Base Class: Blood Hunter
This order opted to delve deeper in to the arcane magics within blood itself and in the process discovered a means of adapting vampirism into its arts shunting away the in death while perfecting the better qualities of the curse.
Eyes of the Night
You gain 60ft of darkvision or it improves by 60ft if you already had darkvision.
Assume Incarnation
Also at 3rd level, you learn to control the vampiric curse that courses through your veins. As a bonus action, you assume the form of your incarnation of night for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.
This feature replaces the rules for vampirism in the Monster 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 Assume Incarnation to Incarnation of Night to activate the bonuses for that form on the character sheet.
Incarnation of Night
Selecting this option has updated the character sheet with the features of your Incarnation of Night.
Normal Form
Your character is in their normal form. Change this option to "Incarnation of Night" when the character has transformed.
Assume Incarnation Features
While you are transformed, you gain the following benefits and drawbacks:
Predatory Charm. You have advantage on Charisma checks and Charisma saving throws.
Vampiric Fortitude. You gain temporary hit points equal to a number of your hemocraft die equal to your proficiency.
Blood Siphon. Once per turn when you use the Attack action to make an unarmed strike on a target you are grappling, or who either restrained, incapacitated or charmed by you, you may deal 1d6 piercing damage plus 3d6 necrotic damage and regain hit points equal to half the necrotic damage. Alternatively, instead of healing you may choose to regain one use of Blood Maledict.
Vampiric Weaknesses. You are vulnerable to piercing, and radiant damage and you register as undead to detection abilities and spells. Finally you may not be healed by any means apart from your racial and blood hunter features.
Blood Siphon
Once per turn when you use the Attack action to make an unarmed strike on a target you are grappling, or who either restrained, incapacitated or charmed by you, you may deal 1d6 piercing damage plus 3d6 necrotic damage and regain hit points equal to half the necrotic damage. Alternatively, instead of healing you may choose to regain one use of Blood Maledict.
At 11th level, the d6s become d8s.
Normal Form
You are in your normal form with no additional features.
Predatory Charm
You have advantage on Charisma checks and Charisma saving throws.
Vampiric Fortitude
You gain temporary hit points equal a number of hemocraft die equal to your proficiency.
Vampiric Weaknesses
You are vulnerable to piercing, and radiant damage and you register as undead to detection abilities and spells.
Finally you may not be healed by any means apart from your racial and blood hunter features.
Night Traveller
At 7th level, you gain a climbing speed of 30ft. Your incarnation also gains the following additional benefit.
Creature of the Night. As an action, you can polymorph into a Tiny bat or back. While in bat form, you can’t speak, your walking speed is 5 feet, and your flying speed is 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your normal form if you die or if your incarnation ends.
Advanced Incarnation
At 11th level, you learn to manifest your inner monster. You can use your Assume Incarnation feature twice, regaining all expended uses when you finish a short or long rest. Your incarnation also gains the following additional benefits:
Regeneration. At the start of each of your turns when you have at least 1 hit point and aren’t in sunlight or running water, and you haven’t taken radiant damage in the last turn, you gain hit points equal to 1 + your Constitution modifier (minimum of 1).
Midnight Mist. As an action you can take 2 roll of your hemocraft die of damage and cast Gaseous Form on yourself. As a bonus action you may take 1 roll of your hemocraft die to cast Misty Step.
Regeneration
At the start of each of your turns when you have at least 1 hit point and aren’t in sunlight or running water, and you haven’t taken radiant damage in the last turn, you gain hit points equal to 1 + your Constitution modifier (minimum of 1).
Brand of the Insatiable
Starting at 15th level, are no longer vulnerable to piercing or radiant damage.Additionally, a creature branded by your Brand of Castigation is treated as grappled by you for the purposes of you Blood Siphon feature.
Master of the Night
At 18th level, you have mastered your inner predator. You can use your Assume Incarnation feature an unlimited number of times, and your Incarnation lasts until you revert to your normal form fall unconscious, or die.
You also gain the Blood Curse of the Charmer for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Charmer
As an bonus action, you gaze hypnotically at those around you. One creature within 30 ft. that can see you must succeed on a WIS saving throw or become charmed by you for 1 minute. While charmed the creature will use its action to make an Attack action against one target of your choice or take the Dodge action. The creature gets another saving throw if you or an ally of yours causes it any harm. If the creature succeeds on its saving throw, then it’s immune to this blood curse for 24 hours.
Activating a Blood Curse requires a use of your Blood Maledict feature.
Blood Curse of the Charmer
As an bonus action, you gaze hypnotically at those around you. One creature within 30 ft. that can see you must succeed on a WIS saving throw or become charmed by you for 1 minute. While charmed the creature will use its action to make an Attack action against one target of your choice or take the Dodge action. The creature gets another saving throw if you or an ally of yours causes it any harm. If the creature succeeds on its saving throw, then it’s immune to this blood curse for 24 hours.
Activating a Blood Curse requires a use of your Blood Maledict feature.
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