Blood Hunter
Base Class: Blood Hunter

The Order of Vampirism is the an order of Bloodhunters that wanted to fight the forces of the night without the beast form. They hide in the dark so that they may help the weak, but some of the order can't hold back the corruption of the vampire.

If you intend on taking this subclass, you should play your Bloodhunter as if they have been a vampire sense level 1. Work with your DM to choose some of the traits that you may have, such as the "Bite" feature or the Weakness to light posed at level 3.

Vampiric Blood

at 3rd level when you choose this subclass, your vampiric powers begin to show, and as such you gain the following traits:

  • Keen Senses- You gain 60ft of Dark Vision, and if you already had Dark Vision, the range is increased by 30ft. You also gain proficiency in the Perception skill. If you already have proficiency, then you gain expertise.
  • Life Regeneration- At the start of your every turn, you gain a number of hit points equal to your blood hunter level as long as you have 1 Hit Point, and haven't taken radiant damage in the last turn, in running water or in direct sunlight.
  • Claws- Your unarmed attacks now deal 2D4 + Strength or Dexterity Modifier Slashing Damage and your Crimson Rite can now be applied to your unarmed attacks.
  • Fangs- You can Bite a creature, dealing 1D6 + Strength or Dexterity Modifier Piercing + 2D6 Necrotic Damage. You heal for the Necrotic damage dealt and the target's hit point maximum is dropped by the Necrotic Damage taken. This feature only works with targets that have blood.
  • Vampire Weakness- As a vampire, you have a innate weakness to sunlight, but through blood magic, you are able to negate some of the effects. While in direct sunlight, you cannot use your Blood Magic Abilities or your Vampire abilities, such as Crimson Rite or Life Regeneration. You also gain the Forbiddance trait from the Vampire's Vampire Weakness. Also, if you have a wooden, piercing object shoved into your heart, you will be paralyzed until it is removed.
  • Undead Nature- You are now considered undead, and thus don't need to eat, drink, sleep, or breath. Also due to your undead nature, you have resistance to Necrotic and Poison Damage and you cannot be healed with healing spells, such as Cure Wounds and healing potions are half as effective.

If you so choose, you can work with your DM and get the "Fangs, Claws, Undead Nature" and the "Vampire Weakness" Traits at level 1. If you so choose, you can work with your DM to also take the full extent of the of the Sunlight Hypersensitivity that the vampire has. 

Those inducted into the Order of Vampirism choose this path with conviction, understanding the terrible burden it is and the challenges it brings. Where most who embrace this curse grow wicked, mad, even murderous, these blood hunters accept the gifts of the hunger while maintaining control through intense training and blood magic. These factors enable a member of the Order of Vampirism to prevent the spread of their curse through blood, should they wish to. One of the most sacred oaths of this order is to never infect another without the order’s sanction.

Should a member of the Order of Vampirism be cured of the vampire curse, it is a terrible shame on their name, the order, and those who carry the curse still. There have been passages written about members being cleansed against their will, but those brothers and sisters readily return to the order to undergo a renewed initiation of The Bleeding, reintroducing the curse to their bodies and restoring their honor.

Frenzy of Hunger

At 3rd level when you take this subclass, In times of desperate need, you can let the hunger overtake you, becoming faster and stronger, but in turn, sending you into a vampiric frenzy. You can use a bonus action to go into the Frenzy of Hunger. While in the Frenzy of Hunger, you gain the following traits:

  • Ravenous - Your speed is doubled and both your Strength and Dexterity are increased by 2, to a maximum of 30.
  • Bloodlust - Your Unarmed Strikes and Bite now deal an additional 2D6 Necrotic Damage. You heal for the amount of necrotic damage dealt and the target's amx Health decreases by the same amount.
  • Uncontrolled - You must attack something on your turn. If you don't, you will make a DC 15 Wisdom Save, or attack the closest creature to you. If nothing is in range, you will move as close to it as you can.
  • Unstoppable - You cannot be Charmed or Frightened.
  • Primal - While in this Frenzy, you can only attack with your Claws or Bite.

