashing weapon deals additional 1d8 slashing damage per bleeding enemy within 30 feet.
Each creature can only take this additional damage once per turn.
- Blood Pressure
At 6th level, your presence lowers the resilience of your enemies. All creatures within 30 feet that are bleeding have a penalty of -2 to their AC.
- Blade Whirl
At 11th level, you can use an Action to perform a rapid flurry of attacks, striking up to three enemies within range. Attacks against bleeding targets have advantage and cause additional damage equal to your blood die.
- Storm Butcher
At 17th level, you can use an Action to unleash a devastating whirlwind of strikes, attacking every enemy within 15 feet in a single motion. All creatures in the area must succeed on a Dexterity saving throw or take damage equal to two rolls of your Blood Die, or half as much on a success.
Blood Predator Sect[edit]
The blood predators are the first sect that comes to mind when someone think of blood rogues: Silent killers, capable of merging with shadows and using hemomatic powers to bleed their targets to their deaths. These blood rogues can execute their targets without any sound or even sign of their presence, making them the better suit amongst blood rogues for missions that require subtlety and deadly accuracy.
- Predatory Instincts
At 3rd level, your blood magic heightens your senses, making you a perfect killer, always aware of your prey’s weaknesses. You can detect any bleeding creature within 30 feet, even through walls. The range doubles if the target is blood marked.
You also gain advantage on Constitution (Perception) checks to track creatures that are below their maximum number of hit points.
- Veins in Shadows
Also at 3rd level, your mastery of blood magic allows you to move unseen, slipping through the battlefield like a crimson phantom. You gain the following benefits:
- Sanguine Camouflage. If you are within 10 feet of a bleeding enemy, you can take the Hide action as a bonus action, even if you are in plain sight.
- Bloodstained Silence. If you attack a surprised creature, that creature is silenced as if affected by the silence spell. This effect lasts for 1 minute or until you lose concentration (as if concentrating on a spell).
- Crimson Passage. You can squeeze through spaces as if you were one size smaller by shifting your blood flow, allowing you to escape through tight gaps of at least 1 inch cube or larger.
- Relentless Pursuer
At 6th level, you can use a bonus action to teleport to a unoccupied space within 5 feet of a blood marked target within 30 feet. The range doubles if the target is bleeding.
- Opportunist Strike
At 11th level, if a bleeding enemy moves within your melee range, you can use your reaction to make a melee attack against them.
- Silent Execution
At 17th level, against isolated targets, you strike with brutal precision. Once per turn, while none of your allies are within 30 feet are made with advantage, and can give yourself advantage on a melee weapon attack against a creature. This attack has the damage doubled on a hit.
In addition, a surprised target of your Silent Execution must succeed on a Constitution saving throw against your Blood save (DC, being reduced to 0 hit points on a failure. A creature killed by this feature causes no sound, as if the area within 30 feet was under the effects of a silence spell, and any blood is absorbed by the body, leaving no traces behind.
If you kill a creature, you can teleport to an unoccupied space within 30 feet and become invisible until you attack or use any of your Blood Rogue features.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the blood rogue class, you must meet these prerequisites:
Proficiencies. When you multiclass into the blood rogue class, you gain the following proficiencies:
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