Blood Hunter
Base Class: Blood Hunter

Twisting through the shadows like a stalking panther, a Dhampir clad from head-to-toe in black climbs up the Gothic mansion, stopping by an open window. Quickly unsheathing a dagger, they slice a gash in their arm, then rushes through the window as their blade bursts into flame.

A traveler runs through the dark forest, too scared to look back. He trips over a root, landing in a pile on the ground. As the giant wolf closes in, he knows it's over. Suddenly, a cloaked figure flickers into view. The mysterious figure unleashes a fury of slashes with her rapier, eviscerating the wolf. The traveler, shocked, stumbles to his feet to thank his savior, but when he looks up, she is gone.

A band of marauders sits around a campfire, cheering and sloshing their mugs as they split up the day's spoils. The bandits are so rowdy that they don't notice the elf crouched in a nearby tree, scouting out the camp. A few minutes later, the bandits lie dead on the ground as the elf runs off, blood dripping from his teeth.

The Order of the Spawn is an ancient group of vampires that meet only in the middle of the night and discuss the undead threats that plague the land. When inducted into the Order of the Spawn, recruit and recruiter drink each other's blood, spreading the curse of vampirism to the new member. The Order of the Spawn has a fearsome reputation, as a product of their undead nature and willingness to do anything short of massacre to stop evil.

Undead Power

Starting when you choose this archetype at 3rd level, you begin to adopt the abilities of the carefully controlled curse running through your veins. You have darkvision with a range of 60 feet, and you gain resistance to necrotic damage.

Vampiric Transformation

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.

In the Character Builder, set the option for Vampiric Transformation to Vampire Form to activate the bonuses for that form on the character sheet.

Normal Form

Your character is in their normal form. Change this option to "Vampire Form" when the character has transformed.

Vampire Form

Selecting this option has updated the character sheet with the features of your Vampire Form.

Vampiric Transformation Features

While you are transformed, you gain the following features:

Ancient Might. You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th and 18th level. You also have advantage on Strength checks and Strength saving throws.

Necrotic Nature. Your are Undead, and you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Vampiric Drain. When you reduce a creature to 0 hit points, you regain hit points equal to one roll of your hemocraft die.

Sunlight Sensitivity. You have disadvantage on attack rolls and 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.

Ancient Might

You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th and 18th level. You also have advantage on Strength checks and Strength saving throws.

Ancient Might (level 11)

You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th and 18th level. You also have advantage on Strength checks and Strength saving throws.

Ancient Might (level 18)

You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th and 18th level. You also have advantage on Strength checks and Strength saving throws.

Necrotic Nature

You are undead, and you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Sunlight Sensitivity

You have disadvantage on attack rolls and 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.

Vampiric Drain

When you reduce a creature to 0 hit points, you regain hit points equal to one roll of your hemocraft die.

Flitting Shadows

At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, your vampire form gains the Improved Ancient Strikes feature.

Improved Ancient Might. You gain a +1 bonus to attack rolls made with your melee weapons. 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, creatures that take your Crimson Rite damage have their hit point maximum reduced by the amount of Rite damage done.

Improved Ancient Might (level 11)

You gain a +1 bonus to attack rolls made with your melee weapons. 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, creatures that take your Crimson Rite damage have their hit point maximum reduced by the amount of Rite damage done.

Improved Ancient Might

You gain a +1 bonus to attack rolls made with your melee weapons. 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 hybrid form, creatures that take your Crimson Rite damage have their hit point maximum reduced by the amount of Rite damage done.

Improved Ancient Might (level 18)

You gain a +1 bonus to attack rolls made with your melee weapons. 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, creatures that take your Crimson Rite damage have their hit point maximum reduced by the amount of Rite damage done.

Advanced Transformation

Starting at 11th level, you learn to unleash and control more of your necrotic curse. You can use your Vampiric Transformation feature twice, regaining all expended uses when you finish a short or long rest.

Brand of the Bloodthirsty

At 15th level, your Brand of Castigation now binds your foe to your hunger for blood. While in your vampiric form, your attacks have advantage against a creature branded by you.

Vampiric Transformation Mastery

At 18th level, you have wrestled your inner bloodthirst and mastered it. You can use your Vampiric Transformation feature an unlimited number of times, and your vampire form can now last indefinitely.

You also gain the Blood Curse of the Fallen Puppet for your Blood Maledict feature. This does not count against your number of blood curses known.

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