Blood Hunter
Base Class: Blood Hunter

A blood hunter of The Order of the Vampire is touched with certain dark gifts. Though they do not fully embrace an unholy transformation like their Order of the Lycan brethren, they harness the power of vampires to become more socially inclined than other blood hunters. Members of this order are able to insert themselves within social circles more easily, using blood to gain knowledge and thereby power over others. Should diplomacy not garner the desired result, their brush with vampirism enables empowered blood curses as well as a unique blood curse that makes them adept at controlling enemies. These blood hunters manipulate to create advantages, then strike with their imposing will fueling their vicious attacks.

”I thank you for your cooperation in this matter Guard Captain Kern. This key will be most useful... maybe you should take the rest of the night off.”

- Lycraeus Keledor, Order of the Vampire blood hunter

 

Preternatural Form

Starting when you choose this subclass at 3rd level, you begin to adopt the improved abilities of a creatures of the night.

In addition your body begins to go through a metamorphosis of becoming a creature of the night, granting several abilities

Vampiric Rite

As a bonus action, you can activate any rite you know on one weapon you’re holding or choose to activate your Vampiric Rite. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way.

While the rite is in effect, attacks you make with this weapon are magical, and deal extra necrotic damage equal to your hemocraft die in addition you may regain hit points equal to half the damage dealt. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.

Upon reaching 11th level, the necrotic damage equal to your Wisdom modifier become double, while earning hit points equal to the damage.

When you active your Vampiric rite, you gain the following abilities below:

  • You gain resistance to necrotic, bludgeoning, piercing, and slashing from non-magical attacks
  • You gain the Spider Climb spell like ability
  • You no longer need to breathe.
  • You cease to age and cannot be aged by magical means.
  • Your gain the following Natural Weapons with which you are proficient and can make Melee Weapon Attacks. These count as light weapons for the purpose of those attacks:
    • Claw - 1d6 Necrotic damage
    • Bite - 1d4 Necrotic damage

This change in your physiology comes at a cost:

  • You have disadvantages on all ability checks and saving throw in daylight directly.
  • You take 1d10 acid damage if you ends your turn in running water.
  • Maintaining the rite beyond a number of rounds equal to your proficiency bonus is especially taxing. For each additional round the Bloodhunter sustains a level of exhaustion unless they land a successful Bite attack during the Rites duration reducing the level of exhaustion on successful bite by 1.

Preternatural Maledict

Beginning at 3rd level, you can choose to infuse your Blood Curses with your vampiric powers. When you amplify a Blood Curse and take damage by rolling your Hemocraft die, you can cause the target of the curse to take necrotic damage equal to the die roll provided it has blood. You then regain hit points equal to half of the damage dealt to the target (minimum of 1) as their blood mingles with yours, and you gain the benefits of your Preternatural Charisma feature against the target. 

Beginning at 11th level, the target of your Preternatural Maledict feature suffers additional damage equal to your Intelligence modifier.

Preternatural Charisma

When you join this order at 3rd level, you learn to use your vampiric influences to manipulate your enemies and hunt with the aid of fresh blood

  • By placing a drop of wet blood from a specific creature on your tongue, you gain understanding and power over them. If the creature is alive, for the next hour, you add your Intelligence modifier to all Charisma checks against that specific creature provided you share at least one language. If the creature is dead, you gain advantage on Investigation checks related to the grisly nature of their death and History checks related to the creature should they have a notable past. At the DM's discretion, visions of things unknown to the character can occur on higher rolls.
  • You gain proficiency in a skill of your choice choosing from:
Honeyed Words

You gain proficiency in Persuasion

Unholy Beguilement

You gain proficiency in Deception.

Vampiric Hemocraft

Starting at 7th level, your powers have improved and your blood continued to adapt and grow, to which you now unlock new potential.

You gain access to the following abilities:

Advance Vampirism

Starting at 7th level, your power have improve from the amount of bloods you have taken, to which now unlock few unique abilities.

Shapechanger: As an action you can polymorph as if by the spell into a Bat or a Cloud of Mist, and back. This new form only lasts for an hour, and requires a short rest before the feature can be used again.

While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, and gain a fly speed equal to your land speed. You can enter, pass through or stop in a hostile creature's space. In addition, you can squeeze through any space in which air can pass through without costing additional movement. You has advantage on Strength, Dexterity, and Constitution saving throws, and are immune to all nonmagical damage.

Blood Curse of the Thrall

At 7th level, your mastery of your vampiric powers has grown to overwhelm weak-minded creatures. You gain access to the Blood Curse of the Thrall for your Blood Maledict feature. This does not count against your number of Blood Curses known.

