Blood Hunter
Base Class: Blood Hunter

The order of the Daywalker is a rogue order, founded by members of the Ghostslayers who deemed vampires the most scornful of all undead, and worthy of pursuit over any other. Thus the Daywalkers were born, utilizing a series of dangerous and alchemic rituals to make themselves into half-vampires; capable of walking in daylight and wielding the powers of their ancient foes. Some were vampires that sought to undo their crazed brethren. Others were humanoids that wished to fight the vampiric scourge with their own power. Regardless of origin, the Daywlkers are ferocious combatants, and grit their teeth against a constant bloodlust in exchange for unmatched power.

While many members of this order thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Hungers table to determine what tempts your character to feed.

Hungers

d6 Hunger
1 Blood
2 Cerebral spinal fluid
3 Dreams
4 Flesh/Raw meat
5 Life energy
6 Psychic energy

Rite of the Fang

3rd-level Order of the Daywalker feature

When you join this order at 3rd level, you learn the Rite of the Fang as part of your Crimson Rite feature. When you activate this rite, the extra damage  it deals is the same type as your weapon. Once active, the rite can be transferred at no action or cost to any weapon you're currently holding that doesn't have an active crimson rite.

Once per turn when you hit a creature with a weapon affected by this rite, you can deal extra damage equal to one roll of your hemocraft die. You can gain this extra damage more than once per turn if your target is magically transformed (such as by the Change Shape action) or has the Shapechanger trait.

Nightwarden's Eyes

3rd-level Order of the Daywalker feature

Your eyes adapt to pierce the darkness. You gain darkvision out to a range of 120 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action you can enhance your senses, allowing you to know the location of any undead or charmed creatures within 60 feet until the end of your next turn. This only applies to creatures not behind total cover, and tells you their type (undead or charmed) but not their identity. You can perform this action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Silver Malady

7th-level Order of the Daywalker feature

You gain a climb speed equal to your walking speed, and can move up, down, and across vertical surfaces and upside down on ceilings, while leaving your hands free.

Additionally, once per turn when you hit a creature, you can imbue the attack with one of the following properties:

  • Retreat. The creature cannot make attacks of opportunity against you until the start of its next turn.
  • Revert. If the creature is magically transformed (such as by the Change Shape action), it must succeed on a Constitution saving throw against your Hemocraft DC or revert to its original form.
  • Revile. The creature can't regain hit points until the end of its next turn.

You can apply one of these properties a number of times equal to your hemocraft modifier, regaining all expended uses when you finish a short or long rest.

Silver Malady: Intelligence

Your hemocraft modifier is Intelligence.

Silver Malady: Wisdom

Your hemocraft modifier is Wisdom.

Brand of the Constrained

11th-level Order of the Daywalker feature

Your Brand of Castigation allows you to seal away a target's ferocity and guile. Branded creatures cannot attack you with advantage, and allies charmed or frightened by the branded creature can repeat the saving throw at the start of their turns, ending the condition on a success.

Blood Curse of the Crimson Thirst

15th-level Order of the Daywalker feature

You learn to turn your hemocraft inward, fueling your vampiric instincts with your own cursed blood. You gain the Blood Curse of the Crimson Thirst for your Blood Maledict feature. This curse doesn't count against your number of blood curses known.

Blood Curse of the Crimson Thirst
As a bonus action, you can curse one creature you can see within 60 feet of you. When you invoke this curse, you can immediately move up to 15 feet toward the cursed creature without provoking opportunity attacks. Until the end of your next turn, the first time you hit the cursed creature with a weapon that has an active crimson rite, you regain hit points equal to the highest roll among your rite's hemocraft dice on that attack.

Amplify. This curse lasts for 1 minute. You regain hit points as described above the first time you hit the cursed creature with a weapon that has an active crimson rite on each of your turns.

Ageless Predator

18th-level Order of the Daywalker feature

You age at one-fifth the normal rate, and you can't be magically aged. You also no longer need to breathe.

In addition, your battle awareness borders on the supernatural. When you roll initiative and have no uses of your Brand of Castigation remaining, you regain one use.

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