Base Class: Blood Hunter
Those who follow the Order of the Vampyre have inflicted themselves with vampirism through the Crimson Rite.
Heightened Senses
Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.
In addition, you gain darkvision with a range of 120 feet
Vampiric Form
Upon choosing this archetype at 3rd level, you begin to learn to control the vampiric curse that now lives in your blood. As a bonus action, you can transform into your vampire form for up to 1 hour. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. This feature replaces the rules for Vampirism within the Monster’s Manual.
Once you use this feature, you must finish a short or long rest before you can use it again. While you are transformed, you gain the following features:
Bite. As an attack action on your turn, you can bite a creature that is restrained, incapacitated, willing, or grappled by you. The target takes 1d6 + your dexterity modifier of piercing damage and 3d6 necrotic damage on a hit. The target's hit point maximum is reduced by the necrotic damage dealt with it and you regain hit points equal to the necrotic damage dealt. The affected creature's hit point maximum is restored after they finish a long rest. If the creature's hit point maximum is reduced to 0, then the creature dies.
Inhuman Might. You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th level (+2) and 18th level (+3). You also have advantage on Strength checks and Strength saving throws.
Vampiric Strikes. You can apply your Crimson Rite feature to your unarmed strikes as single weapon. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.
Your unarmed strikes deal 1d6 slashing damage. The damage increases to 1d8 at 11th level. Additionally, instead of dealing the slashing damage, you can instead grapple the target. The escape DC is equal to your Hemocraft DC.
Undead Resilience. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. While you are not wearing heavy armor, you gain a +1 bonus to your AC.
Prowess of the Night
At 7th level, your speed increases by 15 feet. You can also add 15 feet to your long jump distance and 5 feet to your high jump distance. In addition, your vampire form gains the improved vampiric strikes feature.
Improved Vampiric Strikes. You gain a +1 bonus to attack rolls made with your unarmed strikes. This bonus increases by 1 at 11th level (+2) and 18th level (+3). In addition, when you have an active Crimson Rite while in your vampire form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Advanced Vampire Form
At 11th level, you have you learn to unleash and control more of the vampire curse within you. You can use your vampire form feature twice, regaining all expended uses when you finish a short or long rest. In addition, your vampire form gains the vampiric regeneration feature.
Vampiric Regeneration. At the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier (minimum of 1) if you have at least 1 hit point and no more than half of your hit points left.
Brand of the Vampyre
At 15th level, your vampire form vampiric bite attack becomes more potent. The target now takes 1d8 piercing damage and 2d8 necrotic damage on a successful hit. In addition, any creature that is under the effect of your Brand of Castigation is now paralyzed and you can add your proficiency bonus to any bite attack you make against a creature affected by your Brand of Castigation.
Vampyre Lord
At 18th level, you can now use your Vampiric Form an unlimited number of times, and your Vampire Form can last indefinitely.
Additionally, you gain the Blood Curse of the Master to add to your list of blood curses.
Blood Curse of the Master. As a bonus action, any creature within 30 feet of you must make a Wisdom saving throw or become charmed. The charmed creature now has an initiative that comes directly after yours and follows your commands. You can command a charmed creature to make a melee weapon or spell attack against any other creature you can see within 30 feet. The charmed creature can remake the saving throw at the end of each of its turns. If they succeed, then the curse ends.
Amplify. You can target one additional creature with this blood curse.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/13/2021 4:20:05 PM
|
23
|
2
|
5e
|
Coming Soon
|
Comments