Blood assassins are martial hunters who turn pain into precision. They use blood rites to empower blades, misdirect enemies with brief-lived doubles, and vanish through shadow to strike from impossible angles. Their niche is mobile single-target damage with short bursts of defensive misdirection; their strongest techniques cost hit points, so reckless power has a price.
Spend blood. Become the strike they never saw coming.
Mobile martial striker; precision damage, short-range teleportation, and resource-costly weapon enhancement.
BABlood Assassin
At a glance
Level
1
Proficiency
+2
bonus at this level
Hit die d8
PrimaryDexterityConstitution
Features
24, levels 1 to 20
1Level 1, reached
Bloodbound Training
You gain proficiency with simple weapons, martial weapons, light armor, thieves' tools, and one type of artisan's tools or a gaming set.
Hemorrhage
Once on each of your turns when you hit a creature with a finesse or ranged weapon, you can deal an extra 1d6 damage if you have advantage on the attack roll or an ally is within 5 feet of the target and isn't incapacitated. The attack must use a finesse or ranged weapon. This damage increases as shown in the class table: 2d6 at 3rd level, 3d6 at 5th, 4d6 at 7th, 5d6 at 9th, 6d6 at 11th, 7d6 at 13th, 8d6 at 15th, 9d6 at 17th, and 10d6 at 19th.
Blood Rites
You learn blood rites powered by your own vitality. You have a pool of Blood Dice, each a d6; you have a number equal to your proficiency bonus and regain all expended dice when you finish a short or long rest. When a feature calls for a Blood Die, you can spend one and lose hit points equal to the number rolled; this loss can't be reduced in any way, and you can't spend a die if doing so would reduce you to 0 hit points.
2Level 2
Crimson Edge
As a bonus action, spend a Blood Die and coat one weapon you are holding in your blood for 1 minute. Once on each of your turns when you hit with that weapon, deal extra damage equal to the Blood Die roll; choose necrotic or the weapon's normal damage type when you activate the rite. The rite ends early if you are incapacitated or coat another weapon.
3Level 3
Assassin Archetype
Choose an Assassin Archetype that shapes your methods: the Blood Double, the Dusk Stalker, or the Red Reaper.
Twin Vial
When you use Crimson Edge, you can coat two weapons you are holding with the same Blood Die. The extra damage applies only once per turn, regardless of how many attacks hit.
4Level 4
Ability Score Improvement
Ability Score Improvement
5Level 5
Predator's Rhythm
Your Hemorrhage damage becomes 3d6. Also, when you roll initiative and have no Blood Dice remaining, you regain one.
6Level 6
Shadow Step
As a bonus action, spend a Blood Die to cast the shadow-step rite. Make a melee weapon attack with a dagger against a creature you can see within 20 feet; on a hit, you teleport to an unoccupied space within 5 feet of it, behind it if such a space is available. This movement does not provoke opportunity attacks, and the die is spent whether the attack hits or misses.
7Level 7
Veiled Footwork
You gain one additional skill proficiency from the class skill list, and your Hemorrhage damage becomes 4d6.
8Level 8
Ability Score Improvement
9Level 9
Deepened Rite
Your Blood Dice become d8s, and your Hemorrhage damage becomes 5d6. When you roll initiative, you can draw or stow one weapon without using an action.
10Level 10
Cloak of the Cut
When you use Shadow Step, you can spend one additional Blood Die to make the attack with advantage. If the attack hits, you can move up to 10 feet without provoking opportunity attacks after teleporting.
11Level 11
Crippling Wound
Your Hemorrhage damage becomes 6d6. In addition, when you deal Hemorrhage damage to a creature, its speed is reduced by 10 feet until the start of your next turn.
12Level 12
Ability Score Improvement
13Level 13
Blood in the Dark
Your Hemorrhage damage becomes 7d6. When you roll initiative with no Blood Dice remaining, you regain two instead of one.
14Level 14
Redirection
When a creature you can see hits you with an attack, you can use your reaction and spend a Blood Die to reduce the damage by the amount rolled plus your Dexterity modifier. If this reduces the damage to 0, you can move up to 10 feet without provoking opportunity attacks.
15Level 15
Unerring Shadow
Your Hemorrhage damage becomes 8d6. When you use Shadow Step, you can teleport to an unoccupied space within 5 feet of the target even if the dagger attack misses, but you still spend the Blood Die.
16Level 16
Ability Score Improvement
17Level 17
Blood Without End
Your Hemorrhage damage becomes 9d6. When you use Crimson Edge, you can activate it without spending a Blood Die once per short or long rest.
18Level 18
Night's Passage
When you use Shadow Step, you can spend one additional Blood Die to teleport up to 60 feet instead of 20 feet. If the attack hits, you can make one weapon attack against the target as part of the same bonus action.
19Level 19
Ability Score Improvement
20Level 20
Perfected Blood Rite
Your Hemorrhage damage becomes 10d6, and your Blood Dice become d10s. Once per long rest, when you would be reduced to 0 hit points but not killed outright, you can spend any number of remaining Blood Dice and remain at 1 hit point instead; regain hit points equal to the total rolled.
Core traits
Hit die
d8
Primary
DexterityConstitution
Saves
DexterityConstitution
Hit points per Blood Assassin level; hit points at 1st level equal 8 + your Constitution modifier, and at later levels (or 5) + your Constitution modifier per Blood Assassin level.
Armorlight armor.
Weaponssimple weapons, martial weapons.
Toolsthieves' tools and one type of artisan's tools or a gaming set. Choose two skills from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Sleight of Hand, and Stealth.
