Base Class: Blood Hunter
You are one of the Damned and Fallen, your hunger is eternal and your hunt never-ending, you will never know what it means to be alive
Spellcasting
You tap into your blood magic gaining the ability to cast spells within the wizard spell list and a few individual spells as given with One of the Damned, the spellcasting modifier for Order of the Vampire is Constitution.
You do not require any material components or arcane focus to cast, you do however for material components with a gold value have to roll damage die equivalent to 1d6 necrotic per 50 gold pieces to cast spells requiring these components, tapping into the cost of using these dark magics.
Heightened Senses
When you choose this archetype at 3rd level, you gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
One of the Damned
At 3rd level you are attuned to your vampiric nature, you can utilize the powerful blood magics of your kind.
You gain the ability to tap into the magic of your kindred, giving you access to spellcasting.
The Modifier for your blood magic is Constitution.
Eternal Hunger
Your Eternal hunger causes you to gain Benefits and Drawbacks as seen below:
When you cast a spell with one of these effects and it is successful, you gain the following benefits:
Damage. You have advantage on Strength checks and Strength saving throws until the end of your next turn, and you have a +5 bonus to melee damage rolls. This bonus increases to +10 at 11th level and to +20 at 18th level.
Healing. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a bonus to your AC equivalent to your proficiency modifier until the end of your next turn.
Buffs. You gain the unnatural reflexes of your kind, you either gain two reactions until the end of your next turn or you gain 15 feet of extra movement until the end of your next turn.
Enchantments. You gain advantage on Charisma checks and Wisdom Saving throws until the end of your next turn, and you have the ability to make an opponent approach or flee 10ft. from you until the end of your next turn.
Additionally with any of these levels, when you use the Attack action to make a strike, you can make one additional unarmed strike as a bonus action dealing 1d6+Con modifier slashing or piercing damage.
Bloodlust. If you end your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw.
If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.
Beastial Foe
Additionally with any of these levels, when you use the Attack action to make a strike, you can make one additional unarmed strike as a bonus action dealing 1d6+Con modifier slashing or piercing damage.
Bloodlust
If you end your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw.
If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.
Fang and Claw
Damage. You have advantage on Strength checks and Strength saving throws until the end of your next turn, and you have a +5 bonus to melee damage rolls. This bonus increases to +10 at 11th level and to +20 at 18th level.
Feral Might (level 11)
Your bonus to melee damage rolls increases to +10 at 11th level.
Feral Might (level 18)
Your bonus to melee damage rolls increases to +20 at 18th level.
Seductive Nature
Enchantments. You gain advantage on Charisma checks and Wisdom Saving throws until the end of your next turn, and you have the ability to make an opponent approach or flee 10ft. from you until the end of your next turn.
Supernatural Reflexes
Buffs. You gain the unnatural reflexes of your kind, you either gain two reactions until the end of your next turn or you gain 15 feet of extra movement until the end of your next turn.
Unnatural Resilience
Healing. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a bonus to your AC equivalent to your proficiency modifier until the end of your next turn.
Night Stalker
At 7th level, your speed increases by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance. Your hybrid form also gains the following additional benefit.
Improved Predatory Strikes. You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, when you have an active crimson rite on your unarmed strike, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Improved Predatory Strikes
You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, when you have an active crimson rite on your unarmed strike, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Insatiable Hunger
At 11th level, you learn to quell and control more of the hunger you feel. You gain the following benefit.
Vampiric Regeneration. At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you have cast a spell of 4th level or higher and it succeeds, you gain these hit points before you must make the saving throw for your bloodlust.
Vampiric Regeneration
At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you cast a spell of 4th level or higher and it succeeds, you gain these hit points before you must make the saving throw for your bloodlust.
Brand of Bloodletting
Starting at 15th level, you have advantage on the saving throw for your bloodlust. Additionally, your Brand of Castigation can now mark your foe as quarry, you gain temporary hitpoints equal to the damage dealt when you hit your quarry.
Vampire Lord
At 18th level, you have become one with your voracious hungers. You gain advantage on attacks against any creature affected by your spells, curses, or maledicts, additionally, when you strike them and hit with a melee attack, you regain hp equal to half of the damage dealt.
You also gain the Blood Curse of the Bat for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Bat
As an action, you unleash a bloodcurdling screech. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If a creature fails its saving throw by 5 or more, it is blinded while frightened in this way. A creature that succeeds on its saving throw is immune to this blood curse for the next 24 hours.
You can choose any number of creatures you can see to be unaffected by the howl.
Amplify. The range of this curse increases to 60 feet.
Activating a Blood Curse requires a use of your Blood Maledict feature.
Blood Curse of the Bat
As an action, you unleash a bloodcurdling screech. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If a creature fails its saving throw by 5 or more, it is blinded while frightened in this way. A creature that succeeds on its saving throw is immune to this blood curse for the next 24 hours.
You can choose any number of creatures you can see to be unaffected by the screech.
Amplify. The range of this curse increases to 60 feet.
Activating a Blood Curse requires a use of your Blood Maledict feature.
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