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Bloodletting (Rogue Archetype)

M
ost killers perfect their craft over the
years, mastering their deadly efficiency
through countless murders. The
rogues that practice bloodletting are
different from the common lot of
assassins, hired thugs and spies that
trade in death. These men and women
are studying death itself, how it claims life, what provokes it
and how to hasten it. Through the practice of witchcraft and
anatomical studies, bloodletting teaches how to kill with
minimum effort, how to strike a single blow and watch the
light slowly die in the eyes of a victim. Usually bloodletting
needs to be learn from an organisation that knows its secrets,
most likely a death cult or a mystic order of assassins. Here
are a few possibilities for organisations that could know the
secrets of bloodletting: The Black Hand, the Red Sisters, the
Hashashin or the Esoteric Order of the Crimson Dusk.

Sanguinary Medicine
When you choose this archetype at 3rd level, you gain
proficiency with the Wisdom (Medicine) skills. Additionally
you can analyse blood you touch with a simple ritual, taking
you 1 minute to perform. You can discover the race (as well
as the subrace, if any) and the sex of the creature to whom
the blood belonged. Additionally you can determine how long
ago was the blood spilled and detect traces of poison or
disease in it (but not the exact nature of it). If you later use the
Medicine skill on the creature the blood belonged to, you gain
advantage to the roll.

Witchcraft
Starting at 3rd level, you gain the ability to cast a selection of
spell thanks to your understanding of witchcraft.
You learn three of the following spells: bane, false life,
hellish rebuke, hex, silent image, wrathful smite.
You may cast the spells that you know from this feature
once each per short or long rest, as if you had used a 1st level
spell slot.
Intelligence is your spellcasting ability for any spell you
receive from this archetype and you use your Intelligence
modifier when setting the saving throw DC for a spell you
cast and when making a spell attack roll.
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier.
Spell attack modifier = your proficiency bonus + your
Intelligence modifier.

Unending Flow
Starting at 9th level, you know how to empower your Sneak
Attack with a vicious magic that causes wounds you inflict to
bleed profusely. When you do Sneak Attack damage to a
creature, it takes damage at the beginning of its turn equal to
half your rogue level (rounded up). At the end of its turn, the
creature must make a Constitution saving throw against your
Witchcraft spell DC, ending the ongoing bleeding with a
success. Creatures that do not possess a working circulatory
system are immune to this feature. Multiple instances of
Unending Flow are not cumulative.

Art | scarteleu.wikia.com
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Dominant Humour
Beginning at 13th level, you learn how to exert control over
the four humors that regulate the body. By making an
element dominant, you unbalance the harmony of the
bloodstream, affecting your target in different ways. As an
action, you can target a creature within 60 feet of you that
you can see. The creature must make a Constitution saving
throw against your Witchcraft spell DC. If it fails, choose one
of the four following effects that will affect the creature for
the next 10 minutes:
blood and bile: you create an unbalance of the blood and
bile, causing physical weakness. The creature has
disadvantage on Strength and Dexterity ability checks.
phlegm: phlegm flood the creature's system, impairing its
capacity to reason. The creature has disadvantage on
Charisma and Wisdom ability checks.
Creatures that do not possess a working circulatory system
are immune to this feature. Multiple instances of Dominant
Humour are not cumulative, your latest use of the feature
replace the previous one.
You can use this feature a number of times equal to your
Intelligence modifier (a minimum of once). You regain all
expended uses when you finish a long rest.

Wicked Hex
Starting at 17th level you become of master of cursing your
ennemies. With a bonus action, you can target a creature
within 60 feet of you that you can see. The creature must
make a Charisma saving throw against your Witchcraft spell
DC. If it fails, choose one of the three following effects that
will affect the creature:
If the creature is reduced to 0 hit points because of
bleeding damage from your Unending Flow feature before
the end of your next turn you regain a number of health
points equal to your Sneak Attack number of dices and you
regain a use of this capacity.
The creature cant regain hit points until the end of your
next turn. If the creature receives healing (i.e, would regain
hit points) before the effect ends you regain a use of this
capacity.
The creature gets disadvantage on an Ability saving throw
of your choice until the end of your next turn. If the creature
fails a saving throw of the selected type while under the hex
you regain a use of this capacity.
Once you use this feature, you can't use it again until you
finish a long rest.

Homebrew by Nathan Hasl

Art | http://depingo.deviantart.com/
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