Base Class: Blood Hunter
Where other blood hunter orders use their abilities for monster hunting, you embrace your sinister powers. Order of the Sanguine leans more into the Blood aspect of the class.
Flow of Life
When you reach 3rd level in this class, your connection to your lineage strengthens; Increasing your thirst and mastery over it as well as giving you power over your own blood, controlling the rate in which your heart beats.
- You gain resistance to poison damage and have advantages on CON saving throws that would poison you.
- You no longer require air food or drink.
- Whenever you take the Bite attack on your turn, you can roll an additional die to determine the amount you heal. This increase to two additional die at level 7 and three at level 12.
- You can smell any creature within 120 feet of you that is at or below half its hit points. This does not apply to creatures that do not have blood in their body.
Wicked Polymorph
7th-level Order of the Sanguine feature
You gain the ability to polymorph into a wolf or bat at will. During this shift you retain all items and equipment that were in you as they morph with you. Your stats are that of the form you chose with the exception of your Int, Wis, Cha.
You can move as mist to reach your prey. You can use a bonus action on your turn to fly up to half your movement speed toward a creature you can see or sense. You become intangible for this movement and can pass through creatures, objects, structures, and difficult terrain without expending extra movement, but can not end the movement inside a creature, object, or structure. If the target is at half its hit points or below, this movement equals your whole movement speed instead.
Once you use this feature you may not do so again until you finish a short or long rest or alternatively land a killing blow with your bite attack.
Brand of the Bloodied
11th-level Order of the Sanguine feature
Your Brand of Castigation makes creatures more susceptible to your ravenous attacks. When you make a bite attack against a branded creature, you have advantage on the attack roll, the attack deals an extra 2d8 necrotic damage.
Blood Curse of the Supplicant
15th-level Order of the Vampire feature
You can powerfully enchant creatures with blood coursing through their veins. You gain the Blood Curse of the Supplicant for your Blood Malediction feature. This doesn't count against your number of blood curses known.
Blood Curse of the Supplicant. As an action, a humanoid of your choice within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute. This effect ends early if it takes damage from you or an ally. While charmed the target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can.
Amplify. The effect doesn't end early if it takes damage from an ally or from your bite attack.
Vampiric Regeneration
18th-level Order of the Vampire feature
You gain the ability to regenerate. You regain 5 hit points every hour, and if you have no more than half of your hit points left, you regain hit points equal to 5 + your Constitution modifier at the start of each of your turns. You don’t regain hit points if you are in direct sunlight, have taken radiant damage since the end of your last turn, are exhausted as a result of not drinking blood, or don't have at least 1 hit point.
Previous Versions
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