Blood Assassin (5e Subclass)
Description[edit]
Rogue Subclass
Use your victim's blood to turn the tide of battle, watch and stalk your prey to gain further power whilst transformed, utilise your unique crafting to increase your blood draining capabilities. This sub-class primarily focuses on the aspect of utilising creatures that bleed ingesting their blood and using their features to gain the upper hand, if your campaign has a lot of constructs or undead you may have a few issues. At first glance people may accuse you of being a vampire due to your now sharper teeth and desire for blood. You may also utilises unique equipment to enhance your blood drinking abilities, The Blood Sucking Machine and Mask are essential items in your kit.
Inspired by Toga Himiko from the 'My Hero Academia' franchise. The artwork used is from 'Smash Tap', a sadly dead unofficial game.
Hematic Expertise[edit]
When you choose this Archetype at 3rd Level, you gain proficiency with the Medicine skill. If you already have proficiency in said skill, you gain proficiency in one other skill of your choice. Additionally, whenever you score a Critical Hit, that qualifies for your Blood Drain feature you can fill two extra Blood Vials.
Bloodletting[edit]
Also at 3rd Level, you learn imbue your attacks with your enemy's strength, mimicking their skills and magical abilities with uncanny accuracy. You gain the following features:
Blood Drain. Whenever you hit a creature with a Melee Attack that deals either Piercing or Slashing damage, you can make an Intelligence (Medicine) Check, if you do, the target of the attack must roll a Constitution Saving Throw. You fill an amount of Blood Vials equal to the difference between the results, but only if yours is higher. You can also target a corpse to fill your Blood Vials, however a corpse will always fill 1 Blood Vial and can only be drained once.
You can have a number of Blood Vials equal to your Proficiency Bonus + your Intelligence modifier. Attacks targeting Constructs, Elementals or Undead do not fill any Blood Vials. Filled Blood Vials become unusable after 24 hours. You cannot use this feature on friendly creatures.
Hemantigrafi. Once a creature that you can see uses an Ability within 60 feet of you, you can use your Reaction to make an Intelligence Check. The DC of which is equal to 10 + the creature's CR or Level. On a success, you learn the Ability the creature used. You can remember a number of learned Abilities equal to your Proficiency Bonus + your Intelligence modifier.
To use a learned Ability, you must spend an amount of Blood Vials equal to the CR or Level of the creature you learned it from, rounded up. If you hit your maximum number of learned Abilities, you must forget one to learn another. Learned Abilities will dissipate after you finish a Long Rest. Should you attempt to relearn an Ability you have used before, you roll your Intelligence Check with Advantage.
(Ability = Action, Feature, Sense or Spell)
Sycophant Draw[edit]
At 9th Level, you are able to draw nourishment from blood alone. Whenever make a Melee Attack that deals Piercing or Slashing damage while the target is Grappled, Incapacitated, Restrained, Stunned or Unconscious. You drink the blood from the target to gain one the following benefits:
Hematophage. You regain Hit Points equal to the damage dealt by the attack. If this effect were to exceed your Hit Point Maximum, any leftovers become Temporary Hit Points instead.
Double Trouble. You transform into a copy of the targeted creature for an amount of minutes equal to 10 x the damage dealt. While transformed you gain Advantage on any Charisma (Deception) Checks to pretend to be your target. The creature you turn into must be Humanoid, either the same size as you, or one step above or below you on the size chart. This transformation is superficial and does not change any of your game statistics.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You cannot use this feature at the same time as your Blood Drain feature, nor if your target is a Construct, Elemental or Undead.
The Red Means I Love You[edit]
At 13th level, you develop a bond. Select a friendly creature that is not a Construct, Elemental or Undead. You gain the following features.
- If the chosen creature is targeted for an attack while within 10 feet of you, you may use your Reaction to impose disadvantage on the attack.
- If you use your Vampiric Bite on the chosen creature, you heal twice as many hit points without dealing extra damage.
Ketsuekidere[edit]
At 17th level adjust the roll required for a critical strike when using daggers from 20 to 17.
Crafting[edit]
To craft these, You'll require assistance or from a leathersmith unless you have Leatherworkers Tools. These will provide enhancements to your Blood Assassin abilities.
Blood Mask[edit]
- This mask Allows Toga to drink directly from whatever she plunges her needles into quickly and effectively. It also helps ventilate Toxic gas and Poisons giving advantages on Saving Throws against non-injected Poison attacks.
- This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest along with 50g of Materials and the use of Leatherworkers Tools
Blood Sucking Machine[edit]
This kit is Togas primary utility for blood draining, It consists of several syringes that fill up with blood once inserted into a creature, The blood then travels through the tubing into the canisters and can then be transferred into the mask at a high rate. The syringes are attached to a large scarf worn around the neck.This allows Toga to consistently fight whilst draining blood. Once a creature has been struck by the syringe it cannot be reused until the bottle is emptied to avoid contamination.
- Consume an Action to throw a Syringe at the target dealing 1d2 + Dexterity modifier. If the attack lands, The target's blood is Syphoned through a tube into the Bottle and then stored. The Syringe is then pulled away at the start of the creature's next turn. If the Blood Mask is equipped you can choose to drink the blood immediately from the Canister without expending a bonus action.
- The number of Syringes that can be launched per action raises by 1 at 5th, 8th, 11th, 14th, 17th, and 20th level, if this is paired with Sneak attack, only the first target struck will receive it. The maximum range of the Syringes is 80 feet. Equipping this item will require at least 5 minutes and must be removed when taking a long rest.
- This creation requires 2 hour of uninterrupted work, which can coincide with a short or long rest along with 200g of Materials and the use of Leatherworkers Tools
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