Blood Curse of the Thrall. As an action, you attempt to charm one humanoid you can see within the 30ft. The target must succeed on a DC {{savedc:int}} Wisdom saving throw and does so with advantage if you or your companions are fighting it. If you are currently benefiting from your Preternatural Charisma feature against the target, it has disadvantage on the saving throw. If it fails, the creature is charmed by you for 1 hour, and considers you a trusted friend to be heeded and protected with its life, if necessary. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can. If the target is forced to fight their former allies, they can repeat the saving throw at the end of each of their turns, and if you or your allies damage the target, the effect instantly ends. You may have only one target charmed in this way at a time.

Amplify. The duration of the curse increases to 24 hours.

Blood-Fueled Surge

At 7th level, the blood you draw from yourself and foes invigorates you with supernatural speed and aggression. After amplifying a Blood Curse, you can move up to your speed without provoking opportunity attacks. If the activation of the Blood Curse is a reaction, you can make this movement as part of that reaction.

In addition, once per day when you fall unconscious due to damage in combat, you regain one expended use of your Blood Maledict feature. This does not apply to effects that instantly reduce you to 0 hp.

 

Advanced Vampiric Hemocraft

Starting at level 11th, you have learned to Master your Vampiric Hemocraft unlocking its hidden potential.

Misty Escape.

Once per long rest when you drop to 0 hit points instead of making death saving throws you can instead choose to take one level of exhaustion and transform into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, If you are unable to transform, you must make death saving throws as normal.

While you have 0 hit points in mist form, you can’t revert to your normal form, and it must receive magical healing within 2 hours or revert to an unconscious form and continue to make death saving throws as normal. Upon receiving magical healing you return to your physical form as normal.

Brand of Corruption

Beginning at 11th level, your Brand of Castigation corrupts the target's form, slowing any regenerative effect. All healing the branded creature receives is halved. In addition, any other creature that heals the branded target must make a Constitution saving throw against your Hemocraft save DC or suffer necrotic damage equal to the amount healed.

Vampiric Awakening

at 15th level your blood as nearly completed its bonding with the Vampiric vitae coursing through your veins unlocking supernatural powers. You gain the following abilities:

Vampiric Embrace

Your Vampiric Maledict becomes more potent the closer the source of the blood. If your Vampiric Maledict is used and the target of it is within 5ft. of you, the target takes additional necrotic damage equal to two rolls of your Hemocraft die.

Creatures of the Night

You can now call upon the creature of the night to come to your aid and crush your enemies. As an action and you can magically call 3d4 [creature]Swarm of Bats[/creature]. While outdoors you can summon 2d6 [creature]Dire Wolves[/creature] instead. The called creatures arrive in 1d4 rounds, acting as allies to you and obeying your spoken commands. The beasts remain for 1 hour, until they or you die, or you dismiss them as a bonus action. You can only used this ability once, to which afterward need a long rest to regain it.

Vampiric Mastery

At 18th level you have mastered your Vampiric Vitae and unlocked its true potiential. You gain the following transformation:

Vampire Lord

At 18th level, you can unleash your true power both as a vampire and a bloodhunter, becoming something more..

As an action, your body will transform melding into an amalgamation of shadows that swirl around you and must complete a long rest before you can do so again.

As this powerful Vampire Lord, you gain the following abilities:

  • As you spread shadow like wings you gain a fly speed equal to double your land speed.
  • You become immune to bludgeoning, piercing, and slashing damage that are non-magical.
  • Do to the maelstrom of shadow around you, your attack range increases to 10ft
  • You gain a 10ft Aura of shadow. When a creature starts its turn within 10 ft of you , it must make a Dexterity saving throw (DC 23,) or take 2d10 necrotic damage from the horrors that dwell within your aura. The saving throw can be repeated at the beginning of each of their turns to avoid the damage.
  • As an action, you are able to cast Darkness. You are able to see through this magical darkness. The area of Darkness counts as difficult terrain.
  • As an action, you can summon forth a swarm of bats from your own body and unleash a powerful torrent of fangs at your foes. All Creature in a 30ft Cone must make a DC 23 Dexterity Saving Throw, or take 4d8 Piercing and 4d8 Slashing as a torrent of fangs and wings collide with their being. This feature can only be used once per transformation.
  • You gain the Extra Attack (2) Trait, in addition Natural Weapon Attacks Made with this Trait increase to 2d8 and you may choose to heal for half of the damage dealt.
Order Of The Vampire Image

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