Blood Hunter
Base Class: Blood Hunter

To become a monster to slay other monsters… The Order of the Vampire Slayer embody this ideology fully. Members of this order either were afflicted with Vampirism at an early age and joined this order to contain their bloodlust or had an unnatural hatred towards the creatures of the night so much they embraced what they hated most to ensure Vampirism would cease to spread. Regardless of you came to the path, the path of Vampire slayer walks is a difficult one burdened with an insatiable thirst for blood. 

Out of all the Orders of the Bloodhunter Sects, the Order of the Vampire Slayer goes under the worst of effects. However, with great power, could never be without its drawbacks.

Upon picking this class you gain the following flaws.


 

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.

Insatiable Hunger. Every Vampire knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge. While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living.

While many members of this order thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.

Vampire Hungers -

d6  Hunger
1 - Blood
2 - Flesh or raw meat
3 - Cerebral spinal fluid
4 - Psychic energy
5 - Dreams
6 - Life energy

Each day, you must satisfy your Vampire Hunger or risk going mad. If you haven’t consumed a living creatures’ blood within 24 hours, roll a wisdom saving throw DC 12 or risk being afflicted with madness. For each day, you go without feasting the DC increases by 3.

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.

Insatiable Hunger

Every Vampire knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge. While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living.

While many members of this order thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.


 

Vampire Hungers

d6 Hunger
1  Blood
2  Flesh or raw meat
3  Cerebral spinal fluid
4  Psychic energy
5  Dreams
6  Life energy

 

Each day, you must satisfy your Vampire Hunger or risk going mad. If you haven’t consumed a living creatures’ blood within 24 hours, roll a wisdom saving throw DC 12 or risk being afflicted with madness. For each day, you go without feasting the DC increases by 3.

 

Vampiric Bite

Upon choosing this subclass, you begin to manifest fangs. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.

When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:

  • You regain hit points equal to the piercing damage dealt by the bite.
  • You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.

You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

If you have this ability as Dhampir already, then it’s empowered further. Upon doing so, gain another use of your blood maledict. This feature can only be used a number of times equal to your proficiency bonus per long rest.

 

Embrace the Night

As a bonus action, gain the Unnatural Strength & Speed of a vampire briefly. However, one must control their power or risk losing all sense of person and potentially go feral.

Upon using this ability, choose one of the following benefits:

  • Strength of the Fanged ones – Your Strength score increases by an amount equal to your prof bonus & Gain advantage on Strength checks & saving throws for 1 minute.
  • Agility of the Night - Your Dexterity score increases by an amount equal to your prof bonus & Gain advantage on Dexterity checks & saving throws for 1 minute.
  • Unholy resistance - You gain resistance to bludgeoning piercing, & slashing damage you also gain advantage on Constitution saving throws.

Upon the activation of this ability, you also suffer the drawback of Bloodlust.

Bloodlust. If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.

If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you automatically fail this saving throw.

 

You may use Embrace the night twice before, you must finish a short or long rest before you can use it again.

Embrace the Night Features

Upon using this ability, choose one of the following benefits:

  • Strength of the Fanged ones. Your Strength score increases by an amount equal to your prof bonus & Gain advantage on Strength checks & saving throws for 1 minute.
  • Agility of the Night. Your Dexterity score increases by an amount equal to your prof bonus & Gain advantage on Dexterity checks & saving throws for 1 minute.
  • Unholy resistance. While you are not wearing heavy armor, you gain resistance to bludgeoning piercing, & slashing damage you also gain advantage on Constitution saving throws.
Agility of the Night

  • Your Dexterity score increases by an amount equal to your prof bonus & Gain advantage on Dexterity checks & saving throws for 1 minute.

Bloodlust

If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.

If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you automatically fail this saving throw.

 

Normal Form

You are in your normal form with no additional features.

Strength of the Fanged Ones

Your Strength score increases by an amount equal to your prof bonus & Gain advantage on Strength checks & saving throws for 1 minute.

Unholy Resistance

  • Unholy resistance - While you are not wearing heavy armor, You gain resistance to bludgeoning piercing, & slashing damage you also gain advantage on Constitution saving throws.

Spider Climb

You have a climbing speed equal to your walking speed. In addition, at 7th level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. If you have this ability, as a Dhampir already, your walking speed increases an extra 5 feet.

Shape Changing

If the user isn’t in sunlight, it can use its action to polymorph into a Tiny bat.

While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

It lasts like this for a number of hours equal to their intelligence modifier and you can use this feature a number of times equal to your intelligence modifier.

Darkvision

You gain Darkvision up to 120 feet. If you already had Darkvision before this feature, it is added to your initial Darkvision. 

 

Regeneration

Starting at 11th level, you learn to unleash and control more of the beast within. You can use your Embrace the Night feature three times, regaining all expended uses when you finish a short or long rest. In addition, your hybrid form gains the Vampiric Regeneration feature.

Vampiric Regeneration. At the start of each of your turns, before you roll for bloodlust, you regain hit points equal to 1 + your Constitution modifier (minimum of one) if you have at least 1 hit point and no more than half of your hit points left.

Vampiric Regeneration

At the start of each of your turns, before you roll for bloodlust, you regain hit points equal to 1 + your Constitution modifier (minimum of one) if you have at least 1 hit point and no more than half of your hit points left.

Blood Curse of the Charmed

The user targets one creature with its blood curse as an action. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the user. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack.

Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target or takes a bonus action to end the effect.

You can only have a number of people under this affect equal to half your proficiency bonus.

Mastery of the Night

You may use your Embrace the Night feature an unlimited number of times.

You also permanently gain one of the benefits from your Embrace the Night ability.

Upon activating Embrace the night, you gain the remaining 2 benefit when activating this form for 10 minutes or until you decide to end it as an action

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