D&D Homebrew Class: Blood Dealer Rogue (Draft 3)
Blood Dealer Rogue
A deal has been struck. Either you have made a deal with multiple magical entities or one magical entity of unknown origin but your blood is now currency for this dark deal. Your class is a charisma based spell caster however instead of spell slots as a bonus action you can sacrifice a small portion of your health pool to enchant your weapons or armor. This damage can’t be reduced in any way. Additionally your patron has gifted you strange vials of liquid that conforms to the user’s desires which you can use to mutate your body. There is however a twist in that these mutations have side effects until you either remove the mutation or offer blood to your patron to remove the side effects. These vials of liquid are known as Mutation Charges and you can only have an amount of charges equal to your proficiency modifier. Each mutation costs a certain amount of Mutation Charges and these charges cannot be restored until you take a long rest. You can only have one blood enchantment and one mutation at a time. Adding another blood enchantment will cancel out the previous blood enchantment. Adding another mutation will cancel out the previous mutation. Otherwise all enchantments and mutations last until you take a long or short rest.
Level 3:
Blood Enchantment of the Elemental:
For 1d4 hit points you can enchant your weapon to do extra fire, frost, lightning or poison damage. Extra damage = 1d4 + Spell Attack. At 14th level gain 3 new damage options: Thunder, Necrotic & Psychic. This damage does not stack with poisons.
Dark Guidance Mutation:
For 1 Mutation Charge you can see through 60 feet of darkness including magical darkness however direct daylight causes disadvantage on perception checks. You can take an additional 1d4 hit points of damage to remove the negative effect while the mutation is active but you will have to re-roll if you want to remove the negative effect again.
Blood Enchantment of Disguise:
For 1d4 hit points you make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until you use your bonus action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Vampiric Edge:
When dealing damage to an opponent You are able to absorb half the physical damage you do to an opponent not including sneak attack. The creature however must have blood. You can do this at no cost however you can only heal yourself with this ability a number of times equal to your proficiency bonus.
Level 5:
Mutation of the Wolf:
For 2 Mutation Charges you can mutate yourself into a Werewolf. In this form you can roll to hit with advantage once per turn. You may attack an opponent with one of your claws with each hit doing 1d8 slashing damage. You may of course attack again as a bonus action. Your claws count as Finesse weapons. You may wield other melee weapons however they will be fused to you while in this form. You cannot use ranged weapons in this form.
Mutation of the ballista:
For 2 Mutation Charges you can mutate one of your limbs into a bow, crossbow or cannon shaped appendage. In this form you can roll to hit with advantage once per turn. You may use that appendage to shoot for 1d8 piercing damage. Your limb weapon counts as a Finesse weapon. You may wield other ranged weapons however they will be fused to you while in this form. You cannot use melee weapons in this form.
Level 7:
Mutation of the Spider:
For 2 Mutation Charges you gain the ability to move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You also gain a Climb Speed equal to your Speed however you have disadvantage on initiative rolls. You can take an additional 1d6 of damage to remove the negative effect while the mutation is active but you will have to re-roll if you want to remove the negative effect again.
Blood Enchantment of the Legless:
For 1d6 hit points a veil of shadows and silence radiates from you, masking you and your companions from detection. While active, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. Does not stack with Pass Without a Trace.
Blood Enchantment of Invisibility:
For 1d8 hit points you can become invisible. Anything you are wearing or carrying is invisible as long as it is on your person. The enchantment ends if you attack or cast a spell.
Level 13:
Mutation of the Owl:
For 3 Mutation Charges you sprout wings and gain a flying speed of 60 feet however you move at half speed while in this form. If you cancel the mutation in midair you will fall unless you can stop it. You can take an additional 1d8 of damage to remove the negative effect while the mutation is active but you will have to re-roll if you want to remove the negative effect again.
Level 19:
Blood Enchantment of Greater Invisibility:
For 1d10 hitpoints you can become invisible. Anything the target is wearing or carrying is invisible as long as it is on the target's person.
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