Blood Hunter
Base Class: Blood Hunter

Gentlemen tonight you take part of the Sanguine feast the rite of the cursed fang.Bonding ourselves in blood and brotherhood. -General Vincent Valloris- founder of the order

The Order of the Black Fang has always been the black sheep Order for Blood hunters. Usually attracting the bloody,bold,and blasphemous. 

 

Vampiric form

When you reach 3rd level, your taking part of the Sanguine Feast has changed you giving you supernatural powers.As a bonus action, you transform into a special vampiric form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.

  • You may use bite as a bonus action dealing (1d6) damage 
  • You gain resistance to the cold 
  • You gain access to the Sanguine arts spell list/necromancy school
  • Flying speed equal to your movement speed
  • You cast no reflection 

The choice you make augments some of your subclass features, as noted below.

Sanguine Arts

Also at 3rd level, you augment your combat techniques with the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the warlock spell list.

Cantrips. You learn two cantrips of your choice from the Sanguine arts/Necromancy spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots. The Sanguine Arts Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Sanguine Arts spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the Sanguine Arts or School of necromancy spell list.

The Spells Known column of the Cursed Fang Spellcasting table shows when you learn more Sanguine Arts spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the Sanguine Arts/Necromancy spells you know and replace it with another spell from the Sanguine Arts/necromancy spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Your chosen Hemocraft ability (Intelligence or Wisdom) is your spellcasting ability for your warlock spells, so you use your Hemocraft ability whenever a spell refers to your spellcasting ability. In addition, you use your Hemocraft modifier when setting the saving throw DC for a Sanguine Arta spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Hemocraft modifier

Spell attack modifier = your proficiency bonus + your Hemocraft modifier

Profane Soul Spellcasting

BLOOD HUNTER
LEVEL
CANTRIPS
KNOWN
SPELLS
KNOWN
SPELL
SLOTS
SLOT
LEVEL
3rd 2 2 1 1st
4th 2 2 1 1st
5th 2 3 1 1st
6th 2 3 2 1st
7th 2 4 2 2nd
8th 2 4 2 2nd
9th 2 5 2 2nd
10th 3 5 2 2nd
11th 3 6 2 2nd
12th 3 6 2 2nd
13th 3 7 2 3rd
14th 3 7 2 3rd
15th 3 8 2 3rd
16th 3 8 2 3rd
17th 3 9 2 3rd
18th 3 9 2 3rd
19th 3 10 2 4th
20th 3 11 2 4th

Sanguine Frenzy

Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.

Exsanguinate

At 7th level, Your vampiric nature and control of blood makes you capitalize on your wounded opponent after a successful attack you may choose to expend a hemocraft die to worsen the wound(1d10)

Supernatural reflexes

Your understanding and harnessing of your new abilities have given you unnatural reflexes and speed and strength 

  • you may dash as normal movement 
  • as a reaction if you were to take damage you my expend a hemocraft die and take no damage instead and move 15ft from the attacker 
  • You may carry twice your weight

Blood elemental

At 15th level, Your understanding and mastery of the Sanguine arts has allowed you to control blood and make it sentient. You are now able to summon a blood elemental to fight with you combat, the blood elemental shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

 

Vampiric mastery

You may now transform unlimited times a day.you may also hold form until dead/unconscious. You also gain the following.

  • your bite now deals (4d6) necrotic you may also gain Temp hp for the amount of damage done 
  • Death Warden. When casting the animate dead or create undead spell, there is no limit to how many creatures the vampire can have under its control. In addition, after casting animate dead or create undead once on creatures, it no longer needs to be cast on those creatures to retain its control over them.

  • Children of the Night (3/Day). The vampire magically calls 4d6 giant bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 dire wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Previous Versions

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