Cruor Thief (5e Roguish Archetype)
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The Cruor Thief subclass is part of the Z's Blood Magic sourcebook, and uses the mechanics and features presented therein.
Rogue Level |
Proficiency Bonus |
Hemocraft Die |
Rites | Sacrifice Points |
Sacrifice Limit | |
---|---|---|---|---|---|---|
Sacraments Known |
Rites Known | |||||
3rd | +2 | (1)d4 | 1 | 2 | 1 | 1 |
4th | +2 | (1)d4 | 2 | 3 | 1 | 1 |
5th | +3 | (2)d4 | 2 | 3 | 1 | 1 |
6th | +3 | (2)d4 | 2 | 3 | 1 | 1 |
7th | +3 | (2)d4 | 2 | 4 | 1 | 1 |
8th | +3 | (2)d4 | 2 | 4 | 1 | 1 |
9th | +4 | (2)d4 | 2 | 4 | 1 | 1 |
10th | +4 | (2)d4 | 2 | 5 | 2 | 1 |
11th | +4 | (3)d4 | 2 | 5 | 2 | 1 |
12th | +4 | (3)d4 | 2 | 5 | 2 | 1 |
13th | +5 | (3)d6 | 3 | 6 | 2 | 2 |
14th | +5 | (3)d6 | 3 | 6 | 2 | 2 |
15th | +5 | (3)d6 | 3 | 6 | 2 | 2 |
16th | +5 | (3)d6 | 3 | 7 | 2 | 2 |
17th | +6 | (4)d6 | 3 | 7 | 2 | 2 |
18th | +6 | (4)d6 | 3 | 7 | 2 | 2 |
19th | +6 | (4)d6 | 4 | 8 | 3 | 2 |
20th | +6 | (4)d6 | 4 | 8 | 3 | 2 |
Contents
Sanguine Lore[edit]
When you select this Roguish Archetype at 3rd level, you gain access to a few special rites of Hemocraft magic. Your power comes from harming yourself, a sacrifice you begrudgingly or gleefully make each day in order to unleash your ability. This Hemocraft is represented by a Hemocraft Die, which begins as a d4, and increases in size as you grow stronger and able to endure greater sacrifice, as shown on the Hemocraft Die column of the Cruor Thief table.
Hemocraft[edit]
At 3rd level, you gain the Hemocraft ability, allowing you to harm yourself to unleash ancient power, as is your birthright. You gain a Hemocraft Die, which you may use to Rend yourself in order to activate your blood magic; This also grants you a handful of Sacrifice Points that you may use to fuel your Hemocraft abilities. Additionally, you gain access to Corpse Magic, allowing you to manipulate the blood of the recently departed as well as your own.
When you reach your 5th character level, when you Major Rend, you may roll your Hemocraft Die twice, totaling the results. This increases to 3 rolls when you reach your 11th character level, and to 4 rolls when you reach your 17th character level.
You may add one-third (Rounded down) of your Rogue levels to your total Hemocraft level for the purposes of determining the size of your Hemocraft Die, and the number of Sacrifice Points you possess.
Bloodborne Sacraments[edit]
You learn how to use your blood to perform sacred - Or profane - Rites of hemocraft magic, awakening a primal connection within yourself, binding a magical force to your blood. You can unleash this force sparingly by merely living, but spilling your blood amplifies it further.
When you select this Roguish Archetype at 3rd level, you gain access to a small number of Bloodborne Sacraments, from which you may learn a handful of Sanguine Rites, powerful invocations of blood magic that your can use by consuming your life force. The first Sacrament you learn must be a Basic Sacrament, but once you've learned a Basic Sacrament (Either from levels in a Hemocraft class, or from another source, such as the Hemocraft Initiate feat or the Hexborne Blessing of a Durlaanar), you may learn Advanced Sacraments. The number of Sacraments you may gain access to and the number of Rites you may learn from those Sacraments are both detailed in the Rites section of the Crour Thief table above.
Each time you gain a Rogue level, you may replace one Rite you know with another Rite you qualify for from one of your Sacraments.
Hemocraft Ability[edit]
Some blood magic abilities, such as Sanguine Rites, may require you to make an attack roll, or force a target to make a saving throw. Intelligence is the ability you use for your Crour Thief Hemocraft. You use your Intelligence whenever an ability refers to your Hemocraft ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Hemocraft ability you use, and when making an attack roll with one.
Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.
Hemocraft attack modifier = your proficiency bonus + your Intelligence modifier.
Bloodletting Strike[edit]
Once per turn, when you land a weapon attack against a creature within your Corpse Magic range, you can use Bloodletting Strike against that creature. In order to use this feature, you must have advantage on the attack roll. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
If the creature is not a Worthy Foe, your Bloodletting Strike deals additional weapon damage equal to one roll of your Hemocraft die. If you have an active Torment, this bonus damage is Rite damage instead.
