Base Class: Blood Hunter
Those who seek to refine their craft look upon the ways of the old masters. While most hunters are certainly proficient in their craft, few dared to delve into the realm of possibilities found in studying hemocraft's oldest master, the vampire. The Order of the Sanguinarian is a splinter group that sought to push the limits of their blood magic at the cost of their humanity. While some still cling onto the goal of destroying undeath's grip upon the body and soul, others give into their dark thirst.
Vampirism
When you join this order at 3rd level, your body is forever altered by vampirism. You gain the following features:
- Bite. Your canine teeth become long, sharp fangs. Your fangs are considered a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. Your bite deal 1d6 piercing damage on a hit.
- Darkvision. You gain darkvision out to a range of 120 feet.
- Enigmatic Charisma. You become proficient with one of following skills: Deception, Intimidation, or Persuasion.
- Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
- Supernatural Resistance. You are immune to diseases and effects that would reduce your hit point maximum.
Hemocraft Savant
Starting when you choose this archetype at 3rd level, your study of the old masters yields powerful results. You gain an additional use of your Blood Maledict feature. In addition, you learn two blood curses, which doesn't count against the number of blood curses known.
Blood Curse of Binding
As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn.
Amplify. This curse lasts for 1 minute and can affect a creature regardless of their size. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends.
Blood Curse of Bloated Agony
As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn.
Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends.
Blood Curse of Exposure
When a creature you can see within 30 feet is hit by an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or spell.
Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, having resistance to them until the end of the turn.
Blood Curse of Ringing
As a bonus action, you can momentarily surge blood into the ears of a creature within 30 feet of you, causing their eardrums to rupture. The target must make a Constitution saving throw or be deafened until the end of your next turn.
Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make another Constitution saving throw. On a success, this curse ends.
Blood Curse of the Anxious
As a bonus action, you magnify the adrenaline in the body of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks directed at the target creature.
Amplify. The next Wisdom saving throw the target makes before this curse ends has disadvantage. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.
Blood Curse of the Eyeless
When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness.
Amplify. You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack.
Blood Curse of the Fallen Puppet
When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range.
Amplify. You can first move the cursed creature up to half their speed, and you grant a bonus to the cursed creature’s attack roll equal to your Intelligence modifier (minimum of +1).
Blood Curse of the Marked
As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of your next turn.
Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells until the end of your next turn.
Blood Curse of the Muddled Mind
As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of your next turn.
Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells until the end of your next turn.
Misty Escape
Upon reaching 7th level, you can reuse some of your spent vitality from invoking a blood curse to briefly transform into a bloody cloud of mist. Whenever you amplify a blood curse, you can teleport to an unoccupied space within 15 feet of you as part of invoking the blood curse. You can teleport before or after the blood curse affects the target.
Analyze Essence
Beginning at 7th level, you discerning taste for blood allows you to understand a creature's current health status. Whenever you make a bite attack against a creature that has blood or drink a sample of blood obtained within the past week, you can learn certain information about its vitality. The DM tells you about two of the following characteristics of your choice:
- Constitution score
- Current hit points (bite attack only)
- If the creature is being affected by any diseases, poisons, or curses, as well as the nature of the affliction(s)
- The creature's age and natural life expectancy (estimated in decades)
- The creature's type
You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses of this feature after you finish a long rest.
Brand of Siphoning
At 11th level, your Brand of Castigation now allows you to absorb a creature's lifeforce in order to fuel your blood curses. Whenever you target a creature that is branded by you with an amplified blood curse, they take necrotic damage equal to the amount of hit points you lose for amplifying the blood curse. Their hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until they finish a long rest.
Blood Curse of Domination
Upon reaching 15th level, your mastery over blood grants you total command over the blood in another creature's body. You gain the Blood Curse of the Domination for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Vampiric Ascension
At 18th level, your hemocraft knowledge has perfected your form. For every 10 years that pass, your body ages only 1 year.
In addition, you can drain any creature of their vital essence. Once per turn whenever you make a weapon attack empowered by your Crimson Rite or a bite attack, you heal a number of hit points equal to half the damage. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses of this feature after you finish a short or long rest.
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