Base Class: Blood Hunter
Despite the prevalent fear of Vampirism among common folk, their rarity has caused superstition and truth to bleed together in a complex web of mythology. Whether an affliction passed through blood, bite, or ritual, the curse brings about as much terror as it does power. The Order of the Daywalkers undergo a ceremony known as "The Embrace," where a senior member brings them to the brink of death before forcing them to drink a concoction made from the blood of a vampire. While they do not become vampires themselves, they gain the attributes of something trapped between life and death. Food and drink tastes of ash, emotions are filtered through an inhuman hunger, yet members of the order have no reason to fear running water, sunlight, or other vulnerabilities of legend. With a newfound affinity for vital essences, members of the order can fuel and manipulate blood magic in unheard-of ways. Caution must be at the front of any hunter's mind, as they must be sure that they control the blood, and it is not the blood controlling them.
Vampiric Bite
Starting when you choose this archetype at 3rd level, you grow the retractable fangs of a vampiric predator. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You can use Dexterity instead of Strength for your bite attack. If you hit, you deal piercing damage equal to 1d8 + your Strength or Dexterity modifier. When you use the Attack action for a melee weapon attack, you can make a bite attack as a bonus action.
Life Drain. Once on each of your turns when you successfully hit a creature with your bite attack, you can choose to consume their life force. You gain temporary hit points equal to half the total amount of damage dealt. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Undead Resilience
Upon choosing this archetype at 3rd level, you become trapped in a stasis between life and death. Your approach to undeath is represented by the following benefits:
- You have resistance to necrotic damage.
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat or drink.
- You are immune to disease.
- You don’t need to sleep, and magic can’t put you to sleep. When you take a long rest, you must spend at least 4 hours performing at most light activity, such as reading, talking, eating, or standing watch, rather than sleeping. After resting in this way, you gain the same benefit that most people do from 8 hours of sleep.
Creature of the Night
At 7th level, you develop more nightmarish features. Your eyes take on an unnatural appearance (red coloration, eternally bloodshot, slit pupils, etc.) and you gain darkvision out to a range of 120 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. You also gain a climbing speed equal to your walking speed, and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Mutable Form. You can use your action to cast the Polymorph spell to transform yourself into a Tiny bat without the need of verbal, somatic, or material components. This casting of the spell is not concentration. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Improved Vampiric Bite. The damage die of your Vampiric Bite increases to 1d10. In addition, you gain a +1 bonus to attack and damage rolls made with your bite attack. This bonus increases by 1 at 11th level (+2) and 18th level (+3). Your bite attack is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you use the Life Drain feature, you now gain temporary hit points equal to the total amount of damage dealt.
Improved Vampiric Bite
You gain a +1 bonus to attack and damage rolls made with your bite attack.
Improved Vampiric Bite (level 11)
You gain a +1 bonus to attack and damage rolls made with your bite attack.
Improved Vampiric Bite (level 18)
You gain a +1 bonus to attack and damage rolls made with your bite attack.
Brand of Manipulation
Upon reaching 11th level, your Brand of Castigation feature now warps both the flesh and the mind. A creature branded by you has disadvantage on their saving throws against your blood curses. Additionally, when the branded creature targets you with an attack or a harmful spell, it must first make a Wisdom saving throw against your Hemocraft save DC. On a failed save, the creature must choose a new target or lose the attack or spell. This effect doesn't protect you from area effects, such as the explosion of a fireball. Creatures that can't be charmed are immune to this effect.
Blood Curse of the Thrall
At 15th level, you’ve honed your hemocraft to dominate your prey with your hypnotic gaze. You gain the Blood Curse of the Thrall for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Thrall
As a bonus action, you attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it takes 3d6 psychic damage and is charmed by you for 1 minute or until you or your companions do anything harmful to it. While charmed by this blood curse, the creature is incapacitated and has a speed of 0. On a success, the creature takes half the damage and is not charmed. The charm effect ends for the affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Amplify. At the beginning of each of the charmed creature's turns, it takes an additional 3d6 psychic damage. This damage does not end the charm effect.
Undying Mist
At 18th level, you've mastered the pseudo-immortality of your vampiric predecessors.
Vampiric Regeneration. At the start of each of your turns, you regain 5 hit points if you have at least 1 hit point and no more than half of your hit points left.
Misty Escape. When you drop to 0 hit points, you are immediately stabilized and transform into a cloud of mist instead of falling unconscious. While in mist form, you can only take the dodge or disengage actions, cannot speak, and cannot manipulate objects. You are weightless, have a flying speed of 60 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing. You have advantage on Strength, Dexterity, and Constitution saving throws, and are immune to all nonmagical damage. You still must make death saving throws as a result of damage.
To revert to your original form, you must either complete a short rest or heal above 0 hit points. If you would die due to failing death saving throws, your body reverts to its original form. Once you use this feature, you can’t use it again until you finish a long rest.
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