Blood Rogue (5e Class)

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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 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
Weapons: Simple Weapons, Hand Crossbows, Rapiers, Shortswords
Tools: Thieves' Tools, Herbalism Kit, Poisoner's Kit
Saving Throws: Dexterity, Constitution
Skills: 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) Rapier or (b) Shortsword or (c) Hand Crossbow
  • (a) Leather Armor or (b) Explorer's Pack
  • (a) Thieves' Tools or (b) Poisoner's Kit
  • (a) Disguise Kit or (b) {{{item4b}}}
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Blood Rogue

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st +2 First Blood
2nd +2 Lethal Agility
3rd +2 Bloodstrike
4th +2 Ability Score Improvement, Blood for Blood
5th +3 Speed Surge
6th +3 Blood Resonance
7th +3 Death Flash
8th +3 Ability Score Improvement, Bloody Perfection
9th +4 Blood Shadow
10th +4 Bloodmark
11th +4 Slayer's Frenzy
12th +4 Ability Score Improvement, Storm Butcher
13th +5 Cursed Blood
14th +5 Blade Whirl
15th +5 Blood Pressure
16th +5 Ability Score Improvement, Power of the Blood Blade
17th +6 Blood Massacre
18th +6 Blood Reaper
19th +6 Ability Score Improvement, Ultimate Butcher
20th +6 Bloody Annihilation

Blood-Forged Weapons[edit]

– Stats and Mechanics 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.

Sanguine Fangs (Dual Daggers) Weapon Type: Martial Melee Weapon (Daggers) Damage: 1d6 piercing (each) + Bleeding (see below) Properties: Finesse, Light, Twin Strike Special Effects:

Twin Strike: If you attack a bleeding enemy with both daggers in one turn, your second attack is made with advantage. Hemorrhage: When both daggers hit the same creature in one turn, they suffer extra bleeding damage equal to your Constitution modifier. Bloodfang Blade (Serrated Shortsword) Weapon Type: Martial Melee Weapon (Shortsword) Damage: 1d8 slashing + 1d4 Bleeding Properties: Finesse, Wounding Special Effects:

Razor Wounds: Each time you hit a creature, its Bleeding damage increases by 1d4, stacking up to three times. Painful Precision: If you score a critical hit, the enemy must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + Dexterity modifier) or become Weakened (disadvantage on Strength and Dexterity checks) for 1 minute. Crimson Shards (Blood-Infused Throwing Daggers) Weapon Type: Martial Ranged Weapon (Throwing Daggers) Damage: 1d6 piercing + 1d6 Bleeding (on hit) Properties: Finesse, Thrown (20/60), Returning Special Effects:

Returning Blades: After being thrown, the daggers reform in your hand at the start of your next turn. Vampiric Strike: If you hit three different enemies in one turn, you heal HP equal to the highest damage roll among the three attacks. Blood-Seeking Blades: If thrown at a bleeding target, the attack ignores half cover, and you can reroll 1s on the damage dice.


passives skills[edit]

Crimson Wraith – The Bloodborne Shapeshifter[edit]

Crimson Wraith Form – Fluid Shape of Blood Activation: Action (usable once per short rest) Your body dissolves into a pulsating mass of living blood, allowing you to reshape yourself. In this form, you can:

Fly (if the form allows) Pass through cracks and narrow spaces Take humanoid shapes, provided you have seen a bleeding version of that creature Create tendrils, blades, and claws from your own blood “I am what hides in every drop of life.” Bloodmorph – Adapting the Flesh During your transformation, you can assume one of four forms, adapting to the situation:

Sanguine Stalker – Beast of Shadows

You take the shape of a blood beast (a panther, wolf, or other predator) made of living, pulsing blood. In this form, you gain:

+15ft to movement and flight speed Silent movement – advantage on Stealth checks Blood Claws – melee attacks deal an extra 1d8 bleeding damage and immediately cause the Bleeding effect “In the dark, there is no escape. I am the darkness.”

