Blood Hunter
Base Class: Blood Hunter

A secret order of the blood hunters focused on imbibing blood from the most dangerous of predators, vampires. The process is long and deadly with a success rate in the low tens, half die outright from the system shock and the rest become ghouls lost to the hunger. Surviving the process allows the hunter to tow the line of undeath and become a fierce predator of the night.

Creature of the Night

At 3rd level, your body begins to go through development of becoming a creature of the night, granting you few abilities of the night. 

  • You gain dark vision up to 60 feet, everything you see in darkness is in a shade of red.
  • You age Much slower at a rate of 1 year every 50 years and can't be magically aged. You're immune to disease.You lack the need to sleep and don't gain exhaustion except by blood deficiency. 

 

When you active your rite, you gain the following abilities below:

  • You gain resistance to necrotic, along with resistance to bludgeoning, piercing, and slashing from non-magical attacks.
  • Your darkvision extends to a range of 120 feet and you can sense the blood of living creatures within 20 feet.
  • You also have advantage on dexterity checks and dexterity saving throws.

But being a immortal Blood also cause certain flaws to appear in your body:

  • -You have disadvantages on all ability checks and saving throw in direct sunlight.
  • -You become vulnerable to radiant damage.
  • -You take 2d10 acid damage if you ends your turn in running water.
  • -As a immortal blood, you are require to drink blood once every day. After a day without drinking blood you gain 1 level of exhaustion, and you gain 1 more level of exhaustion for every additional day without blood. Drinking non-humanoid blood will reduce you exhaustion level by 1, per bottles worth of blood. Blood can satisfy food and drink requirements rather than consuming normally, but you can still eat/drink. Drinking humanoid blood completely removes exhaustion and increases you strength score by 2 until your next long rest. until your next long rest after drinking humanoid blood anytime a humanoid enters 20 feet of you make a Intelligence saving throw (DC 12 + the number of times you've drunk human blood since your last long rest) on a failed save you lose all control and must attack any humanoid you detect for the next hour and drink there blood if able , drinking humanoid blood extends this duration for another hour.

Fangs

You can use your bonus action to bite a creature that you are grappling , is willing or is unconscious. The target takes 1d6 +your strength modifier piecing damage and 1d6 necrotic damage as you drain there life essence. You regain hit points equal to the necrotic damage dealt by the bite. Biting a humanoid Counts as drinking humanoid blood and triggers the blood rage saving throw. 

The necrotic damage increase to 2d6 when you reach 8th level in the blood hunter class,3d6 when you reach 14th and 4d6 when you reach 18th.

Night Stalker

At 7th level, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Additionally you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your blood hunter level.

Vampires Charm's

At 11th level You gain access to the inate spell casting of a vampire.

You can cast charm person at 1st level at will. You can also cast polymorph and dominate beast once at 4th level each without expending a spell slot. You regain this ability after a long rest. you can only target yourself when you cast Polymorph. Intelligence is your spell casting modifier for these spells. 

Healing Blood

At 15th level, You regain 1d8+ your con mod hit points at the start of your turn if you have at least 1 hit point and aren't in direct sunlight or running water. If you take radiant damage , this trait doesn't function at the start of the your next turn. 

During a long rest you can regrow one missing body part. If you still have the severed body part this can be done during a short rest by holding it close to the stump and letting it heal. Reattaching or regrowing a limb is very taxing and gives you one point of exhaustion. 

Day Walker

At 18th level your mortal blood helps you counter the biggest threat to true vampires.

You no longer suffer disadvantage to all ability checks and saving throws in direct sunlight. You also gain advantage on saving throws to do with your blood rage.

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