Bloodcurser
Bloodcurser rogues focus their training on the art
of blood magic, taking a grim path to ensure their
targets will get eliminated, no matter the cost. Those
who adhere to this archetype are mainly hired killers,
bounty hunters or members of secret organizations that use vile
means to remove their adversaries.
You regain any expanded uses of this feature when you complete a short or long rest.
Spellcasting Ability. Intelligence is your spellcasting ability for these spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for these spells you cast.
Bonus Proficiency
When you choose this archetype at level 3rd level, you gain proficiency with Alchemist supplies and Poisoners kit.Mortal Wounds
Starting at 3rd level, you learn to empower your sneak attack with a special curse that causes the target to suffer deep wounds and blood loss over time. If you hit a target with your sneak feature attack the target has to make a Constitution save against your Mortal Wounds DC or suffer necrotic damage equal to your proficiency + half your Rogue level (rounded down) at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns ending the effect on itself. Targets already affected by Mortal Wounds feature cannot be affected by multiple instances of this feature.Mortal Wounds DC = 8 + your proficiency
bonus + your Intelligence modifier
Limited Blood Magic
Beginning at 9th level, your experience with blood magic has provided you with the knowledge of certain spells that you can cast on their lowest level. You can cast bane, cause fear, silent image and sleep a number of times equal to your Intelligence modifier (minimum of 1). The number of spells you can cast is also determined by your Intelligence modifier (minimum of 1).You regain any expanded uses of this feature when you complete a short or long rest.
Spellcasting Ability. Intelligence is your spellcasting ability for these spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for these spells you cast.
Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier
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