Blood Hunter
Base Class: Blood Hunter

Vampire. But like, the awesome kind.

Vampiric Body

Starting at 3rd level, your body takes on vampiric aspects. You gain the following features:

  • Vulnerability to radiant damage.
  • You gain the sunlight sensitivity, as per the racial feature. In addition, while your skin is exposed to sunlight, you take 1 damage for each round of exposure. If stripped bare, this damage increases to 10 per round of exposure. You can also be turned by Turn Undead effects.
  • Your walking speed is doubled, and you gain a climbing speed equal to your walking speed, and opportunity attacks against you have disadvantage.
  • You can see normally in darkness and magical darkness out to any distance.
  • You may add use your Charisma modifier in exchange of your Intelligence modifier for any of your class features. In addition, you may add your Charisma modifier to your Athletics checks, and add your Charisma score to your strength score when determining your carrying capacity.
  • You gain vampiric melee weapons that take any form your desire, whether they be blades of blood, fangs and claws, or anything else the player desires. They imitate the stats of any standard melee weapon, but counts as magical for the purpose of overcoming resistances and immunity. If it is a physical weapon, it disappears upon leaving the blood hunter's hand, or if it has the thrown property, after the attack resolves. Crimson Rites can be applied to these weapons as normal.
  • You may choose to have your hemocraft die deal necrotic damage.

Improved Vampire Weapons

Your vampire weapons become +1 at 7th level. This increases to +2 at 11th level, and +3 at 18th level. In addition, your hemocraft blood drain uses recharge on a short rest.

Master of Mortals

As an action, you may attempt to charm any creature you can see possessing blood within 60 feet. The target must make a Wisdom saving throw or be charmed by you for the next hour, or until it takes damage (if the damage is caused by your vampire weapons, the target instead repeats the saving throw, ending the effect on a success. If you used your hemocraft blood drain, it has disadvantage.) You may use this feature once per long rest, but may use it additional times by expending a use of your blood maledict.

Master of Undeath

At the start of each of your turns, you regain hit points equal to your Charisma modifier. This maintains even while at zero hit points, but not while a wooden stake is driven through the blood hunter's heart. If the blood hunter is killed, the blood hunter gets one death save success. On three, they come back to life with one hit point. If they get three failures (such as from taking damage) all saves/fails remove an equivalent number of successes. If the body is destroyed completely (such as by being burned to ashes or disintegrated). Effects that prevent undeath with keep the blood hunter from coming back to life, as well as any other effects the DM wishes based on their setting (such as another vampire draining their blood, devouring their heart, etc.)

Eternal Thirst

Your hemocraft blood drain has no limit of uses.

Blood Drain

When you deal damage to a target possessing blood with a hemocraft die while attacking with a vampire weapon, you can regain hit points equal to the damage of the die. You may use this feature a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest.

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