Base Class: Blood Hunter
The Order of the Apocalypse is as old as the fear of society itself, ever dreading being dismantled by something and thus becoming extinct and being replaced by another species, causing it to be banished to tales of the past.
A Bloodhunter of the Apocalypse specializes on fighting Vampires so strongly that they adopt some aspects of Vampirism themselves. Knowing the enemy is half the battle and with enemies as dangerous and fierce as Vampires it's better to know about yourself, being a Vampire to some degree.
Rite of the Sun
When you join this order at 3rd level, you learn the Rite of the Dawn esoteric rite (detailed below).
Rite of the Sun. Your rite damage is radiant damage. While the rite is active, you gain the following benefits:
- Your weapon sheds bright light out to a radius of 20 feet.
- When you score a critical hit with an imbued melee weapon your regenerate HP equal to half the damage dealt.
Mortal's Wake
Beginning at 3rd level, your ancient order teachers you how to blur the line between mortality and undeath. You don't need to eat, drink or breathe and are immune to disease.
Laid to Rest
Upon reaching 7th level, you are immune to poison and don't need to sleep. Instead of sleeping you enter a catatonic state for 6 hours. While in this state you behave as if under the influence of a feign death spell but you retain consciousness and can end the effect as an action.
Brand of False Light
Beginning at 11th level, your Brand of Castigation now transforms some aspect of the branded creature into a vampire.
The branded creature has sunlight hypersensitivity until the brand is removed. In addition, if the branded creature was in direct "Sunlight" for 1d10 rounds (Specified when the brand is applied), it takes psychic damage equal to your Level + Int Mod and half as much every minute after the initial damage. This resets after the branded creature has spend at least 1 hour in Dim Light caused magic or in Darkness.
"Sunlight" Refers here to Nonmagical sources of Bright light, such as a Bonfire, Sunlight or a Torch
Blood Curse of Extinction
At 15th level, you’ve honed your hemocraft to instill the fear of extinction in others. You gain the Blood Curse of the Extinction for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Absorbed Vamprism
At 18th level, the vampire within you manifests fully. You become resistant to bludgeoning, piercing and slashing from nonmagical weapons and gain immunity to necrotic damage. Furthermore magic can't put you to sleep and any damage you take from your abilities is halved as if you were resistant to it.
Also, the amount of time a creature branded by your Brand of the False Light feature has to spend in sunlight is reduced to 1d3+2 rounds. As normal the time needed is determined when the brand is placed.
Previous Versions
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8/5/2022 7:10:13 PM
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