Crimson Serpent – Blood Serpent

Your body turns into a blood-red serpent, slithering along the ground or floating through the air. In this form, you can:

Squeeze through any gap 1 inch wide Strangle enemies by coiling around them (Strength saving throw against your Blood skill DC) Poison the blood of opponents, turning their Bleeding into a necrotic infection that deals an additional 1d6 necrotic damage for 3 turns “When you feel me in your veins, it will be too late.” Bloodfiend – Blood Demon You assume a 12-foot demonic form made of swirling blood and runic symbols. In this form, you gain:

+2 to all attack rolls and damage Blood Roar – all creatures within a 30ft radius must make a Wisdom saving throw (DC = 8 + your proficiency bonus + Charisma modifier) Failure: They become frightened for 2 turns and cannot attack you. Blood Harvest – if you kill an enemy in this form, you regain 1d10 HP and gain an additional attack this turn. “The god of slaughter knows no mercy.”

Bloodwing Harbinger – Winged Blood Entity

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. In this form, you gain:

60ft flying speed Echolocation – you can "see" everything within 60ft, even through walls, as long as there is blood on the other side Blood Claws – if you hit an enemy with a melee attack, you can tear a fragment of their blood, creating a miniature version of yourself that performs one additional attack Shadow Veil – when you are in a shadow, you become invisible (until you move or attack) “Wherever blood flows, I am.” Bloodborne Escape – Disperse into Mist If your HP drops to 0 during your transformation, instead of dying, you explode into a cloud of blood and shadowy mist, teleporting to the nearest source of fresh blood (50ft). After teleporting, you remain in a shadowy form for 1 turn, becoming immune to physical damage but unable to attack. “I disintegrate into drops... only to be reborn.” wpierdalam to i mam postać gotową Crimson Compass – Navigation Through Life 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. Sanguine Sustenance – Surviving the Wilds 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. Additionally, 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 2 Hit Dice consumed. Blood Ties – Tracking and Connection 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 (16km). 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.). Your connection to blood has reached a near-divine level – you can shape your body into forms of pure, pulsating blood essence. Whether you become a silent shadow, a terrifying demon, or a winged beast soaring above the battlefield, no one can escape from you.

Crimson Pursuit[edit]

Level 5 – Type: Single-Target Assassination & Execution Description: 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. Wounds deepen, movement becomes impossible to escape, and the inevitable end comes swifter than they can react.

Mechanics: Bloodmarked Prey (Bonus Action, 3x per Long Rest) As a bonus action, choose one creature within 12 meters. This target is Bloodmarked for the next one minute or until they drop to 0 HP. While a creature is Bloodmarked, you gain the following effects: Your movement speed increases by 3 meters when moving toward them. Opportunity attacks against your Bloodmarked target have advantage. If your Bloodmarked target is Bleeding, your melee attacks ignore resistance and immunity to slashing damage. Sanguine Chains (Action, Once per Short Rest) As an action, you can channel your blood magic to bind your Bloodmarked target, attempting to immobilize them with spectral chains of coagulated blood. The target must make a Strength Saving Throw (DC = 8 + Proficiency Bonus + Dexterity or Constitution Modifier). On a failure, they are restrained for one turn, and all Bleeding damage they are suffering immediately applies again. On a success, they take half the Bleeding damage they would have suffered and their movement speed is halved until the end of their next turn. Executioner’s Rhythm (Passive Effect) Each consecutive hit you land on your Bloodmarked target increases Bleeding damage by 1d6, stacking up to three times. If you land a critical hit on your Bloodmarked target, they must make a Constitution Saving Throw (DC 10 + half your Blood Rogue level) or immediately suffer one additional Bleeding die each turn until the mark fades.

Bloodforged Arsenal – Weapons of Living Blood At 6th level, you gain the ability to permanently forge weapons from your own vital essence or the blood of your enemies. These weapons become an extension of your will, shifting in form and feeding off the suffering of those you strike.

Creating a Bloodforged Weapon As part of a short or long rest, you can create a Bloodforged Weapon, shaping it into one of the following:

Sanguine Fangs – A pair of blood-crafted daggers for deadly dual-wielding. Bloodfang Blade – A shortsword with a serrated edge that deepens wounds. Crimson Shards – A set of five blood-infused throwing daggers that return to your hand after being thrown. 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.

