Blood Hunter
Base Class: Blood Hunter

The thirst of the vampire is a hollow ache that has toppled empires and turned heroes into monsters. While most see the crimson curse as an end to one's soul, the Order of the Sanguine Vein views it as a potent, albeit volatile, weapon. These blood hunters—often called "Leaches" or "Night-Stalkers"—believe that to hunt the undead effectively, one must understand the cold pulse of the grave. The initiation into this order is known as "The Shallow Grave." Aspirants undergo a ritualistic draining, balanced precariously on the edge of true undeath, before being revived with the alchemical Blood Curses of the order. This leaves them in a state of "living suspension"—possessing the predatory grace and metabolic hunger of a vampire without the total loss of their moral compass or their heartbeat.

Ally of Darkness

When you choose this archetype at 3rd level, shadows are now your ally. You have advantage on Dexterity (Stealth) checks when in a space of dim light or less. You also have disadvantage on Dexterity (Stealth) checks when in a space of sunlight.

Hybrid Transformation

Also at 3rd level, you learn to control the vampiric curse that courses through your veins. As a bonus action, you transform into a special hybrid form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.

This feature replaces the rules for vampirism in the Monster Manual. Once you use this feature, you must finish a short or long rest before you can use it again.

In the Character Builder, set the option for Hybrid Transformation to Hybrid Form to activate the bonuses for that form on the character sheet.

Hybrid Transformation Features

While you are transformed, you gain the following benefits and drawbacks:

Feral Might. You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.

Thickened Skin. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC. Additionally, if you are struck with a wooden stake type weapon, treat that hit as a critical hit against you.

Vampiric Weakness: While in this form, you have disadvantage to all your strikes whilst in rain, sunlight, and/or any other source of running water. Additionally, if you start your turn within rain, sunlight, and/or any other source of running water, you need to make a DC 13 Constitution saving throw or take 3d6 fire damage.

Predatory Strikes. You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level.

Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.

Feeding Frenzy. If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest dead creature that has blood and spend your turn consuming their blood. If they're is no dead body with blood available to you, you must immediately move to the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw.

If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.

Child of Night

At 7th level, you now have a fly speed equal to half of your movement speed. You may also use a bonus action to make the hide, or dash action. Your hybrid form also gains the following additional benefit.

Improved Predatory Strikes. You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, when you have an active crimson rite on your unarmed strike while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Advanced Transformation

At 11th level, you learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. Your hybrid form also gains the following additional benefit.

Vampiric Drain. At the start of each of your turns you may use an attack action to bite a creature within 5ft of you (use your predatory strike ability modifier to hit ). On a hit, roll 2d6 and you gain HP equal to the amount rolled. The affected creature also takes piercing damage equal to the amount rolled

 

 

Brand of the Sanguine

Starting at 15th level, you have advantage on the saving throw for your Feeding Frenzy while in hybrid form. Additionally, your Brand of Castigation can now bind a foe to your sanguine hunger. While in your hybrid form, whenever you hit a creature who holds the brand with your predatory strikes, you gain HP equal to the amount rolled on each strike.

Hybrid Transformation Mastery

At 18th level, you have mastered your inner predator. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form lasts until you revert to your normal form, fall unconscious, or die.

You also gain the Blood Curse of the Nocturnal for your Blood Maledict feature. This doesn’t count against your number of blood curses known.


Blood Curse of the Nocturnal

Prerequisite: 18th level, Order of the Vampir

As an action, you unleash a flurry of bats from your being. Each creature of your choosing within a 30 feet cone of you that can hear you must succeed on a Dexterity saving throw. If a creature fails its saving throw, it takes 7d12 piercing damage and has the poisoned condition. A creature that succeeds on its saving throw takes half damage is immune to this blood curse for the next 24 hours.

You can choose any number of creatures you can see to be unaffected by the curse.

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