If the creature is a Worthy Foe, and the creature possesses blood or some similar substance, it must make a Constitution saving throw against your Hemocraft DC as you siphon its ichor. If it fails, you regain one expended Sacrifice Point.
Grim Sight[edit]
At 3rd level, you're accustomed to seeing the ephemeral signs of suffering and traces of life force. This grants you the following abilities:
- Grim Psychometry: Your connection to suffering unlocks a supernatural talent for discerning the history surrounding mysterious objects or places touched by evil. When making an Intelligence (History) check to recall information about a darker past surrounding an object you are touching, or a location you are present in, you have advantage on the roll. The information gleaned often leans towards the more sinister influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls.
- Reaper's Sight: When you gain this feature, the life force of any creature within your Corpse Magic range becomes visible to you, like a flickering flame. A creature who is a Worthy Foe for you appears to have a bright, strong flame, while the life force of a creature that is not a Worthy Foe seem dim and weak. Likewise, you can see a creature's Injury Level, as its inner flame progressively begins to flicker and sputter.
Crimson Weapon[edit]
Beginning at 3rd level, whenever you make a weapon attack while not Uninjured, manifest a Crimson Weapon in your free hand, and attack with it instead. Your Crimson Weapon may take on any visual shape you want, but it is always tinged the same color as your blood; It is a simple melee weapon with the Finesse, Light and Thrown properties. It has a normal range equal to double your Corpse Magic range and no long range, and on a hit, it deals Bludgeoning, Piercing or Slashing damage (Your choice each time you form a Crimson Weapon) equal to one roll of your Hemocraft die, plus the ability modifier you used for the attack roll; If you have an active Torment, your Crimson Weapon deals Rite damage instead. The Crimson Weapon vanishes immediately after it hits or misses its target.
Additionally, each time you use your Cunning Action, as part of the bonus action, you may form a Crimson Weapon and make an attack with it, either immediately before or immediately after gaining the benefits of your Cunning Action. You must not be Uninjured, and must have a hand free, in order to do so.
Sanguine Draught[edit]
Beginning at 3rd level, whenever you successfully Harvest a creature using Corpse Magic, you regain hit points equal to 1 roll of your Hemocraft die; This bypasses Enervation, but not Decay. Each time you regain hit points from this feature, you cease to age for one month, and each successive use extends this period by an additional month. During that time, you cannot be magically aged.
Blade of Blood[edit]
At 9th level, whenever you make a successful attack with a weapon, unarmed attack or natural weapon, you can choose to use Blade of Blood; If you do so, you may Major Rend as part of the attack, and deal additional weapon damage to the target. If you have an active Torment, this bonus damage is Rite damage instead.
The amount of damage added is based on the range of the attack:
- If you empower a melee attack with Blade of Blood, the additional damage is equal to the Rend Bonus of that Major Rend, plus one roll of your Hemocraft die; If you are Wounded, this increases to 2 rolls of your Hemocraft die, and to 3 rolls if you are Critical.
- If you empower a ranged attack with Blade of Blood, the additional damage is equal to half the Rend Bonus of that Major Rend, plus one roll of your Hemocraft die; If you are Wounded, this increases to 2 rolls of your Hemocraft die, and to 3 rolls if you are Critical.
Oceandeep Chalice[edit]
Beginning at 9th level, whenever you slay an eligible creature with a blow from one of your Crimson Weapons, you automatically benefit from Sanguine Draught (Requiring no action from you). This consumes 1 Harvest from the creature.
Additionally, you regain additional hit points from Sanguine Draught, based on your Injury Level at the time of gaining its benefit:
- If you are currently Wounded, you regain hit points equal to 2 rolls of your Hemocraft die.
- If you are currently Critical, you regain hit points equal to 3 rolls of your Hemocraft die.
Grim Resilience[edit]
Beginning at 13th level, your constant use of your blood magic has strengthened your stamina. You gain proficiency in Constitution saving throws.
Additionally, you have advantage on saving throws against effects that inflict Exhaustion, and attacks that inflict Exhaustion have disadvantage against you.
Finally, your hit point maximum cannot be reduced by any means.
Heartripper[edit]
At 17th level, you've mastered the art of ripping life from your foes. This grants you the following benefits:
- Your bonus action attack with your Crimson Weapon can benefits from your Sneak Attack and Bloodletting Strike abilities, even if you've already used one or both of those abilities this turn. However, you cannot use Sneak Attack or Bloodletting Strike against the same target more than once in a turn.
- When a Wounded creature makes a Constitution saving throw against your Bloodletting Strike ability, you can roll your Hemocraft die once and apply the result as a penalty on the creature's saving throw.
- You gain one Leech Point whenever you finish a Short or Long Rest.