Blood Hunter
Base Class: Blood Hunter

The Burden of the Night

Those inducted into the Order of the Vampire Slayer choose this path with conviction, understanding the terrible weight it imposes on them and the challenges it brings. Where most afflicted by the curse of Vampirism grow wicked, and murderous, Vampiric blood hunters accept the gifts of the blood while maintaining control through intense training and the power of their blood magic. A member of the Order of the Vampire cannot spread their curse through blood but can taint the blood of another to aid them to walk the same path to fight darkness. One of the most sacred oaths of this order is to never infect another creature without the order’s sanction.

If a member of the Order of the Vampire is ever cured of their vampiric curse, it brings terrible shame to their name. Members who have been cleansed against their will readily return to the order to undergo a renewed initiation of the Taming, reintroducing the curse to their bodies and restoring their honor.

The vampiric blood comes with its own limitations. As the blood empowers the hunter, and many of the traits become mastered, some of the weaknesses rise to the surface. It manifests a bit differently in each hunter but tends to follow certain paths.

Rite of the Dawn

When you join this order at 3rd level, you learn the Rite of the Dawn as part of your Crimson Rite feature. When you activate the Rite of the Dawn, the extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • Your weapon sheds bright light out to a range of 20 feet.
  • You have resistance to necrotic damage.
  • When you hit an undead creature with a weapon for which the Rite of the Dawn is active, you roll an additional hemocraft die when determining the extra damage from the rite.

Bewitching Hunter

The strength of a Vampire Slayer is not only in their body and mind but in their heart. When you join this order at 3rd level your Hemocraft modifier become your Charisma modifier instead of your Wisdom or Intelligence. The first Vampire Slayer apprenticed with a Ghost Slayer who gave his mortality to the destiny of destroying the undead. He chose her from his whole party because of her charming guileless devotion to destroying the undead and redeeming those they had enthralled. 

Through their work developing the new Order they worked to build the magic with her strengths, Charisma. 

Hemocraft Modifier: Charisma

Your Hemocraft modifier is Charisma.

Charmed Blood

Starting at 3rd level, your study of blood magic has infused your own blood with charms and protections against the whispers of the undead. You gain advantage on saving throws against being charmed or frightened. If you have a Blood Maledict on a creature that is attempting to charm or frighten you it has no effect.

Vampiric Legacy

The rite to become a vampire hunter involves scaring vampire blood into your skin. The rite leaves you with a vulnerability from the Vampire who helped change you forever. 

Fear the Hunger

Any time you are taken down to 1 HP in combat you will take the following actions. When in combat, assign a number to each creature, roll a dice equal to the number of creatures, including your party member. Attack the creature your die roll lands on. Repeat this action each turn until combat ends.

Fear the Sun

Disadvantage on attack rolls and ability checks while in the Sunlight dawn until dusk if uncovered.

Fear the Waterways

While standing with any part of your physical body touching running water you suffer the following effects. Roll 1d6 per turn / each turn you are in the water. disadvantage on all attack rolls and ability checks. The damage you roll is radiant.

Pull of the Blood

Upon reaching 7th Level your senses have heightened. The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type of undead (vampire, spawn, zombie etc) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). 

You can use this feature a number of times equal to 1 + your Charisma modifier and lasts as many minutes. When you finish a long rest, you regain all expended uses.

Brand of Suspension

Starting at 11th level, your Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, if a branded creature has the Shape Changing trait or a similar feature, it can’t use this trait while branded.

Fuel or Curse

At 15th level the vampire blood in your veins either fuels your power or calls curses for you. 

Blood Curse of the Thrall

As an action, you target one humanoid you can see within 30ft. The target must succeed on a Wisdom saving throw (DC 8+ Proficiency bonus + hemocraft modifier) or be charmed by you for one minute. While charmed in this way, you have advantage on charisma checks against them and they regard you as a trusted friend to be heeded and protected. They are not mind controlled and will not perform any actions that cause self harm and if the target is engaged in combat, can repeat the saving throw at the end of each of their turns. If you fall unconscious or your allies deal damage to the target, the effect instantly ends. You may have only one charmed target at a time.

<strong><em>Amplify.</em></strong> The duration increases to 10 Minutes.

Blood Fueled Surge

Blood fuels your next round of strikes granting your advantage the next time you use an attack action after using an amplified blood curse. In addition, whenever you use a blood curse( before or after activation) you can move up to your movement speed without provoking an attack of opportunity as a reaction. If the activation of this blood curse is a reaction, you can make this movement as part of your action.

Exsanguination Adept

At 18th level, your blood curses become more potent causing massive blood loss in their victims, and your mastery over blood  becomes subconscious, granting you a rejuvenating effect in dire circumstances.

Cursed bloodletting. Whenever a blood curse ends on a hostile target, you can choose  to exsanguinate them causing necrotic damage equal to your bloodhunter level.


Bloody Reconstitution. Once per day while unconscious, if a creature that has blood falls unconscious or dies within 5 ft of you, you regain hit points equal to your blood hunter level at the start of your turn.

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