Base Class: Blood Hunter
The Order of the Vampirehunter is, together with the order of the Ghostslayer, the oldest of the orders,they have originally rediscovered the secrets of blood magic and refined them for combat against the scourge of undeath. Vampirehunters seek out and study the moment of death, obsessing over the mysteries of the transition and how it can become corrupted by unholy powers to rise once more. Tuning their abilities to annihilate such abominations, these zealous blood hunters seek out the sources of such necromantic energies, intent to destroy them wherever they arise.
Rite of the Dawn
When you join this order at 3rd level, you learn the Rite of the Dawn esoteric rite (detailed below).
Rite of the Dawn. Your rite damage is radiant damage. While the rite is active, you gain the following benefits:
- Your weapon sheds bright light out to a radius of 20 feet.
- You have resistance to necrotic damage.
- Your weapon deals one additional hemocraft die of rite damage when you hit an undead
Curse specialist
Beginning at 3rd level, your ancient order teaches advanced mastery over blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.
Ethereal step
Upon reaching 7th level, at the start of your turn, if you aren’t incapacitated, you can choose to magically step into the veil between the planes.
You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when this feature ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved. This feature lasts for a number of rounds equal to your Intelligence modifier (minimum of 1 round).
You can use this feature once. Beginning at 15th level, you can use your Ethereal Step feature twice between rests. You regain all expended uses when you finish a short or long rest.
Hemomancy strike
At 7th level you can use your knowledge of Hemomancy and Vampires to empower your strike, you can take damage according to your hemocraft die to deal 2d4 more damage, this damage is radient damage if used against undead but necrotic against everything else, you can do this an ammount of times equal to your constitution modifier. You get all uses of this ability back on a shortrest.
Brand of sundering
Beginning at 11th level, your Brand of Castigation now exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite, your weapon deals one additional hemocraft die of rite damage. In addition, the branded creature can’t move through creatures or objects
Misty form
At 15th level, you’ve honed your hemocraft to turn into a medium cloud of mist. When in Mistform you have a flying speed of your normal walking speed, you can't take any actions except one movement action, speak or manipulate any objects, you are immune to all nonmagical damage and you can travel through any gap when it isn't to narrow for air. You can do this an amount of times equal to half your intelligence modifier (rounded down, at least 1) you regain all of your uses after a long rest.
Vampiric Healing factor
At 18th level your knowledge of hemomancy allowes you to beome completly invulnerable for 12 seconds. As a bonus action you can take one hemocraft die of damage and become immune against everything for two rounds but you still feel pain. You can do this an amount of times equal to your constitution modifier +2.