Blood Hunter
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.

You assume the bats hit points. When you revert to normal form, you have the number of hit points you had before transforming. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, it isn’t knocked unconscious. You are limited in the actions bat can perform, and you can’t speak, cast spells, or take any other action that requires hands or speech. You gear melds into the new form. You can’t activate, use, wield, or otherwise benefit from any of its equipment.

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.

In addition, you can amplifiy the curse even further, by taking the normal necrotic damage equal to one roll of your hemocraft die. If you do, you can attempt to charm a creature you can see within 30 ft. of you. The target must succeed on a Wisdom saving throw or be charmed by you until the start of your next turn. The charmed target regards the 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.

 

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.

• Regeneration. While you aren’t in a direct sunlight and have at least 1 hit point, you regenerate hit points equal to double your proficiency bonus at the start of your turn.
• Sunlight Hyper Sensitivity. You take 10 radiant damage when you start your turn in sunlight. While in sunlight, you has disadvantage on attack rolls and ability checks.
• Vampiric Strike. You can use your Vampiric Strike ability without spending a use of it once per turn.
Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
5/13/2025 1:26:26 AM
1
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes