Blood Hunter
Base Class: Blood Hunter

The Order of the Endless Night are those that challenge and hunt powerful vampire covens, cleansing captive communities of their dominion. Its members hail from long vampiric lineages, some even descending from noble lines such as that of Strahd von Zarovich. Their name is derived from the eternal hunger that befalls all vampires upon the moment of turning, reflecting their acceptance of their fate.

Many of these hunters embrace this curse as duty, channeling its power to do good and resist evil. They undergo relentless training to control their cannibalistic urges and find alternatives to satiate the hunger. Others redirect this hunger to fight the forces of darkness, sometimes inadvertently unleashing themselves upon the innocent in the process.

Shadow Dance

Upon choosing this archetype at 3rd level, you gain the ability to disappear into the shadows at will. When you take damage from an attack or spell, and you are not grappled or restrained, you can use your reaction to disappear into a cloud of black mist and teleport up to 15 feet to an unoccupied space that you can see.

After you teleport, you gain advantage on your first attack roll at the start of your next turn.

Eternal Hunger

At 3rd level, you gain the ability to drain the last wisps of vitality from slain foes. Upon reducing a creature that isn't Undead or Construct to 0 hit points, you regain hit points equal to one roll of your hemocraft die.

Devilish Charm

Starting when you choose this archetype at 3rd level, you present yourself with supernatural charm. You gain proficiency in Charisma (Deception) and Charisma (Persuasion) checks.

Vampiric Form

Beginning at 7th level, you learn to draw power from the undead blood coursing through your veins. As long as you are not under direct sunlight, you can use a bonus action to transform into a demonic vampire for up to 1 hour. You can speak and use tools but any worn equipment or armor merges into your new form and you gain a base AC of 16, which cannot be increased by armor but you can still use a shield and gain this benefit. .

You can revert back to your normal form as a bonus action. You automatically revert back to your normal form if you fall unconscious, drop to 0 hit points, or die.

You can use this feature a number of times equal to half your proficiency bonus (rounded down) and you regain all expended uses after you finish a long rest.

Vampiric Form Features

While you are transformed, you gain the following features:

Demonic Flight. Bat-like wings grow from your back and you gain a flying speed of 20 feet.

Memento Mori. Whenever you have advantage on an attack, you also gain +1 bonus to the attack roll.

Unholy Resilience. You have resistance to necrotic damage; and bludgeoning, slashing, and piercing damage from nonmagical attacks.

Weakness to Sunlight. When you are under direct sunlight, you have disadvantage on attack rolls and saving throws, and you take radiant damage equal to 1d10 + your blood hunter level when you end your turn under direct sunlight while in Vampiric Form.

Undead Nature. While in Vampiric Form, you are counted as undead for the purposes of saving throws and effects from spells and other magical sources.

Blood Curse of the Thrall

At 11th level, you learn the Blood Curse of the Thrall and it doesn't count against your number of blood curses known. You can use a bonus action to beguile a humanoid that is within 30 feet of you and it must succeed on a Wisdom saving throw or be charmed by you for ten minutes.

While charmed, they can move and use their reaction on their own but the only action the creature can take during their turn is the Dodge action unless you use a bonus action on your turn to command it to take another action available to it, which they do on their next turn.

At the end of their turn and every time the creature takes damage, they can repeat the saving throw, ending the curse on a success. The curse automatically ends if the creature falls unconscious, becomes incapacitated, or enters an area affected by the Hallow spell.

Amplify. The target has disadvantage on the saving throw. If they fail the initial saving throw by 10 or more, all subsequent saving throws made to resist this curse are reduced by an amount equal to your Intelligence modifier.

Brand of Siphoning

Beginning at 15th level, your vampiric hunger reshapes the nature of your Brand of Castigation, making it leech the vitality from its target.

Whenever you use your Blood Maledict feature, the damage you take from the roll of your hemocraft die is dealt to the branded target instead you.

Additionally, if you deal Crimson Rite damage to a branded target, you regain hit points equal to half your proficiency bonus rounded down.

 

Hunter of the Night

At 18th level, you have fully embraced your fiendish nature. Your Vampiric Form gains the following benefits:

  • Your base AC while in this form is increased to 18.
  • You no longer suffer the effects of Weakness to Sunlight and you can transform while under direct sunlight.
  • Your attacks score a critical hit on a roll of 19 or 20 while in Vampiric Form.
  • Vampiric Form now lasts indefinitely.
  • When you use your Shadow Dance feature, your next attack that hits a creature gains a +3 bonus to its damage roll. If this attack kills the target, you can use Shadow Dance as a bonus action until the end of this turn.
     

Additionally, when you score a critical hit on a creature that isn't Undead or Construct, you can regain hit points with your Eternal Hunger feature, whether you kill the creature or not.

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