Base Class: Blood Hunter
Order of the vampirism imbues their blood with blood of the vampires and then by hemocraft binding it to their will. As a result these blood hunters have various traits reminiscent of vampires, but on a more manageable scale.
Vampiric Blood
At 3rd level you have infused yourself with vampire blood, giving you some of its strengths and weaknesses:
• Forbiddance. When you are in a residence without an invitation from one of the occupants, you have disadvantage on all Charisma ability checks.
• Regeneration. While you have less than half of your maximum hit points and at least 1 hit point left, you regenerate hit points equal to your proficiency bonus at the start of your turn.
• Spider Climb. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.
• Sunlight Sensitivity. When standing in a direct sunlight, you have disadvantage on all ability checks and attack rolls.
• Vampiric Strike. When you hit a creature with a weapon for which you have an active crimson rite, you can siphon some of the creature’s lifeforce. If you do, you deal extra necrotic damage equal to your hemocraft die. You then recover hit points equal to half of the damage dealt with the attack. You can do this a number of times equal to your proficiency bonus before you must finish a long rest.
Bat Form
At 7th level, you have learned to change your form. Once per long rest, you can transform into a bat as an action. Your game statistics, except for Wisdom, Intelligence and Charisma scores, are replaced by the statistics of bat. You retain your alignment and personality. The for lasts for 1 hour or until you choose to end it using your action.
Brand of Siphoning
At 11th level your brand of castigation also siphons life out of the branded creature. Each time the branded creature deals damage to you or a creature you can see within 5 feet of you, you recover hit points equal to your Hemocraft modifier (minimum of 1).
Empowered Puppetry
At 15th level, your Blood Curse of the Fallen Puppet is more effective. It’s amplified version is now its basic version and can now target also a living creature when it starts its turn within 30 ft. of you.
Vampiric Power
At 18th level, as a bonus action you can intensify your vampiric powers turning you briefly to almost a full-fledged vampire. For the next minute following effects take place:
• Forbiddance. You can’t enter a residence without an invitation from one of the occupants.
Previous Versions
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