Blood Hunter
Base Class: Blood Hunter

The Order of the Endless Night are those that challenge and hunt powerful vampire covens, cleansing captive communities of their dominion. Its members hail from long vampiric lineages, some even descending from noble lines such as that of Strahd von Zarovich, and yet, its members chose to redeem themselves and their family names from the sins of their forefathers. Most of which would find neither rest nor reprieve for their past.

Their name is derived from the eternal hunger that befalls all vampires upon the moment of turning, reflecting their acceptance of their fate. Many of these hunters embrace this curse as duty, channeling its power to do good and resist evil. They undergo relentless training to control their cannibalistic urges and find alternatives to satiate their eternal hunger. Others redirect this hunger to fight the forces of darkness, sometimes inadvertently unleashing themselves upon the innocent in the process.

Devilish Charm

Starting when you choose this archetype at 3rd level, you present yourself with supernatural charm. You gain proficiency in either Charisma (Deception) or Charisma (Persuasion) checks (your choice).

Charisma (Deception)

You gain proficiency in Deception (Charisma)

Charisma (Persuasion)

You gain proficiency in Charisma (Persuasion)

Shadow Stride

Upon choosing this archetype at 3rd level, your show of cunning gives you the ability to strike from the shadows. You can use a bonus action on your turn in combat to take the Hide action.

Eternal Hunger

At 3rd level, you gain the ability to drain the last wisps of vitality from slain foes. Upon reducing a creature that isn't Undead or Construct to 0 hit points, you regain hit points equal to one roll of your hemocraft die.

Vampiric Form

Vampiric Form

Beginning at 7th level, you learn to draw power from the undead blood coursing through your veins. As long as you are not under direct sunlight, you can use a bonus action to transform into a vampire for up to 1 hour. You can use tools and cast spells (if you have any) as normal, but any worn equipment or armor merges into your new form and you gain a base AC of 16, which cannot be increased by armor but you can still use a shield and gain this benefit.

You can revert back to your normal form as a bonus action. You automatically revert back to your normal form if you fall unconscious, drop to 0 hit points, or die.

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


Vampiric Form Features

While you are transformed, you gain the following features:

Demonic Flight. Bat-like wings grow from your back and you gain a flying speed of 20 feet.

Memento Mori. When you have advantage on an attack, you gain a +1 bonus to the attack roll.

Evasion. You are quick while in the shadows while in this form. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage while in this form, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Unholy Resilience. You have resistance to necrotic damage; and bludgeoning, slashing, and piercing damage from nonmagical attacks that are not silvered.

Weakness to Sunlight. When you are under direct sunlight, you have disadvantage on attack rolls and saving throws, and you take radiant damage equal to 1d10 + your blood hunter level when you end your turn under direct sunlight while in Vampiric Form.

Human Form

You become a human again

Vampiric Form

Beginning at 7th level, you learn to draw power from the undead blood coursing through your veins. As long as you are not under direct sunlight, you can use a bonus action to transform into a vampire for up to 1 hour. You can use tools and cast spells (if you have any) as normal, but any worn equipment or armor merges into your new form and you gain a base AC of 16, which cannot be increased by armor but you can still use a shield and gain this benefit.

You can revert back to your normal form as a bonus action. You automatically revert back to your normal form if you fall unconscious, drop to 0 hit points, or die.

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


Vampiric Form Features

While you are transformed, you gain the following features:

Demonic Flight. Bat-like wings grow from your back and you gain a flying speed of 20 feet.

Memento Mori. When you have advantage on an attack, you gain a +1 bonus to the attack roll.

Evasion. You are quick while in the shadows while in this form. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage while in this form, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Unholy Resilience. You have resistance to necrotic damage; and bludgeoning, slashing, and piercing damage from nonmagical attacks that are not silvered.

Weakness to Sunlight. When you are under direct sunlight, you have disadvantage on attack rolls and saving throws, and you take radiant damage equal to 1d10 + your blood hunter level when you end your turn under direct sunlight while in Vampiric Form.

Blood Curse of the Thrall

At 11th level, you learn the Blood Curse of the Thrall and it doesn't count against your number of blood curses known. You can use a bonus action to beguile a humanoid that is within 30 feet of you and it must succeed on a Wisdom saving throw or be charmed by you for ten minutes.

While charmed, they can move and use their reaction on their own but the only action the creature can take during their turn is the Dodge action unless you use a bonus action on your turn to command it to take another action available to it, which they do on their next turn.

At the end of their turn and every time the creature takes damage, they can repeat the saving throw, ending the curse on a success. The curse automatically ends if the creature falls unconscious, becomes incapacitated, or enters an area affected by the Hallow spell.

Amplify. You roll one hemocraft die and subtract the number rolled from the creature's saving throw made to resist this effect.

Brand of Siphoning

Beginning at 15th level, your vampiric hunger reshapes the nature of your Brand of Castigation, making it leech the vitality from its target.

Whenever you use your Blood Maledict feature, the damage you take from the roll of your hemocraft die is dealt to the branded target instead of you. Additionally, once per turn when you deal Crimson Rite damage to a branded target, you gain temporary hit points equal to the roll of your hemocraft die.

Hunter of the Night

At 18th level, you have fully embraced your fiendish nature. Your Vampiric Form gains the following benefits:

  • Your base AC while in this form is increased to 18.
  • You no longer suffer the effects of Weakness to Sunlight and you can transform while under direct sunlight.
  • Your attacks score a critical hit on a roll of 19 or 20 while in Vampiric Form.
  • Vampiric Form now lasts indefinitely.
  • When you use your Shadow Stride feature, your next weapon attack that hits a creature gains a +3 bonus to its damage roll. If this attack kills the target, you can teleport up to 30 feet to an unoccupied space that you can see as part of the bonus action you to take to use Shadow Stride.
     

Additionally, when you score a critical hit on a creature that isn't Undead or Construct, you can regain hit points with your Eternal Hunger feature, whether you kill the creature or not.

Hunter of the Night

You have fully embraced your fiendish nature.

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