Base Class: Blood Hunter
Vampire knights are humanoid warriors who faithfully serve a master vampire, serving as an agent of its will and a loyal guardian, but without undergoing the undead transformation and becoming a vampire spawn.
As such, they retain their autonomy while still gaining powers from its immortal master, in exchange for this service. The powers are giving to the humanoid trough the Ritual of Binding, a painful ritual were part of the vampire master's blood is infused on the knight, giving it some of the vampire powers (and weaknesses), and bestowing them with the ability to use blood magic.
Bound Soul
Ritual of Binding
Starting at 1st level, you pass trough a ritual were your blood and the blood of your master are linked, which grants you the powers of a vampire, and some of its weaknesses. You gain the following traits:
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you are already capable of seeing in darkness, your darkvision increases in 30 feet.
You develop vulnerability to radiant damage and become resistant to necrotic damage.
Your senses become enhanced like those of a beast. You gain advantage on your Wisdom (Perception) checks that rely on sound or smell.
You can also cast the cantrip chill touch, you use your wisdom to cast the cantrip.
Blood Siphon
A creature damaged by your branded rite weapon loses maximum hitpoints equal to your hemocraft dice.
When dealing damage with your branded rite weapon you heal hitpoints equal to your proficiency bonus.
When you would be healed but are at full hitpoints or are healed to full hitpoints you can choose one of the following effects to happen.
You heal another creature the excess amount within 30 feet of yourself.
or deal necrotic damage to a creature within 30 feet for half of the excess amount healed within 30 feet of yourself.
At 8th level the range of Blood Siphon is increased to 60 feet.
Blood Soul
Your maximum hitpoints can't be reduced.
When rolling your hemocraft dice in any instance you can choose to add your INT or WIS modifier to the roll.
If a creature would die within 30 feet of you, you can use your reaction or bonus action to heal equal to your hemocraft dice. You can do this as many times equal to your proficiency bonus.
You can cast Bestow Curse once per long rest.
Undead Body
Starting at 14th level, you start to share some aspects of the vampiric metabolism and the benefits of an undead body. You gain advantage on saving throws against the poisoned condition and gain resistance to poison damage.
If damage reduces you to 0 hit points, you can make a constitution saving throw with a DC of 5 + half of the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead. You can only use this once per short rest.
In addition, you no longer need to sleep, eat, drink or breathe, and you only age 1 year for each 10 passed years.
True Vampire Knight
Undead creatures with an INT of 8 or less do not see you as an enemy and will not attack you unless provoked.
You can cast levitate on yourself at will.
At the start of your turn you can roll your hemocraft dice, target a creature within 60 feet of you gains that many temporary hit points until the start of your next turn, if a creature still has temporary hit points from this ability at the start of your next turn they heal that many hit points as they lose those temporary hit points.
True Blood Magic
You can target up to two different creatures with two different blood curses or one creature with two different blood curses.
When you kill a creature that has blood (this does not work against elementals, undead, constructs or anything that would not have blood) you can regain a charge of your blood curse.
Creatures that are cursed by your blood curses take damage equal to your hemocraft dice at the start of their turn.
Creature of the Night
You can speak with Spiders, Wolves, Bats, Cats, and Rats.
You can cast the spell shape change on yourself once per short rest turning yourself into a Spider, Wolf, Bat, Cat, or Rat.
While standing still in darkness or dim light you are invisible until you move.
When you make a surprise attack in the darkness and hit you can add your hemocraft dice to the damage of the attack.
Previous Versions
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