Base Class: Fighter
A vampire/dhampir and lycantrope hybrid subclass based on the blood hunter lycanthrope subclass created by Matthew Mercer.
Hybrid Nature
When you choose this archetype at 3rd level, you gain the following benefits:
- Heightened Senses. You gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Life essence diet. You can consume freshly spilled blood of a creature instead of eating normal food to soothe your hunger and at the DM’s discretion it might cause your character to experience brief visions of a memory the creature experienced.
Hybrid Transformation
Also at 3rd level, you learn to control the mix of vampiric blood and lycanthropic curse that courses through your veins. As a bonus action, you transform into a special hybrid form for up to 1 minute. 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 can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
While you are transformed, you gain the following features:
- Feral Might. You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.
- Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.
- Predatory Strikes. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning, slashing or piercing damage (your choice). This damage increases to 1d8 at 11th level and 1d10 at 18th level. Additionally, when you use the Attack action to make an unarmed strike and you are not wielding a shield, you can make one additional unarmed strike as part of that action. If you are wielding a shield you can make this additional unarmed strike as a bonus action instead.
- Bloodlust. If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw. If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target.Once your attack is resolved, you regain control of yourself.
Stalker's Prowess
At 7th level, you gain climbing speed equal to your walking speed, your speed increases by 10 feet, and you add 10 feet to your long and high jump distance. Your hybrid form also gains the following additional benefit.
Improved Predatory Strikes. You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Blood Trail
At 7th level, your hunger for blood and the heightened sense of smell you gain from the lycantropic curse makes you an exceptional tracker, you gain advantage on survival checks to follow the trails of a creature whose blood you tasted before.
Supernatural Physique
At 10th level, you learn to better control your vampiric nature. You can use one Swarm Option of your choice as a bonus action.
Saving Throws. Some of your swarm options require your target to make a saving throw to resist the option’s effects. The saving throw DC is 8 + your proficiency bonus + your Strength/Dexterity modifier.
You have the following Swarm options:
Swarm Dash. You disperse into a swarm of bats and can move in any direction up to your walking speed. Other creatures have disadvantage on opportunity attack rolls against you while in this form. You can drag/push with you any creature you are currently grapling. An unwilling creature must succeed on a Strength saving throw to avoid the effect.
Swarm Cloud. Part of your body disperses into a medium swarm of tiny bats and moves into a space you can see within 30ft of yourself. When a creature hostile to you enters a space within 5 feet of the swarm for the first time on a turn or starts its turn there, it takes 2d6 slashing damage and its speed is reduced by 10 feet. The swarm remains in place until the start of your next turn.
Revealing Swarm. Part of your body disperses into a small swarm of tiny bats and tries to surround a creature you choose within 30ft of you. The choosen creature has to make a Dexterity saving throw. On a failed save any attack roll against the surrounded creature has advantage, and the surrounded creature can’t benefit from being invisible until the start of your next turn.
Swarm Shield. Part of your body disperses into a small swarm of tiny bats and surrounds you or another creature you can see within 30ft of you. The surrounded creature gains temporary hit points equal to 1d6 + half your fighter lvl and the next time a hostile creature hits it with an attack, it has to make a Dexterity saving throw. On a failed save it has disadvantage on attack rolls until the start of their next turn.
You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a short or long rest.
Child of the Night
At 10th level you also gain control over the aspect of the darkness within, you can as a free action freely control the movement and shape of your own shadow in a 30 ft radius around you.
Accelerated Perception
At 15th level your senses sharpen and you begin to sense and process information at such speeds that time appears to have slowed down for you, helping you to make small adjustments in your movements in split seconds, you gain the following benefits:
- Your melee weapon and unarmed attacks score a critical hit on a roll of 19 or 20.
- Once per turn when you miss with a melee attack roll, you can reroll it and must use the new roll.
Beast Speach
At 15th level thanks to your ever growing bestial nature you gain the ability to communicate in a limited manner with beasts. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all ability checks you make to influence them.
Apex Predator
At 18th level, you have mastered your inner predator. You gain the following benefits:
- You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form lasts until you revert to your normal form, fall unconscious, or die.
- You gain resistance to necrotic damage.
- You can use your Suppernatural physique feature a number of times equal to twice your proficiency bonus.
- You gain access to a supernatural ability called Blood Surge.
Blood Surge
On your turn, you can take one additional bonus action on top of your regular bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. In addition you regain one use of this feature when you score a critical hit or reduce a creature to 0 hit points.
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