Base Class: Blood Hunter (archived)
In the times of long hunts and even longer nights, the Blood hunters were facing some of their biggest threats. One of which had succeeded in infiltrating the ranks of the blood hunter members. Vampire lords had turned many hunters into their mind controlled spawn after the hunters failed at storming the ancient ones' lairs. What transpired afterward was dark times of paranoia and bloody infighting. The fact that their vampire spawn brethren were gifted with supernatural powers was frightening, but it paled in comparison to the knowledge that they possessed of the blood hunters' ways and secrets. Safe houses were overrun, stock houses burned to the ground and sacred ritual sites were leveled in very little time. It wasn't until a radical idea was posed at a hushed meeting of master rank hunters. They were to use the same methods that brought them such ruin. They subjected volunteers of a suicidal mission to injections of vampiric blood that was harvested from a previously slain Vampire Lord. This ensured that they would not be mentally manipulated by the blood's originator, but they would appear to be one of the vampiric fold. After a series of gruesome conflicts, both sides had suffered great loses. Over a long period of time and the efforts of all the other blood hunter orders coordinating , they struck the final blow. The Vampire Lords that had started it all were dragged out of their hiding and dealt a swift death.
All blood hunters cursed as vampire spawn were then purged, excluding a small remainder of the volunteers that undertook the infiltration mission. Although they were regarded as heroes, they had succumb to the old blood. They are kept comfortable, though under careful watch, their blood was collected and distilled to make an advance serum that new blood hunters used to gain diluted vampiric abilities. The imprisoned elders of the Order of the Vampire Spawn run things shackled behind bars and the only means of communication are written orders handed over to the guard. This ensures that the possibility of mind control is diminished and no other internal conflict arises. Despite this order's grim past, its members are ever vigilant as they stalk the night.
Change log (1.1)
Changed the name to Order of the Vampire Spawn to underline the fact that the members don't turn into full vampires.
Added in snippet codes where needed.
Changed Draining Bite to be tied to Wisdom.
Draining Bite
Joining at 3rd level, You gain a bite attack that drains targets with blood. As a bonus action, You can make a bite attack that deals necrotic damage equal to 1d6 and you add your Wisdom modifier for the attack and damage modifier. When you damage a target that has blood you gain temporary hit points equal to half the damage dealt to the target. When temporary hit points can be acquired from the bite attack you take the new amount of temporary hit points if its value is larger than your current temporary hit point amount.
Your bite damage die increases to 1d8 at 11th level, and 1d10 at 18th level.
Dark Existance
At 3rd level, you have resistance to necrotic damage and vulnerability to radiant damage.
Umbral Senses
Reaching 7th level, You can transfer your senses to someone's shadow that is in line of sight of you. By doing so you see through the shadow and hear any noises in the immediate surrounding area until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. As long as you are present within the shadow, there is a visible shimmer or quivering to the shadow. A creature can use its action to examine the shadow to determine that it is under the effects of an outside force with a successful Intelligence (Investigation) check against your ability to conceal yourself. (DC 8 + your proficiency modifier + your Wisdom modifier)
Spider Climb
At 7th level, You adhere to surfaces being able to walk along walls and ceilings. You can climb difficult surfaces, including upside down, without having to make an ability check.
Children of the Night
At 11th level, As an action, you can cut yourself and form from your blood a swarm of bats that swirls around you that remain in your space for 1 minute. The bats bite at any creature that makes a successful melee attack against you causing piercing damage equal to your wisdom modifier and the mass of bats impose disadvantage on all ranged attacks made against you. The bats revert back to inert blood as an action, the 1 minute runs out, you fall unconscious, drop to 0 hit points, or die.
You can't use this feature again until you finish a short or long rest.
Legendary Resilience
Upon reaching 15th level, When you make a saving throw, you can gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the save succeeds or fails.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Shadow Master
By reaching 18th level, you draw forth your shadow to battle for you. As an action, you command your shadow to rise for up to 10 minutes. The shadow has hit points equal to four times your blood hunter level and you control it on your initiative. The shadow shares the same stats and attack bonus as you. The shadow can take one action and move up to 30 feet in a single turn. As its action the shadow can use the attack, dash, disengage, dodge, help, or use an object actions. The shadow can only make one melee attack on your turn, using a weapon completely made from the essence of a crimson rite you know, dealing 1d10 plus your wisdom modifier of the given crimson rite you chose the shadow to wield. The Shadow returns if you recall it as an action, the 10 minutes run out, you fall unconscious, drop to 0 hit points, or die. Additionally if the Shadow is subject to a Daylight, Dawn, Sunbeam, or Sunburst spell the shadow returns and the feature ends.
You can't use this feature again until you finish a long rest.
Previous Versions
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3/21/2019 6:06:36 AM
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Coming Soon
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Posted Feb 16, 2020THE NEW 2020 VERSIONS OF MY BLOOD HUNTER SUBCLASSES CAN BE FOUND HERE
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Posted Feb 4, 2020*UPDATE COMING* I am in the process of updating all my Blood Hunter subclasses to conform with the 2.0 Blood hunter changes made by Matt Mercer this Jan 2020. The changes have made for interesting conflicts and challenges to update my content to match, but be reassured that I will always strive to make the subclasses work with any updated version that Matt Mercer implements with his Blood Hunter class. I know that the new changes will be hitting DNDBeyond soon and if my subclasses aren't updated right away, know that I have been working on them since day one. Thank you for your patience while I work on them and I hope that this delay doesn't cause any problems in game. I only want to elevate Matt's class and provide a fun experience for all DND players and DMs. As always once I release the updated subclasses feed back is always welcome and if you like the subclasses remember to give them an upvote, they help get the subclasses in front of others.
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Posted Mar 21, 2019I have given all my subclasses another look over and hopefully made them better and easier to use with the character sheets. I also made revisions for any clarifications on the rules and rebalances of rule mechanics. If you like the updates and revisions please help out by up voting since every revision clears out my votes.