Blood Hunter
Base Class: Blood Hunter

The origins of the Order of the Vampire are widely unknown, some believing it was a failed ritual that caused its members to become the very thing they swore to destroy and others theorising that a powerful vampire lord created the order in a power play to expand their influence and destroy opposing vampire houses. In either case there is one goal in play, to seek out and destroy vampire kind using their own abilities against them. Dedicated vampiric blood hunters accept the sacramential hemocraft techniques to their highest potential, hoping that they will not pass over a threshold and become a target for their fellow order members.

Vampiric Origin

At 3rd level, the blood of the vampire you have ritually fused with has grated you with some of their innate abilities. You gain the ability to cast the Charm Person and Misty Step spells a combined 2 times per short rest. You gain additional spells at levels 5, 7 and 11. These additional spells can be cast once per short rest.

Undead Physiology

At 3rd level, your physicality is changed by the vampiric blood now fused in your system. Your eyes now adapt to the perpetual darkness that vampires live within and fangs are now present in your mouth that allow you to pierce the skin of a creature. You gain darkvision of 60ft. You may make a bite attack roll using either strength or dexterity (your choice) and deal 2d4 piercing damage. On a successful hit, the target must make a constitution saving throw. On a successful save, you gain temporary hit points equal to half of the damage dealt (minimum of 1). On a failed save, you gain temporary hit points equal to the damage dealt. You also gain advantage on your next attack against the creature hit with this attack. You can use this feature (1 + CON) times per long rest.

Unnatural Constitution

At 7th level, your body is further changed by the vampire blood coursing through your veins. You gain resistance to slashing, piercing and bludgeoning damage from non-magical sources.

Brand of the Thrall

Starting at 11th level, you no longer need to damage a creature with your crimson rite weapon to apply Brand of Castigation to a creature, and apply it with a bonus action instead. Whenever the creature makes a saving throw from any effect you cause it to make, it has disadvantage on the roll.

Blood Curse of Forbiddance

As a bonus action, you curse a creature within 30ft of you, causing them to become frightened of you. The creature can make a Charisma saving throw at the end of each of it's turns to end the effect.

Amplify. The creature takes 3d6 psychic damage when you inflict the curse, and it takes this damage again on each of it's turns that it fails to end this effect.

Pseudo Vampire Conversion

Starting at 18th level, you gain the following effects;

Ever Vigilant
You no longer need sleep, are immune to magical sleep and gain the Alert feat.

Sunlight Sensitivity
You have disadvantage on attack rolls and ability checks when in direct sunlight.

Hard to Kill
Once per day, when you are dropped to 0 hit points, you do not drop unconscious and instead gain 1 hit point.

Hydrophobic
When you end your turn submerged or in the flow of running water, you take 10 points of acid damage.

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