Blood Hunter
Base Class: Blood Hunter

An Order who are closely tied to the Order of the Lycan. Taking on the embrace of death into undeath, sacrificing their living mortal lives to their cause, and becoming the creatures they vow to destroy. One who takes on this order goes through trials of being bit by a vampire that has been captured long ago and undergoing a ritual to sever the connection between the newly bit servant and master. Many of this order must be slain in this ceremony due to the amount of willpower and strength required to sever this connection. Due to this, many veteran brothers and sisters have become desensitized and unafraid to kill anyone or thing without second thought. For those both strong and lucky enough to prevail the trial, live a life of fear and hiding from the dangers of day light, running water, and the dislike of regular mortals for looking and somewhat acting like the creatures they hunt. But with this fear comes great strength in the darkness of night, and some elders even harnessing the powers to change their forms beyond that of a bat and man.

This transformation does take time though. Many new members find that this Order hinders them more than giving strength, making it extremely difficult to grow into their stronger elders. However, for those who endure the hardships and pain find that all of it was worth the trouble for they have become near perfect replicas of a vampire. All who join are aware that the transformation isn't perfect, and they still keep a sliver of their mortality, but many forget this as they soon become fearsome predators of the night, creeping up straight cliffs to find their preys layer, gaining life off of those they bite with their fangs, and some harnessing the ability to make temporary slaves out of those they slay. This is the way of a Vampiric Slayer, sacrifice for the monumental gain of becoming the ultimate predator of darkness on the material plain.

Vampiric Resistance

You gain the resistances of a vampire. necrotic, bludgeoning, slashing, and piercing from non-magical attacks

Vampiric Vulnerability

Forbiddance. The player can’t enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The player takes 2d8+5 acid damage if it ends its turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into the player’s heart while the player is incapacitated, the player is paralyzed until the stake is removed.

Sunlight Hypersensitivity. The player takes 2d8+5 radiant damage when it starts its turn in sunlight. While in sunlight, the player has disadvantage on attack rolls and ability checks.

Shape Change

Starting when you choose this archetype at 3rd level, you gain the ability to turn into a tiny bat as an action. While in bat form, the player can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size, speed, and STR are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies, uses a bonus action to end the Shape Change, or 1 hour has passed. The player can use this ability up to their proficiency bonus per long rest. Upon reaching 10th level in this class, you can use this ability up to your proficiency bonus and Wisdom modifier per long rest.

Vampiric Bite

All those who are initiated gain one of the most recognizable traits of a vampire. Their fangs. upon obtaining this subclass at 3rd level, you gain the Bite action as a natural weapon:

Bite. (Bat or Vampire Form Only). Melee Weapon Attack: Proficiency Bonus + DEX modifier to hit, reach 5 ft., one creature, or advantage on a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 1d6 piercing damage + DEX (+ hemocraft die if Bite was chosen as Crimson Rite weapon)

Unlike regular vampires, these fangs are retractable which is a trademark sign of the difference between a regular vampire and an Order of the Vampiric Slayer member. Members of this order have also trained themselves to infuse their teeth with their Crimson Rite

Upon reaching 7th level, your Bite action gains the ability to grant you temporary hit points. You can choose between the original attack or an attack that deals 2d10 necrotic damage (+ hemocraft die if chosen), and upon dealing this damage, the player gains temporary hp equal to the amount of necrotic damage dealt

Bite. (Bat or Vampire Form at 7th level or above only). Melee Weapon Attack: Proficiency Bonus + DEX modifier to hit, reach 5 ft., one creature, or advantage on a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 2d10 necrotic damage + DEX (+ hemocraft die if Bite was chosen as Crimson Rite weapon). The player gains temporary hp equal to the amount of necrotic damage dealt

Vampiric Stride

Starting at 11th level, your body has gained a near exact replica of a vampire's ability to walk on walls and ceilings, however difficult terrain still has the same effect as it would without this ability

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Natural Regeneration

At 11th level, your body has begun accepting more of the vampiric abilities and can now regain lost health once on each of your turns in combat or every hour out of combat. at the beginning of each of your turns, as long as your skin is not in direct sunlight or took radiant damage since your last turn, you regain 1d6 health. This health regain is also in effect during short rests

Vampiric Bite Mastery

At 15th level, your Bite action now allows you to make temporary vampire spawn under your control. To do this the player must perform a ritual on a medium sized or smaller humanoid they killed using their Bite action within the past 10 minute. To perform this ritual, the player must dig a whole big enough to bury the humanoid completely under a layer of ground. Once the whole is dug, they put the body into it, cover it in the dirt, and then perform a 10-minute ritual of pouring their own blood on the dirt covering the body. Each minute that passes the player must roll their hemocraft die and subtract that from their current health, not being able to regain it through Natural Regeneration until after the ritual (Temporary hp is ignored and all damage will be taken out of the players normal hp.) Once the ritual is finished the corpse will rise from the ground under the players control for the next 24 hours. The new servant will then take on the stat block of vampire spawn (except divide their hp by 2) and keep all weapons they had during life, but any armor worn will be taken off by the creature to prove its strength to its new master. Once 24 hours are over the body will freeze, turn to dust, and collapse in a pile under its own weight preventing it from ever being resurrected again. The player may only perform this ritual once per long rest

Bite. (Bat or Vampire Form at 7th level or above only). Melee Weapon Attack: Proficiency Bonus + DEX modifier to hit, reach 5 ft., one creature, or advantage on a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 2d10 necrotic damage (+ hemocraft die if Bite was chosen as Crimson Rite weapon). The player gains temporary hp equal to the amount of necrotic damage dealt. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken for 1 hour, and the player regains temporary hit points equal to that amount. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises as a vampire spawn under the players control for 24 hours upon performing the ritual.

Shape Change Improved

At 18th level, the player gains the ability to shape change into a mist form. When the player uses the Shape Change action they can choose between Bat and Mist form. Upon choosing the Mist form, the player gains the following:

While in mist form, the player can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. Due to this from not being exactly that of a vampire, the player must make a STR save against being blown in the direction of a wind that is at least 20 mph. On a failure, the player moves the same amount of feet equal to the wind's mph speed divided by 5 (rounding up to the nearest 5 ft. mark) and can't move in that direction again until making a successful STR saving throw. This form ends upon the player dying, using a bonus action to end it, or 10 minutes have passed.

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