The Frenzy can last up to 10 min, and you can only go into the Frenzy a number of times equal to your intelligence modifier (Minimum of 1). In order to leave the Frenzy of Hunger, you must make a Wisdom Save, DC 20 - the amount of times you have spilled blood (Attacked) a creature. On a success, the frenzy ends. You regain all uses of this feature on a long or short rest.

Vampiric Magic

At 7th level, you gain the ability to cast "Vampiric Touch" and "Command" a number of times equal to your Intelligence Modifier (Minimum of 1). You can also choose one more spell you can cast with this feature, as long as it is of 3rd level or lower and is in the school of Necromancy or Enchantment. You regain all uses of this feature on a long or short rest.

At 11th Level, all of you spells are cast at 4th level, at 15th level all your spells are cast at 5th level and at 18th level, all your spells are cast at 6th level.

Incorporeal Step

At 7th level, you can step into the Border Ethereal Plane for a moment, so that you can avoid harm and by doing this, you speed up and can move faster while in the Border Ethereal. A number of times equal to your Intelligence Modifier, when a creature attacks you, you can use your reaction to make the attack miss, then you move up to half of your speed. This movement does not provoke opportunity of attack and it can move up and down. To the outside viewer, it looks like the vampire is turning into a mist form and moving that way. You regain all uses of Incorporeal Step on a long or short rest.

At 11th level, the distance you can travel is now equal to your full speed.

At 15th level, you gain an Incorporeal Leap, allowing you to move up to 300ft as an action.

Grave Ditcher

At 11th level, your resilience against death is even greater. If you die, you will come back to life 2D4 Days later. If you come back from the dead in this way, you permanently mark a death save as failed. Once you have three failed death saves permanently marked, then you cannot be brought back from the dead in any, way, shape or form. If you are resurrected before that time, you don't have to mark a permanently failed death save.

Corrupted Blood Lust

at 15th level, your hunger has been changed by your time as a vampire. Your Strength and Dexterity now increase by 4 while in the Frenzy of Hunger. You gain three of the Hunger Corruptions listed below, and while in your Frenzy of Hunger, you gain the traits of one of your chosen Hunger Corruptions.

Hunger Corruptions:

  • Blood Lust - After using your Incorporeal Step, you can immediately use your bite attack against a creature.
  • Transfusion - When you use a Life Steal ability/spell, your regain double the amount your normally would.
  • Cursed - You can now use your Blood Maledict, without expending a use of it, but to do so, you must take the damage, as if you were amplifing it.
  • Stitcher - Your Regeneration amount is doubled.
  • Inescapable - Your speed increases by 10 (After the Frenzy of Hunger Double : Your Speed x 2 + 10)
  • Fortitude - Your AC is increased by 2.
  • Uncharmable - You have advantage against any charming effects.
  • Unbreakable - You gain resistance to Non-Silvered, Non-Magical, Bludgeoning, Piercing, and Slashing Damage.
  • Unyielding - You cannot be Blinded, Charmed, Incapacitated, Paralyzed, Petrified, Stunned or Unconsiouse.

Blessing of the Curse

At 18th level, you curse has bloomed into something great, giving powers that are only possible with the combination of. You gain on of the following traits:

  • Vampiric Blood Magic - You can choose any three Necromancy or Enchantment Spells to cast with your Vampiric Magic feature. These spells must be of 6th level or lower.
  • Spirit Walking - You can now regain uses of your Incorporeal Step feature whenever you kill a creature. The amount of uses you regain is equal to half of your Intelligence Modifier (Rounded Down). You can also use your Ethereal Leap by taking two hemocraft dice worth of damage, but doing so does not expend a use of your Ethereal Step.
  • Hunger Pains - You can choose a single Hunger Corruption to always be active, even when your not in the Frenzy of Hunger. The Hunger Corruption does not have to currently be known to you, but if you do know it, you can choose a new one to replace it.
  • Daywalker - You gain the ability to resist the effects of the sun on you for an extended amount of time. For a collective 2 hours, you can use your Blood Magic abilities in direct sunlight. This ability is only active while in sunlight. When you enter sunlight, you can use your reaction to activate this power, and when you leave the sunlight, the power automatically deactivates. To calculate how long you have been in the sunlight, break apart your time in sunlight into 1 minute increments. You regain all uses of this feature on a long or short rest.

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