Properties of Bloodforged Weapons Sanguine Edge: Your Bloodforged Weapons count as magical weapons. Living Blade: Your weapons evolve when used against a bleeding enemy, gaining +1 to hit and +1 damage for one minute. This bonus stacks up to +3. Bloodletting Strike: When you hit a target, you can channel blood magic into your attack in one of two ways: Self-Sacrifice: Lose 5 HP → Deal +1d6 Bleeding damage, stacking with your normal Bleeding. Blood Harvest: If the target is already bleeding, you may consume their life essence to trigger this effect without sacrificing HP. Bloodforged Arsenal – Passive Effects While wielding a Bloodforged Weapon, you gain the following benefits:

Sanguine Absorption: Killing a bleeding enemy restores HP equal to your proficiency bonus. Bloodbound Recall: If you are ever disarmed or your weapon is lost, you can resummon it to your hand as a bonus action. Crimson Volley (Throwing Daggers Only): Your Crimson Shards automatically return to you after hitting, and against a bleeding target, they deal extra 1d4 Bleeding damage per hit. Blood Surge – Unleashing Stored Power (Level 14 Upgrade) At 14th level, your Bloodforged Weapons evolve, allowing you to unleash devastating abilities:

Twin Fang Mastery: 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: Once per short rest, 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. Bloodbound Arsenal: If an enemy within 10 feet dies while bleeding, you can reshape their blood into a new Bloodforged Weapon instantly, replacing your current one.


Crimson Frenzy[edit]

Level 11 – Type: Passive – Action Economy & Assassination Chain

Description: Your mastery of blood magic pushes your body beyond normal limits, allowing you to move and strike with inhuman speed. Every kill fuels your relentless assault, turning battle into a seamless dance of carnage.

Mechanics: Adrenaline Rush (Passive Effect) You gain 1 additional Action and 1 additional Bonus Action per turn. This extra Action can be used for Attack, Dash, Disengage, or Use an Object. This extra Bonus Action can be used for Off-hand Attack, Blood Rogue abilities, or interacting with objects. Blood Reclamation (Kill Reset Mechanic) If you reduce a creature to 0 HP, you immediately regain your extra Action and Bonus Action, allowing for continuous chain attacks. This effect only triggers once per turn (you can't infinitely regain actions in the same round). Upgrades at Higher Levels: At Level 15: If your extra action is used to attack, you gain +1 to your critical hit range for the remainder of the turn (stacking up to 3 times). At Level 18: If you kill a Bleeding enemy, you regain half your movement speed as well, allowing for rapid repositioning.



Veins in the Shadows[edit]

Your mastery of blood magic allows you to move unseen, slipping through the battlefield like a crimson phantom.

Effects:

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 successfully sneak attack a bleeding creature, they cannot scream or make noise until the start of your next turn or with concentration up to 10 turns.

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.

Predatory Instincts[edit]

Your blood magic heightens your senses, making you a perfect killer, always aware of your prey’s weaknesses.

Effects:

Scent of Blood: You can detect any bleeding creature within 60 feet, even through walls. You gain advantage on Perception checks to track wounded targets.

Relentless Pursuer: If you chase a bleeding target, you can Dash as a bonus action and ignore difficult terrain.

Opportunist Strike: If a bleeding enemy moves within your melee range, you may use your reaction to make a melee attack against them.


Skills[edit]

Bleeding Strike[edit]

At 1st level, your melee weapon attacks inflict Bleeding, dealing an extra 1d4 damage at the start of the target's turns for 3 rounds. This damage increases as you gain levels:

Level 5: Bleeding deals 1d6 damage and ignores resistances.

Level 10: Bleeding deals 1d8 damage, and enemies suffer -2 to all saving throws.

Level 15: Bleeding deals 2d6 damage and cannot be removed by magic.

Level 18: Bleeding deals 2d8 damage and spreads to nearby enemies.

Level 20: Bleeding deals 3d10 damage, doubles all incoming damage, and negates healing resistances.

Bleeding damage stacks up to three times on a single target.

First Blood[edit]

At 1st level, your melee attacks inflict Bleeding. If a bleeding enemy dies, you regain 1d4 HP per bleeding creature within 6m.

Lethal Agility[edit]

At 2nd level, if two enemies are bleeding at the same time, you can make one extra attack as a bonus action.

