Blood Hunter
Base Class: Blood Hunter

Since ancient times, certain blood hunters have dedicated their lives to the destruction of creatures that prey upon the innocent. Through generations of secret rites, sacred blood magic, and relentless training, these hunters have learned to infuse their weapons with the strength of their own life essence, turning mortal resolve into a weapon against the darkness. Members of the Order of the Vampire Killer are masters of the whip, a plethora of alchemical tools, and sacred techniques passed down from one generation to the next, preserving traditions forged through centuries of battle against the night.

Unlike many blood hunters, these warriors do not seek power from curses, forbidden bargains, or pacts with sinister forces. Their strength comes from discipline, faith in humanity, and the willingness to face the darkness without becoming part of it themselves. They endure pain, sacrifice, and isolation so that others might never know the horrors they confront. To a Vampire Killer, monsters are not merely enemies to be hunted, but a burden that must be carried so others may live in peace.

Level 3: Heightened Senses

When you choose this archetype at 3rd level, your years of hunting creatures of darkness have sharpened your instincts.

You have advantage on Wisdom (Perception) checks that rely on smell, sight or hearing.

Level 3: Monster Slayer

You've begun your journey in mastering the art of monster slaying. You gain proficiency with whips, and their damage die increases to 1d6.

While your Crimson Rite is active, your weapon attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

In addition, you have advantage on Intelligence (History), Intelligence (Investigation), and Wisdom (Survival) checks made against undead, beasts, fiends, aberrations, and monstrosities.

Level 3: Hunter's Focus

As a bonus action, you may enter a state of perfect concentration known as Hunter's Focus. This state lasts for 1 hour. You can speak, use equipment, and wear armor normally while under this effect. Once you use this feature, you must finish a short or long rest before using it again.

While under Hunter's Focus, you gain a +1 bonus to melee weapon damage rolls. This bonus increases to +2 at 11th level, and +3 at 18th level.

In addition, when you hit a creature with a whip attack, you may force it to make a Strength saving throw against your Blood Curse save DC. On a failed save, the creature's speed becomes 0 and it cannot take reactions until the start of your next turn. You may use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.

Level 7: Hunter's Prowess

At 7th level, your speed increases by 10 feet. You add 10 feet to your long jump distance and 3 feet to your high jump distance.

In addition, your Hunter's Focus gains the following benefits:

  • You gain a +1 bonus to attack rolls made with whip attacks. This bonus increases to +2 at 11th level and +3 at 18th level.
  • While you have an active Crimson Rite on a whip, its reach increases by 5 feet

Level 11: Advanced Focus

At 11th level, you have perfected the techniques passed down by your order. You may use Hunter's Focus twice, regaining all expended uses when you finish a short or long rest.

While your Hunter's Focus is active, your weapon attacks score a critical hit on a roll of 19 or 20 against undead, fiends, aberrations, and monstrosities.

In addition, once on each of your turns while your Hunter's Focus is active, when you hit a creature with a weapon attack, you may choose one of the following effects:

  • Deal additional damage equal to your Hemocraft die.
  • Ignore the target's resistance to the attack's damage type.
  • Add your Intelligence modifier to the damage roll.

Level 15: Brand of the Relentless

Starting at 15th level, your determination allows you to fight beyond mortal limits.

When you are reduced to 0 hit points but not killed outright, you may instead drop to 1 hit point. Immediately after doing so, you may make one weapon attack.

Once you use this feature, you cannot do so again until you finish a long rest.

In addition, while under Hunter's Focus, you have advantage on attack rolls against creatures affected by your Brand of Castigation.

Level 18: Hunter's Focus Mastery

At 18th level, you have mastered the sacred techniques of the Vampire Killer. You may use Hunter's Focus an unlimited number of times, and it lasts until you end it, fall unconscious, or die.

While under Hunter's Focus, as a bonus action, you may awaken the true power of the Vampire Killer, in the form a Flame Whip. For 1 minute:

  • Your Crimson Rite damage is doubled.
  • Your attacks ignore resistance and immunity to damage.
  • Undead and fiends within 30 feet of you have disadvantage on saving throws against your Blood Curses.
  • Each successful whip attack deals an additional 8d6 fire or radiant damage (your choice each hit).

Once you use this feature, you cannot do so again until you finish a long rest.

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