Blood Hunter
Base Class: Blood Hunter

The original purpose of this strain of Hunter's Bane was to help abate the affliction of those cursed with vampirism. Many of these victims chose to combat the scourge that had cursed them as well as those of their ilk, and the Order of the Vampire was formed. Soon other blood hunters who were not cursed began to drink the specialized concoction, willing to gain a mild form of the vampiric disease for the cause.

Given the Order's history, many of these blood hunters specialize solely in the fight against vampires, looking to prevent others from going through the pain they suffered. But others of the Order see the similar oppression and violation of vampires in the many forms of evil infiltrating the land all of which must be stopped.

Vampirism

When you join this order at 3rd level, the Hunter's Bane concoction has afflicted you with a more gentle vampirism. You gain the following traits:

• Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
• 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.
• Cursed Daylight. You have disadvantage on saving throws from effects that deal radiant damage. In addition, you become vulnerable to Radiant damage.
• Undead Resilience. You gain resistance to necrotic damage.
• Bite. Your fangs are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your  Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
• Drink. You may attempt to drink the blood of an unwilling living creature. If you have a creature with blood grappled,  you may use a bonus action to make a Bite attack. If you succeed, you drink of its blood and regain hit points equal to your blood hunter level. You can't use this trait to regain hit points again until you finish a short or long rest.

Blood of the Prey

Also at 3rd level, you may use the blood of your victims to fuel your blood curses. After you have successfully drunk the blood of a creature, the next blood curse you amplify within the next minute does not cause you to lose hit points. However, if you used your drink to gain HP, you cannot also activate your Blood of the Prey.

Mist Glide

Starting at 7th level, you can move as mist to reach your prey. You can use a bonus action on your turn to move up to your movement speed. You become intangible for this movement and can pass through creatures, objects, structures, and difficult terrain without expending extra movement, but can not end the movement inside a creature, object, or structure. You cannot pass through objects and structures that do not have a gap of at least 1 inch. If you end your turn inside of a creature, object, or structure, you are shunted to the nearest open space and take 5d10 force damage. 

Once you use this feature, you can't use it again until you finish a short or long rest.

Brand of the Bloodied

Starting at 11th level, your Brand of Castigation makes creatures more susceptible to your ravenous attacks. When you make a bite attack against a branded creature, you have advantage on the attack roll, the attack deals an extra 2d4 necrotic damage, and you regain that many hit points if the bite is your Drink ability.

Blood Curse of the Supplicant

At 15th level, you can powerfully enchant creatures with blood coursing through their veins. You gain the Blood Curse of the Supplicant for your Blood Malediction feature. This doesn't count against your number of blood curses known.

Blood Curse of the Supplicant. As an action, a humanoid of your choice within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute. This effect ends early if it takes damage from you or an ally. While charmed the target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can.

Amplify. The effect doesn't end early if it takes damage from an ally or from your bite attack.

Vampiric Regeneration

At 18th level, you gain the ability to regenerate. You regain hit points equal to 5 + your Constitution modifier at the start of each of your turns. You don’t regain hit points if you are in direct sunlight, have taken radiant damage since the end of your last turn, or don't have at least 1 hit point.

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