Bloodstrike[edit]

At 3rd level, you can sacrifice up to 20% of your current HP to add that amount to your damage. If the target is below 50% HP, the attack also deals an extra 5% of their max HP as true damage.

Blood for Blood[edit]

At 4th level, you learn to manipulate your own life force to fuel either survival or devastation. When you strike a bleeding foe, you channel their suffering into raw power, choosing one of two effects: Sanguine Renewal (Tactical Healing Option) When you hit a bleeding enemy, you may consume all stacks of Bleeding on the target to heal yourself. You regain HP equal to twice the total Bleeding damage removed. If the target had the maximum number of Bleeding stacks, your next attack has advantage.

Blood Frenzy (Aggressive Damage Option) Instead of healing, you can choose to amplify your killing intent. When you hit a bleeding enemy, you can sacrifice your own HP equal to half the damage dealt to make an immediate extra attack against the same target. This attack deals additional Bleeding damage equal to your Constitution modifier.

Speed Surge[edit]

At 5th level, gain +3 meters of movement speed per bleeding creature nearby (max +12m).

Blood Resonance[edit]

At 6th level, each enemy affected by Bleeding suffers -2 to all saving throws.

Death Flash[edit]

Trigger Activation (Reaction) If you inflict Bleeding on three or more enemies in a single turn, you can immediately make one melee attack as a reaction. If this bonus attack hits a bleeding enemy, it automatically crits if they are below 25% HP. Flash Execution (Bonus Action Activation) If your Death Flash attack lands a critical hit, you can teleport up to 3 meters (10 feet) to another bleeding enemy and make a second free attack against them As a bonus action, you can target one bleeding enemy within melee range and make an attack with advantage. If the attack hits, the enemy must make a Constitution saving throw (DC = 8 + your Proficiency Bonus + Dexterity Modifier). On a failure, the enemy takes bonus damage equal to your Proficiency Bonus + half their missing HP. On a success, they take half the bonus damage, but their Bleeding effect is extended by 2 turns. If this attack kills the enemy, you regain your bonus action and can immediately move half your speed without provoking opportunity attacks. Scaling Upgrades: At Level 11: If you kill an enemy with Flash Execution, your next attack against a bleeding enemy before the end of your turn deals double damage. At Level 15: If you use Death Flash, all enemies within 10 feet (3m) that are bleeding take 1d6 psychic damage from the shock of the strike.

Crimson Subjugation[edit]

At 7th 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 (Social & Infiltration Utility) When you reduce a humanoid enemy to 50% HP or lower, you can force them to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity or Constitution modifier). On a failure, they become blood-bound to you for 1 hour. A blood-bound creature:

Views you as an ally and superior, unwilling to attack you or reveal your presence unless forced. Will follow simple commands, including misleading their allies, allowing you to infiltrate or deceive enemies. Remains under your influence unless they take damage from you or an ally, or witness you harming someone they are loyal to. This effect can be used once per short or long rest, and only affects creatures with equal or lower CR than your level.

Sanguine Puppet (Combat Disruption & Battlefield Control) When you strike a bleeding creature, you can 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 10 feet in a direction of your choice. Force them to make an attack against another enemy within range. Stagger them, reducing their AC by 2 until the start of your next turn. This effect can be used a number of times equal to your proficiency bonus per long rest.

Bloody Perfection[edit]

At 8th level, your critical hit range increases to 15-20. If you score a critical hit, you heal half the damage dealt.

Silent Execution – No Witnesses, No Mercy[edit]

1. Isolated Prey – Death in Solitude If your target has no allies within 10 meters, you strike with brutal precision, bypassing their natural defenses. In this case: You gain automatic advantage on the attack. Damage from this attack is doubled (x2). The target makes a Constitution saving throw (DC = 8 + your proficiency bonus + Dexterity/Charisma). Success: The target takes normal damage. Failure: The target’s HP is instantly reduced to 0. 2. No Sound, No Evidence – Silent Kill If you kill a target using this ability, their death produces no noise. No sound escapes beyond 10 meters (a magical effect similar to Silence). The body immediately absorbs its own blood, minimizing evidence of the crime. 3. Death from the Shadows – The Invisible Executioner If you kill a target using this ability, you can immediately hide as a free action. If you have Crimson Wraith active, you may transform into a shadow and vanish, moving through walls within a 6-meter radius during the same turn. There is nothing deadlier than a target left alone. When your prey is isolated, their fate is sealed. Your technique allows you to eliminate enemies in silence, without witnesses, with a single perfect strike.

