Base Class: Blood Hunter
The order of the vampire originates from the lands of Barovia, who escaped upon the demise of Strahd. The order of the vampire has honed vampirism into a science and trains its members how to use their wits, and skill to eliminate vampires and vampire spawns wherever they may be, and to learn how extract information from those around them.
Bonus Proficiencies
When you join the Order of the Vampire at 3rd level, you gain proficiency with two intelligence, wisdom, or charisma skills of your choice.
Vampiric Charm
Starting at 3rd level, the essence of the vampire has allowed supernatural charm and influence over the simple minded. You can add your intelligence modifier to any charisma ability checks you make.
Vampiric Curse
Your experiments with Vampirism have yielded many benefits, but they are not without their drawbacks. You lose 1 Hit-Point for every hour you spend travelling in direct sun-light. Additionally, attacks made against you in direct sunlight are made with advantage. When you take regain Hit-Points from rolling hit dice during a short rest in direct sunlight, you subtract 1 Hit-Point per hit dice that was rolled.
These drawbacks can be negated by being in the shade.
Vampiric Bite
You can apply your Crimson Rite feature to your unarmed strikes as a single weapon in the same action as applying your Crimson Rite to a weapon.
You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes.
When you use the Attack action, you can make one unarmed strike as a bonus action.
Your unarmed strikes deal 1d4 piercing damage.
Once per turn, when you hit with this unarmed strike, you can gain Temporary Hit-Points equal to one roll of your Hemocraft Die.
Brand of Pain
At 11th level, your hemocraft has altered your Brand of Castigation to prolong the suffering of your prey. Any creature branded by you is unable to regain Hit-Points while branded. If a creature branded by you is brought to 0 Hit-Points, they must succeed on a constitution saving throw or cannot regain consciousness through death save successes until you finish a short or long rest.
Blood Curse of Siphoning
Starting at 15th level, your mastery of blood is beyond compare. You gain the Blood Curse of Siphoning for your Blood Maledict feature. This does not count against your number of blood curses known.
Perfected Vampirism
At 18th level, you have acquired mastery of your vampirism and no longer have the Vampiric Drawbacks feature.
Additionally, you can now use your bonus action to polymorph into a vampiric version of one Beast that you have seen before. A vampiric beast will have the same stat block as a regular beast, except if it has a bite attack you can add your proficiency bonus when dealing damage. You can only do this once and regain this ability on a long rest.
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