Blood Hunter
Base Class: Blood Hunter

Blood Hunters constantly skirt the boundaries of what is sacrificial and cruel in the name of humanity. Nothing articulates this better than their common practice of blood magics; a skill set widely considered to be evil and abominable. Most Blood Hunters partake in hemomancy with hesitancy or heavy, self-imposed restraint. Yet, there are those who find it to be the most fulfilling aspect of their profession, embracing it to the furthest ends. Some of these begin to delve into the biology and arcane influences that create vampiric beings. Those who are able to undergo the necessary steps and retain their humanity make up the Order of the Sanguinite. They often train in courtly manners and become avid visitors of nobility in order to root out true vampires from higher places in society. These pseudo-vampires use their enhanced senses and oddly refined bestial nature to subdue their main foes, other vampiric spawn.

Child of the Night

The unique blood ritual which your Order specialises in manipulates and muddles blood extracted from vampires long since dead. With this blood infusion, you begin to take on simple vampiric traits, though it is impure and thus not as potent (or deadly) as being turned by a true vampire. You gain the following effects when you reach level 3:
• You gain Dark Vision out to 60 feet. If you already have Dark Vision, its distance is increased by 30 feet.
• You no longer require standard food or water requirements, instead being able to extract nutrition from blood of beasts (or humanoids) in an equal amount to how much water you would normally drink.
• You gain a special unarmed melee attack called Stygian Bite. You are proficient with the attack, which deals 1d6+Constitution Bonus necrotic damage. You can only make such a bite attack once per Attack Action.

Vampiric Rite

As you reach 3rd level, you are able to infuse your Crimson Rite with your vampiric blood. When you activate your Crimson Rite feature, you may choose to activate it as a Vampiric Rite instead. When you activate a Vampiric Rite, you roll twice the normal Crimson Rite die amount when determining the damage done to yourself. For the duration of the Rite, it deals Necrotic damage instead of its normal damage type, and you gain Temporary Hit Points equal to the rolled damage of your Vampiric Rite attack. Once your Vampiric Rite ends or you are made unconscious, you lose these Temporary Hit Points.

Shadow Haunter

Your affinity for the shadows grants boons of a stalker in the night. Beginning at 7th level, while in dim light or darkness, you gain a +10 to your walking speed. Additionally, you may activate your Crimson Rite and Blood Maledict features silently, no longer revealing your presence.

Brand of the Blood Starved

Beginning at level 11, your Brand of Castigation now causes its target to gain no benefits from healing or regeneration. For the duration, your target cannot be healed with magic or potions and any regeneration effect is halved in the amount of HP regained.

Brand of the Blood Starved

For the duration of your Brand of Castigation, your target cannot be healed with magic or potions and any regeneration effect is halved in the amount of HP regained.

Blood Curse of the Trance

At 15th level, your blood curse can induce a trance-like state in your target, reducing them to little more than a mindless body, aimless without you in its sight. You gain the Blood Curse of The Trance for your Blood Maledict feature. This does not count against your number of blood curses known.

Damphyr

As you become accustomed to the vampiric blood, traits of the supreme undead come over you, granting you supernatural abilities at level 18. When you age, 10 normal years ages you as if only 1 year had passed. You also become immune to Diseases and are immune to the Charmed and Frightened conditions. Lastly, whenever you are in dim or dark light you may activate your Crimson Rite and Blood Maledict without taking any Hemocraft damage.

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