Base Class: Blood Hunter
Daywalkers are an order steeped in study of Hemocraft, and the power of vampirism. They seek to purify Vampirism and reclaim its gifts for the Claret Orders, if they must become a monster to destroy monsters than they are more than willing to do it.
Eyes of Tenebrosity
At third level you are infected by a weak form of vampirism and as such have become accustomed to the night, you gain darkvision out to a range of 120 feet.
Preternatural Agility
At 3rd level you have gained supernatural agility due to your infection with the weakened form of vampirism, you gain the ability to dodge, dash, and disengage as a bonus action.
Heightened Mobility
At 7th level the Hemocraft altering your body has made you more mobile than you were before giving you the ability to climb difficult surfaces including ceilings while upside down without making an ability check. Additionally your movment speed increases by 5 feet.
Brand of Radiance
Beginning at 11th level, your Brand of Castigation has been perfected to aid in your quest to destroy vampires, When a creature is affected by your brand of castigation all attacks made against the creature have advantage if the attacker can see the target. The creature glows with bright light in a 10-foot radius and can not benefit from any effect that would allow them to change forms such as the polymorph spell or a vampire's Shapechanger ability. Additionally you can choose to have your brand deal radiant damage instead of psychic damage.
Hastened Regeneration
At 15th level, your vampiric powers have grown alongside your mastery of Hemocraft allowing you to heal your body at an unnatural rate. You can expend one usage of your Blood Maledict to heal by expending a number of Hit dice equal to one roll of your Hemocraft die.
Supernatural Resiliance
Upon reaching 18th level, you have transcended the limits of mortality, and blurred the line between monster and man. Once per long rest when you fail a saving throw you can choose to succeed instead, if the saving throw is a death saving throw treat the roll as a 20.
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