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 Vampire 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.
Vampirism
When you join this order at 3rd level, the Hunter’s Bane has afflicted you with a more gentle form of vampirism. You gain the following traits:
Bite
Your fangs are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier (your choice). Bloody Scent. You can smell any creature within 60 feet of you that is at or below half its hit points. This does not apply to creatures that do not have blood in their body.
Life Drain
You may attempt to drink the life force of an unwilling living creature. When you have made a succesful bite attack against a creature that is not a Construct or Undead, you can force them to make a Constitution saving throw against your hemocraft save DC. If they fail, you drain their life force and regain hit points equal to 2 rolls of your hemocraft die + your blood hunter level. You can do this an amount of times equal to your profiency bonus, and cannot do so again until you finish a short or long rest.
Sanguine Sustenance
You no longer require food or water. You do however require blood to sustain yourself. Once every 7 days, You must drink the blood of a living humanoid or a humanoid that died within the last 24 hours. Humanoids you feed on for sustenance gain 1 level of exhaustion that requires 1d4 days to recover from rather than a single long rest. Each day after a week you do not feed, you gain a level of exhaustion which cannot be reduced by finishing a long rest. You can reduce this exhaustion by drinking humanoid blood, reducing one level of exhaustion each time you drink. While you are exhausted in this way, you do not regain hit points when drinking blood.
Superior Darkvision
You can see in dim light within 120 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.
Undead Constitution
You gain resistance to necrotic damage and vulnerability to radiant damage.
Blood of The Prey
At 3rd level, you may use the life force of your victims to fuel your powers. After you successfully use your life drain feature, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons for one minute and the next blood curse you amplify or crimson rite you activate within the next minute does not cause you to lose hit points.
Mist Glide
At 7th level, you can move as mist to reach your prey. As a bonus action on your turn, you can fly up to half your movement speed toward a creature you can see or sense. You become intangible for this movement and can pass through creatures, objects, structures, and difficult terrain without expending extra movement, but can not end the movement inside a creature, object, or structure. If the target has less than its maximum number of hit points, this movement equals your whole movement speed instead. Once you use this feature twice, you can’t use it again until you finish a short or long rest
Brand of the Bloodied
At 11th level, your Brand of Castigation makes creatures more susceptible to your ravenous attacks. When you make a bite attack against a branded creature, you have advantage on the attack roll, the attack deals an extra 2d8 necrotic damage, and they automatically fail on the saving throw if you choose to use Life Drain.
Blood Curse of the Thrall
At 15th level, you can powerfully enchant creatures with the power of the blood coursing through your veins. You gain the Blood Curse of the Thrall for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Thrall
As an action, a humanoid of your choice within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute. This effect ends early if it takes damage from you. 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 the target takes damage from your Bite attack or if you feed on it.
Vampiric Regeneration
At 18th level, you gain the ability to regenerate. You regain 1 hit point every minute, and if you have no more than half of your hit points left, you regain hit points equal to 5 + your Constitution modifier (min 1) at the start of each of your turns. You don’t regain hit points if you are in direct sunlight, have taken radiant damage since the end of your last turn, are exhausted as a result of your Sanguine Sustenance trait, or don’t have at least 1 hit point.
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