ResourceBlood Dice: a small pool of d6s, increasing to d8s at 9th level and d10s at 20th. You regain all dice on a short or long rest; spending one also costs hit points equal to its roll, which cannot be reduced.
MulticlassingTo multiclass into or out of Blood Assassin, you must have Dexterity 13 and Constitution 13. You gain light armor, simple weapon, martial weapon, and thieves' tools proficiencies when multiclassing into this class. Blood Dice and Hemorrhage scale with Blood Assassin level only; ask the DM how multiclass access to its rites interacts with other features.
Spells and options
Novice rites (1st–6th level)
Intermediate analogues (7th–12th level)
Masterwork analogues (13th–20th level)
Subclasses
3
Blood Double
Turn your own blood into a fleeting second self.
Improved doubles that draw attacks away from you
Decoy movements that set up Hemorrhage
A powerful clone-assisted ambush
Dusk Stalker
Arrive from the darkness before your target knows it is there.
Longer and more flexible shadow passages
Stealth features that reward patient positioning
Strikes that hinder a target's escape
Red Reaper
Make every wound a promise that the next one will be worse.
Blood rites that pressure or disable a marked foe
Improved weapon coating for relentless duels
A fearsome finishing strike against a weakened enemy
Playing one
What it is
Blood assassins are martial hunters who turn pain into precision.
They use blood rites to empower blades, misdirect enemies with brief-lived doubles, and vanish through shadow to strike from impossible angles. Their niche is mobile single-target damage with short bursts of defensive misdirection; their strongest techniques cost hit points, so reckless power has a price.
How to play one
You are a mobile striker who creates advantage through positioning, then commits to a high-impact hit.
Use Hemorrhage when its trigger is available, and save Blood Dice for moments where a rite can turn a dangerous fight: every die costs hit points as well as a limited resource. Shadow Step is a close-range repositioning tool, not a substitute for planning; coordinate with allies so you can reach isolated targets without being stranded.
Make one
Personality
I speak softly because I want others to lean closer before I decide what to say.
Ideal
Control. Power is only worth having if I can choose when not to use it.
Bond
I owe my life to the person who taught me to control my blood, and I will not let them pay for my choices.
Flaw
I treat pain as proof that I am doing something useful.
Quirk
Counts heartbeats when a room goes quiet.
Personality
I speak softly because I want others to lean closer before I decide what to say.
I always note exits, shadows, and the nearest sharp object.
I make a point of cleaning my blades in public so no one mistakes me for harmless.
I study the hands of anyone who claims they have nothing to hide.
Ideals
Control. Power is only worth having if I can choose when not to use it.
Justice. I take dangerous work so that the vulnerable need not become weapons themselves.
Freedom. No order, employer, or bloodline gets to own my choices.
Bonds
I owe my life to the person who taught me to control my blood, and I will not let them pay for my choices.
Someone I failed to protect still appears in the faces of my blood-formed doubles.
I carry a blade made from a loved one's broken weapon, and I will never let it be used against the innocent.
Flaws
I treat pain as proof that I am doing something useful.
I find it difficult to trust anyone who has seen me use a blood rite.
When a target escapes, I can become fixated on finishing the pursuit.
I sometimes mistake restraint for weakness, even when it is the wiser choice.
Quirks
Counts heartbeats when a room goes quiet.
Turns a dagger over in the fingers while thinking.
Avoids standing in direct light when there is a choice.
Keeps bandages rolled and arranged with near-ceremonial care.
In the world
Training
Most candidates begin as scouts, cutpurses, soldiers, or survivors of violence.
A mentor teaches them to make a controlled cut, focus through pain, and shape a small blood rite without losing themselves to it; apprentices graduate only after proving they can refuse a profitable but unjust kill.
How others see them
Ordinary people may admire a Blood Assassin who protects them, but their blood rites inspire unease even among allies.
In places where assassins are feared or outlawed, a visible crimson weapon can end a conversation—or start a hunt.
Famous practitioners
Blood AssassinVeyra NinefoldA legendary contract-breaker whose crimson doubles were said to keep fighting after she escaped.
Blood AssassinOrren ValeA former battlefield surgeon who turned his knowledge of blood into a code-bound career hunting murderers.
Blood AssassinSable KestAn elusive duelist rumored to have crossed a palace hall by stepping through the shadow of his own dagger.
Factions
The Red Ledger
A loose company that accepts contracts only against proven abusers of power; members are trained to preserve evidence as carefully as they preserve their blades.
The Veinbound Chapter
A hidden school that teaches blood rites as a discipline of self-command, and expels students who harm bystanders for convenience.
The Hollow Veil
A clandestine network of couriers and killers that uses decoy doubles to smuggle people out of hostile cities.
Regions
The Sable Canal Cities
In the canal districts, blood rites are taught in concealed workshops where assassins and escape artists share practical techniques.
The Ashen Marches
Border fortresses employ bloodbound scouts to hunt infiltrators, though local law often treats their powers with suspicion.
The Glassspine Highlands
The remote monasteries of this highland chain teach that pain can be endured without being worshiped; only a few students leave as working assassins.
Character hooks
You survived an assassination attempt by awakening a power that made your blood move before you did.
Your former order has declared you a traitor for refusing a contract against a helpless target.
A blood-clone returned from a mission with memories you never experienced—and a warning about your future.
You seek the person who sold your family's bloodline to a secretive guild.
You were trained to kill a tyrant, but the tyrant is now the only person who knows how to stop your power consuming you.
You hunt a rival assassin who has learned to make clones that outlive their creator.
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