Blood Assassin (5e Class)
Toga Himiko (Blood Assassin)
Introduction
Hiya, welcome to an Assassin inspired by Himiko Toga
Will be adding more soon
Class Features
As a Blood Assassin you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Blood Assassin level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Blood Assassin level after 1st
- Proficiencies
Armor: Light armor, Medium armor
Weapons: Simple Weapons
Tools: Thieves' tools
Saving Throws: Wisdom, Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, Intimidation, Investigation, Perception, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Simple Weapon and 4 Empty Vials or (b) 2 simple weapons
- Leather Armour and Thieves tools
- (a) Fine clothes with hood or (b) Common clothes
- Dungeoneer's pack
- If you are using starting wealth, you have 2d4 × 5 in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Vampire by Nature, Serrated Blades, Blood Transfusions |
2nd | +2 | One With Shadows, |
3rd | +2 | Blood Transfusions |
4th | +2 | Ability Score Improvement, Serrated Blades |
5th | +3 | Extra Attack, Bladed Tackle |
6th | +3 | Throwing Knife Flurry |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | Serrated Blades |
10th | +4 | Extra Attack |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | Extra Attack |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
Vampire by Nature
At Level 1,
You may drink blood without contracting poison or disease, You will not have to preform any skill checks to drink blood.
You have Darkvision allowing you to see up to 60 feet in complete darkness.
You move an additional 10 feet
You may track via even the faintest scent of blood, this will be included into your Survival rolls.
Serrated Blades
At Level 1,
Whilst using Daggers, gain +1 to attack rolls. (1)
Should you attack with a bladed weapon, the creature will bleed (if applicable)
Lowers the critical value for daggers to 18 instead of 20
At Level 4, Whilst using Daggers, gain an additional +1 to attack rolls. (2)
Add +1 to your AC If an enemy is deemed to be bleeding, you gain advantage on strikes against them.
At Level 9, Whilst using Daggers, gain an additional +1 to attack rolls. (3)
Blood Transfusions
At Level 1, You may store blood into containers,
You may siphon blood from a creature for later use, or drink directly from a fresh wound of a dead or bound creature.
Doing this will heal you for 1d4.
At Level 3, Transform : Consume Blood (Stored or Fresh) Gaining access to abilitys and stats for one hour,
However your maximum hp will remain the same Voices and appearance are mimicked perfectly however you must act in a manner fitting of who you transformed into to avoid suspicion can revert back at anytime.
Whilst under the effects of this transformation, your armor and clothing cannot be shape shifted.
Should the creature your imitating not wear similar things to what you currently have equipped you may be detected.
Whilst unarmored in a transformed state, you gain the AC of what you have transformed into. you have advantage on any Charisma (Deception) check you make to avoid detection.
One With Shadows
At Level 2 you gain proficiency in the stealth skill. You may also use the Hide action as a bonus action.
You also have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Ability Score Increase
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.
Extra Attack
At 5th level, you may attack an additional time when you take the attack action. You gain another at 10th level(2) and 17th level(3).
Bladed Tackle
Tackle & Grapple a target, Blade in hand They will have to succeed a contested Dexterity, should they fail they will be knocked prone,
Upon a successful tackle, you deal 2d8 damage with advantage.
Should they succeed, they take half damage and are not knocked prone.
The target will remain in a grappled state until their next turn then they will have to contest strength to remove you from them,
Attacks made against the creature under this effect will be given disadvantage on rolls.
Throwing Knife Flurry
At 6th level, Depending on the amount of daggers you possess, you may throw each one up to the maximum of 6 daggers.
You may only use your bonus action for movement after using this skill.
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