Blood Hunter
Base Class: Blood Hunter

All blood hunters suppress the darkness that coincides with their power, none more so than the order of the sanguine. Members of this order take on a piece of the debauch heart of vampires in trade for the power it gifts, not for self-gain but to punish the evil they let taint their hearts. Typically those who join this order are of a fractured mind or a strong conviction. These hunters will often hone their sense in specially built hidden facilities, or within the hearts of dark woods, anywhere they can't be disturbed or tempted.

Sanguine form

Beginning at 3rd level, Once you have undergone the ritual needed to take up this dark mantle your twisted abilities begin to manifest. You gain the following features:

Claws. As a part of your attack action, you can perform an unarmed strike that deals 1d8+Dex modifier in slashing damage.

Bite. You can take the bite action dealing damage equal to your hemocraft die + your constitution modifier, healing the same amount as the damage dealt. 

Darkvision. you gain darkvision up to 60ft.

Hunters skill. You gain proficiency in perception or stealth.

Vampiric Talent

When you join this order at 3rd level, you may pick or roll from one of the listed options below. This is a unique talent that naturally manifests with the rest of your dark powers.

 

Call of the Void

You can cast Toll the dead. When you cast it you gain healing equal to the damage dealt. dealt. Intelligence is your spellcasting modifier. (D&D Beyond won't let me link it to this subclass sorry, you gotta get  Xanathar's Guide To Everything and add it manually). 

Pyrokinetic

You gain the control flame and firebolt cantrips. dealt. Intelligence is your spellcasting modifier. 

Shadow Step

You can cast misty step a number of times equal to your Intelligence modifier per long rest.

Superior Durability

You gain 9 additional hit points to your hp total. From now on whenever you level up you gain an additional 2 hit points. 

Telepathy

You can telepathically speak to any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Twisted form

You can cast disguise self at will on yourself.

Vampiric Weaknesses

Your new blood comes with some drawbacks.

Sunlight Sensitivity. While in direct sunlight you have disadvantage on attack rolls, as well as wisdom (perception) checks.

Fear of Running Water. Whenever you attempt to cross running water you must make a Wisdom saving throw or become frightened until you back out of the water.

Weakened Rejuvenation. You gain no healing from this subclass's abilities while in sunlight and healing from all other sources is halved when in sunlight. 

 

Enhanced Agility

Upon reaching 7th level, you have become so practiced in your new body that you have mastered its physical capabilities. Your speed increased by 10ft, you are always under the effects of spider climb and whenever you make a long or high jump you may add 1d10ft to the jump. In addition, the ability score limit of all your physical stats have increased from 20 to 24. 

Brand of Enthralling

Beginning at 11th level, your Brand of Castigation now has the ability to enforce your will upon the branded target. When you brand a target you can issue on non-harmful verbal command. this command can no longer than one sentence. For this command to work the target must be able to hear you and must be able to understand at least one language. every round that the brand is active and the target doesn't attempt to follow the command they take psychic damage equal to your Intelligence modifier. 

Blood Curse of the Syphoned

At 15th level, you’ve intertwined your natural sanguine abilities with your practice of hemocraft to fuel yourself in combat. You gain the Blood Curse of the Syphoned for your blood maledict feature. this doesn't count against your number of blood curses known.

Perfected Form

Upon reaching 18th level, your connection to your vampire powers have reached their apex. You gain the following abilities.

Limited immortality. You no longer age.

Regeneration. At the start of each of your turns, you regain hit points equal to your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. this effect is suppressed if you are in direct sunlight or for a round after taking fire damage. 

Vampiric Resilience. You become resistant to necrotic and poison damage and immune to the poisoned and charmed condition.

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