Base Class: Blood Hunter
The original purpose of this strain of Hunter's Bane was to help abate the affliction of those cursed with vampirism. Many of these victims chose to combat the scourge that had cursed them as well as those of their ilk, and the Order of the Dark Draught was formed. Soon other blood hunters who were not cursed began to drink the specialized concoction, willing to gain a mild form of the vampiric disease for the cause. Given the Order's history, many of these blood hunters specialize solely with the fight against vampires, looking to prevent others from going through the pain they suffered. But others of the Order see the similar oppression and violation of vampires in the many forms of evil infiltrating the land all of which must be stopped.
Blood-Soaked Strikes
When you join this order at 3rd level, you learn the Rite of Dead crimson rite. While active, you gain the following benefits:
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You have resistance to necrotic damage
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You can see normally in dim-light and non-magical darkness out to 120 feet.
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Your speed increases by 5 feet. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Cloak of Shadows
At 3rd level, you have learned how to access some of the transformative powers afforded to you by the Dark Draught. As a reaction when you take damage, you can cause your body to dissolve into biting darkness. Every creature of your choice within 10 feet of you must make a Dexterity saving throw. A target takes necrotic or piercing damage (your choice) equal to three rolls of your hemocraft die plus your hemocraft modifier on a failed save, or half as much on a success. You can then immediately teleport up to half your movement speed to an unoccupied space that you can see. You can use this reaction a number of times equal to your hemocraft modifier, replenishing all expended uses at the end of a long rest.
Cruor-fed Body
At 3rd level, you gain the following traits, a result of the darkness rising within you.
- Scent of Blood. You can smell any creature within 60 feet of you that is below its maximum hit points. This does not apply to creatures that do not have blood their body, and as such you can instantly identify such creatures by their distinct lack of the smell of blood.
- Sanguine Dependency. You no longer require food, water, or air. You do, however, require blood to sustain yourself. You must drink the blood of a living humanoid every day. Each day you do not, you gain a level of exhaustion which cannot be reduced by finishing a long rest or by magical means. You can only reduce this exhaustion by drinking blood, reducing one level of exhaustion each time you drink.
- Vampiric Curse. Whenever you amplify a Blood Curse, you do not lose hit points if you roll a 1 or 2 on your hemocraft die.
- Honeyed Words. You gain proficiency with the Persuasion and Deception skills. If you already have proficiency with these skills, you instead add double your proficiency bonus to checks made with them.
Darkened Nature
Beginning at 7th level, your body is transformed even further, the Dark Draught changing your very physicality. You gain the following features:
- Prolonged Life. Your lifeforce is extended and your body regenerates more easily. If you start a turn with less than half of your maximum hit points, you regain hit points equal to a roll of your hemocraft die. This does not heal you beyond half your hit point maximum. Additionally, For every 10 years that pass, your body ages only 1 year. In addition to that, you are immune to disease.
- Silver Tongue. Your words are naturally graced with seductive magic. Whenever you make a Persuasion or Deception check, you treat any roll of 9 or lower on the d20 as a 10.
Brand of Stolen Vitality
At 11th level, your Brand of Castigation can draw the strength of your opponent into yourself. Whenever you hit a branded creature with a weapon empowered by your Crimson Rite, you regain hit points equal to the damage dealt by your Crimson Rite.
Blood Curse of Enflamed Passions
Beginning at 15th level, you learn to emanate a hypnotic gaze, the Dark Draught shrouding your eyes with arcane charm. You gain the Blood Curse of Enflamed Passions for your Blood Maledict feature. This does not count against your number of blood curses known.
Blood Curse of Enflamed Passions
Prerequisite: Order of the Dark Draught, 15th level
As a bonus action, you manipulate the blood borne hormones of a creature you can see within 30 feet, flooding them with emotions. The target must succeed on a Charisma saving throw or be charmed by you until the end of its next turn. 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 you.
Legendary Vampirism
At 18th level, the Dark Draught has completed transforming you, granting you the following benefits:
Resilience of the Damned. You have resistance to non-magical bludgeoning, piercing and slashing damage.
Legendary Predation. You can now take one of the following Legendary Actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. You regain spent legendary actions at the start of your turn.
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Move. You move up to your speed without provoking opportunity attacks.
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Strike. You make one weapon attack.
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Curse. You activate a Blood Maledict
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