Blood Shadow[edit]

At 9th level, after killing an enemy, you become invisible until the end of your next turn. Your first attack from invisibility always crits.

Bloodmark[edit]

At 10th level, you can mark one enemy as a Priority Target – they take double Bleeding damage.

Slayer’s Frenzy[edit]

At 11th level, each melee attack deals +1d8 extra damage per bleeding enemy within 6m.

Storm Butcher[edit]

At 12th level, you can unleash a devastating whirlwind of strikes, attacking every enemy within 5 meters in a single motion. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses after a short or long rest

Cursed Blood[edit]

At 13th level, if you land a critical hit, the target cannot regain HP for 1 minute. Bleeding now deals +1d4 extra damage.

Blade Whirl[edit]

At 14th level, you can perform a rapid flurry of attacks, striking three enemies within range. If all three targets are bleeding, the attacks have advantage and double Bleeding damage.

Blood Pressure[edit]

At 15th level, enemies within 6m who are Bleeding suffer -2 AC.

Power of the Blood Blade[edit]

At 16th level, your attacks ignore slashing damage resistance.

Blood Massacre[edit]

Effects of Blood Massacre: Exsanguinate – Each time you land a critical hit, you increase the Bleeding damage the target takes by 1d6, stacking up to 5 times.

Blood Frenzy – If you critically hit a bleeding enemy, you immediately make a free melee attack against a different creature within range. This can only occur once per turn.

Hemorrhagic Cascade – When an enemy suffering from max stacks of Bleeding takes a critical hit, their wounds violently rupture. This causes a shockwave of blood, dealing 2d10 slashing damage in a 5-meter radius around them. Every creature hit must make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Dexterity modifier) or begin Bleeding (1d6 per stack the original target had).

Murderous Tempo – Each time you score a critical hit, you gain +3 meters of movement speed and +1 AC until the start of your next turn. If you crit twice in the same round, your next attack has advantage, and you regain one expended use of your Reaction.

Unstoppable Butcher – When you kill a creature that is suffering from Bleeding, you can immediately take the Dash or Hide action as a bonus action, allowing you to reposition or strike again from the shadows.

Blood Reaper[edit]

At 18th level, killing a Bleeding enemy activates Blood Charge, making your next attack a critical hit and adding bonus damage equal to half the target’s missing HP. If you kill three enemies in one turn, you regain all bonus action points and gain an extra turn.

Ultimate Butcher[edit]

At 19th level, you can make two attacks per attack action.

Bloody Annihilation[edit]

At 20th level, once per long rest, you create a Blood Kingdom – an 18m zone lasting 1 minute.

Effects inside the zone:

Blood Kingdom (Activation – Once per Long Rest) As an action, you unleash a surge of raw blood magic, creating a Blood Kingdom, a 20-meter zone that lasts for 1 minute. Inside this zone, the rules of combat twist in your favor:

Unstoppable Slaughter: Your attacks always hit and always crit while inside the Blood Kingdom. Wounds Beyond Healing: Enemies inside the zone cannot heal or regenerate HP by any means. Endless Bleeding: Bleeding effects last indefinitely and can stack up to 5 times per enemy. Blood Surge: For every bleeding enemy within the Blood Kingdom, you gain +2 movement speed and +2 damage (max +10). Executioner's Reward: Each kill restores 50% of your maximum HP and grants you advantage on your next attack. Carnage Reigns: Any enemy inside the zone that is below 25% HP immediately suffers an additional 4d10 Bleeding damage at the start of their turn. Bonus Activation – Blood Sacrifice (One-time use!)

You sacrifice 50% of your current HP to send a shockwave of blood magic through the battlefield. Every enemy within the Blood Kingdom suffers damage equal to half your maximum HP. Bleeding enemies take double damage and are stunned for 1 turn. If at least three enemies die from this attack, you immediately regain all lost HP and can use Blood Kingdom again after a short rest instead of a long rest.

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