Blood Hunter
Base Class: Blood Hunter

The reasons for joining the Order of the Nightstalker is highly varied. Some have had loved ones or neighbors turned into vampiric entities. Others have been unwillingly turned themselves. Whatever their reason they have dedicated their lives to fighting against these entities. They devote time and effort into studying and understanding vampiric entities. As the night is a vampire's favorite time of day, members of the Order of the Nightstalker have learned to thrive in the darkness of night as well, but they have also bring the light of the sun with them into battle. 

Orb of the Noonday Sun

When you join this order at 3rd level, you learn how to summon the Orb of the Noonday Sun (detailed below).

Orb of the Noonday Sun . As a bonus action, you can summon the Orb of the Noonday Sun into an unoccupied space within 20 feet of you. On summoning the orb, you take {{scalevalue}} damage. While the orb is summoned it grants the following benefits:

  • The orb sheds bright sunlight out to a radius of 30 feet, and then dim light for another 60 feet. Any creature within the 30 foot radius who has Sunlight Sensitivity suffers the effects of that trait. At 11th level these ranges double to 60 feet and 120 feet respectively.
  • The summoner gains resistance to necrotic damage while the orb is present.
  • When the orb is summoned one creature of your choice within 30 feet of the orb suffers radiant damage equal to your hemocraft die.
  • As a bonus action the orb can be moved up to 20 feet. The orb must remain within 20 feet of the summoner at all times or else it is dispelled.

Sage of Vampiric Knowledge

Beginning at 3rd level, your order teaches advanced mastery of knowledge regarding vampiric entities. You have advantage on History, Investigation, and Nature checks regarding information about vampiric entities.

Darkvision

At 3rd level you have spent enough time in darkness to begin to see through it. You gain the sense of Darkvision, even if this is a trait not usually available to your race. 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 discern colors in that darkness as shades of gray.

Enhanced Darkvision

Upon reaching 7th level, you have mastered the ability to see in darkness, improving upon your previously granted Darkvision. You can now see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.

Mastery of Charm

Beginning at 11th level, you have gained mastery over the ability to charm others. Due to this mastery you are immune to being charmed by another creature. You can also cast the spell Charm Person at 5th level. This spell can be cast twice per long rest.  The Spell Save DC for this spell is equal to 8 + your Intelligence Modifier + your Proficiency Bonus.

Vampire Slayer

At 15th level, you’ve honed your knowledge with regards to fighting vampiric entities. When making a ranged or melee weapon attack against a vampiric entity add additional radiant damage equal to your hemocraft die.  

Master of the Sun

Upon reaching 18th level, you learn to harness the power of the sun. You grant the ability to cast the Sunbeam spell once per long rest. The Spell Save DC for these spells is equal to 8 + your Intelligence Modifier + your Proficiency Bonus.

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