The Infernal Legions have many soldiers, but none are more deadly than those known as Bloodknives. The elite warriors of Hell's armies, Bloodknives enhance their significant skills with infernal blood magic. By sacrificing their own vitality, they gain access to sinister abilities beyond the skill of other mortal warriors. Experts at sowing chaos and death among, their foes, Bloodknives are dispatched by the Lords of Hell only when an especially powerful foe needs to be dealt with.
Bloodknife Exploits
3rd-level Rogue (Bloodknife) Feature
You learn certain Exploits at the Rogue levels noted in the table below. These don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Rogue Level | Exploit |
3rd | commanding presence, precision strike |
5th | crippling strike, martial focus |
9th | incite violence |
Dread Strike
3rd-level Rogue (Bloodknife) Feature
You can sacrifice your own vitality to empower your attacks with infernal magic. When you hit a creature with a melee weapon attack, you can expend one of your own Hit Dice to empower your attack with the following benefits:
You do not need advantage on your attack roll to qualify for Sneak Attack. All other Sneak Attack rules still apply.
You can choose for the attack's damage to be necrotic.
If the attack reduces a hostile target to 0 hit points, you regain the Hit Die you expended to use this feature, and you gain temporary hit points equal to your Rogue level.
Forked Tongue
3rd-level Rogue (Bloodknife) Feature
You learn to speak, read, and write either Abyssal or Infernal. Depending on your choice, you gain the benefits below:
Abyssal. You gain proficiency in Intimidation. Whenever you make a Charisma (Intimidation) check while speaking Abyssal, you treat a roll of 7 or lower on the d20 as an 8.
Infernal. You gain proficiency in Persuasion. When you make a Charisma (Persuasion) check to convince a creature to agree to a bargain, contract, or an agreement of any kind, you can treat a roll of 7 or lower on the d20 as an 8.
Hellish Curse
7th-level Rogue (Bloodknife) Feature
You infuse your blade with sinister magic to strike at body and soul. When you hit a creature with a melee attack that adds your Sneak Attack bonus, you can use Cunning Strike to reduce the bonus by 1d6 and force the target to make a Charisma saving throw against your Exploit save DC.
On a failed save, it cannot regain hit points for the next minute. The creature can make a Charisma saving throw at the end of each of its turns, ending this effect on a success.
Siphon Vitality
7th-level Rogue (Bloodknife) Feature
You can draw life from the pain you inflict. When you score a critical hit with a weapon attack against a hostile creature or reduce a hostile creature to 0 hit points you can use your reaction to regain one expended Hit Die.
Vile Curse
13th-level Rogue (Bloodknife) Feature
You can empower your sinister magic with your own vitality. When you use Hellish Curse or Cunning Strike as part of a Dread Strike attack, the target automatically fails the initial saving throw against Hellish Curse or the Exploit you used.
Touch of Death
17th-level Rogue (Bloodknife) Feature
You wield infernal magic comparable to the most powerful servants of the Lords of Hell. Each time a creature fails its Charisma saving throw against your Hellish Curse feature it gains one level of exhaustion.
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