Base Class: Blood Hunter
Take on aspects of the ancient vampires of legend as an agent of the Order of the Sunwalker. Blood Hunter's of this order are devoted to hunting down vampires and in all their forms; they may be devout vampire hunters but they specialise in hunting all those who would hide their true form, using their discerning eyes and sharp wit to root out any of these shapechangers that may be lurking in the depths of society.
Rite of the Moon
When you join this order at 3rd level, you learn the Rite of the Moon esoteric rite (detailed below).
Rite of the Moon. Your rite damage is radiant damage. While the rite is active, you gain the following benefits:
- Your weapon sheds bright light out to a radius of 10 feet. This light counts as moonlight.
- A shapechanger hit by this rite must immediately make a Wisdom saving throw. On a failure, it instantly reverts to its original form.
- Your weapon deals one additional hemocraft die of rite damage when you hit a shapechanger not in its original form.
Burden of the Sunwalker
When you join this order at 3rd level, you perform a grim ritual that permanently changes your biology, leaving you as a cheap copy of the vampires you hunt, leting you hunt down the revolting creatures with all their strengths and very little weakness. You gain the following featuress:
Sunlight Sensitivity. While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Darkvision. You gain darkvision out to 60 feet.
Graveborn Resilience. You gain resistance to necrotic damage.
Spider Climb. You can climb difficult surfaces including upside down on ceilings, without needing to make an ability check.
Moonlight Sense. Whle in moonlight, you have advantage on Initiative rolls and Wisdom (perception) checks.
Misty Escape
Upon reaching 7th level, when you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. When you do so you may also teleport up to 60 feet to an unoccupied space you can see.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Brand of Siphoning
Beginning at 11th level, your Brand of Castigation now allows you to draw life from your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite, you regain hit points equal to the number rolled on your hemocraft die.
Blood Curse of Corrupted Regeneration
At 15th level, you’ve learn to sacrifice your own regeneration to cause a creature to rot and decay violently. You gain the Blood Curse of Corrupted Regeneration for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of Corrupted Regeneration
Prerequisite: 15th level, Order of the Sunwalker
When you would regain hit points from a spell or other effect, you may use your reaction to forgo that healing and target a creature within 30 feet of you. That creature takes necrotic damage equal to half the hit points you would have regained.
Amplify. This curse instead deals necrotic damage equal to the healing you would have received and it ignores Necrotic resistance.
Lifedrinker's Execution
Upon reaching 18th level, you have mastered the vampires art of life draining. Once per turn, when you reduce a hostile creature to 0 hit points with a weapon under the effect of your Crimson Rite feature, you can choose to regain hit points equal to the creature's number of Hit Dice.
Previous Versions
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