Blood Hunter
Base Class: Blood Hunter

The Order of the Vampyr is small in comparison to it's counterparts and predecessors. Made up of people forever changed by the presence or influence of a vampiric entity, these individuals discovered the magical essence left dormant in their blood and refined it for combat against the malicious clans of the undead. The Order of the Vampyr seek to unravel the mysteries surrounding vampiric lineages, using hemomancy to access the abilities of various bloodlines and subspecies. With the knowledge that not all vampires seek to upend living societies, the Order of the Vampyr hunt down those who use their supernatural powers to harm the living world.

Rite of the Vampyr

When you join this order at 3rd level, you learn the Rite of the Vampyr esoteric rite (detailed below).

Rite of the Vampyr. Your rite damage is necrotic damage. While the rite is active, you gain the following benefits:

  • Your weapon thirsts for blood, when you hit a target that isn't a construct or undead you deal extra slashing damage equal to your proficiency bonus.
  • You have resistance to psychic damage.
  • When you score a critical hit with your weapon, you gain hit points equal to half of the damage dealt.

Sanguine Recall

Upon choosing this archetype at 3rd level, you begin to learn more about the vampiric curse that now lives in your blood. As a bonus action, you can take on the aspects and abilities of one of three vampiric bloodlines, Strigoi, Nosferat, and Bruxa. These benefits last for 1 hour and can be dismissed as a bonus action. 

You gain the following benefits depending on the bloodline you weave into your hemomantic arts:

Strigoi:

  • You gain blindsight out to 10 feet. You can gain either a swim speed or climbing speed equal to your movement speed.
  • You have the ability to cast the Hex spell without material components or an arcane focus. You can cast this spell a number of times equal to your proficiency bonus.
  • When your crimson rite is active, your Hex spell deals double damage. 

Nosferat:

  • You have advantage on saving throws made against spells.
  • You have the ability to cast the Ray of Sickness spell without material components or an arcane focus. You can cast this spell a number of times equal to your proficiency bonus.
  • When your crimson rite is active, if you attack a target that is concentrating on a spell, they have disadvantage on the concentration check to maintain the spell. 

Bruxa: 

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You have the ability to cast the Thunderous Smite spell without material components or an arcane focus. You can cast this spell a number of times equal to your proficiency bonus.
  • When your crimson rite is active and you successfully hit a creature, you can roll a hit die, subtracting the number rolled from your current hit points and add it to the damage rolled. The hit die is expended until you take a long rest.

Once you use this feature, you must finish a short or long rest before you can use it again.

Living Death

Upon reaching 7th level, your physical form becomes less human and matches that of a Vampyr. You are now considered an undead creature and are subjected to abilites and spells that affect undead. You are immune to necrotic damage but gain a vulnerability to radiant damage.

Sanguine Siphon 
As a bonus action when you deal damage to a creature while your crimson rite is active you gain hit points back equal to your constitution modifier plus your level in this class. You can do this a number of times equal to your constitution modifier (minimum of 1 minute).

Brand of the Blood Lure

Beginning at 11th level, your Brand of Castigation now tethers you to the target of your arcane brand. The branded creature cannot actively move more than 30 feet away from you. If they attempt to move further than 30 feet away, they must make a constitution saving throw equal to 8 + constitution modifier + proficiency bonus or be teleported to an unoccupied space within 5 feet of you. 

Blood Curse of the Fallen Puppet

At 15th level, you’ve honed your hemocraft to tear wicked influence from your allies, punishing those who would infiltrate their body and mind. You gain the Blood Curse of the Fallen Puppet for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Bloodline Mastery

Upon reaching 18th level, you master and perfect the vampiric ancestors living in your blood. You gain these additional features for the Strigoi, Nosferat, and Bruxa bloodlines: 

Strigoi:

  • Your blindsight now extends out to 30 feet. In addition to your swim and climbing speed, you gain a fly speed equal to your walking speed.
  • In addition to the Hex spell, you are now able to cast Thunder Step once per use of your Sanguine Recall ability. 
  • When your crimson rite is active, your Hex spell deals double damage. Your hexed target must make a wisdom saving throw equal to 8 + constitution modifier + proficiency bonus or become frightened of you for 1 minute. 

Nosferat:

  • You have advantage on saving throws made against spells. When you are forced to make a save to take half damage and you succeed, you take no damage. You can do this once per short rest. 
  • In addition to the Ray of Sickness spell, you are now able to cast Counterspell once per use of your Sanguine Recall ability.
  • When your crimson rite is active, if you attack a target that is concentrating on a spell, they have disadvantage on the concentration check to maintain the spell. In addition you can expend your reaction to make a weapon attack against a creature casting a spell within 5 feet of you.

Bruxa: 

  • You have resistance to bludgeoning, piercing, and slashing damage.
  • In addition to the Thunderous Smite spell, you are now able to cast Haste once per use of your Sanguine Recall ability.
  • When your crimson rite is active and you successfully hit a creature, you can now roll an additional hit die per attack, subtracting the number rolled from your current hit points and add it to the damage rolled. The hit die is expended until you take a long rest.

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