Base Class: Blood Hunter
Vampirism is a curse reviled and feared by most, ever since the dominion of Strahd Von Zarovich. However, by the use of hemocraft magic, there are some blood hunters who have learned contract a pseudo version of the blood-lusting vampiric curse. Those who commit themselves to the Order of the Pseudo-Vampire gain the abilities of their more common eponym, as well as the limited opportunity to transform into a hybrid vampire/humanoid akin to a large, pale bat. This change is referred to by blood hunters as entering their pseudo form— a seemingly advanced version of vampire that has more control over its abilities and a strong, menacing physical presence.
The mission of Order of the Pseudo-Vampire blood hunters is often cleansing the material plane of vampires whose goal is to curse and kill innocent folk. Pseudo-Vampires embrace their apex form with the purpose of being able to competently rid the material plane of their prey, by retaliating with similar abilities. Through their use of hemocraft magic, Pseudo-Vampires, both in and out of their pseudo form, are able to tame their vampiric tendencies and empower their attacks through blood rituals. With their pointed fangs and a disciplined blood thirst those of this order are terrifying to encounter.
Sanguine Sense
Starting when you choose this order at 3rd level, you gain a sensitivity to the scent of blood. You have advantage on Wisdom (Perception and Survival) checks that rely on smelling or tracking a creature with blood.
Pseudo Transformation
Additionally at 3rd level, you manipulate your vampiric curse by transforming into a muscular bat/humanoid hybrid equal to your size. As a bonus action, you transform into your pseudo vampire form 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. While in your pseudo form, you appear as a pale and leathery humanoid with bat-like features. Your size stays the same, but your features sharpen, your skin turns a light gray and tightens around your muscles. Two sharp fangs lengthen in your mouth, your eyes darken, and your fingers become long and bony. 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 Pseudo Transformation to Pseudo 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 "Pseudo Form" when the character has transformed.
Pseudo Form
Selecting this option has updated the character sheet with the features of your Pseudo Form.
Pseudo Transformation Features
While you are transformed, you gain the following benefits and drawbacks:
Leather Skinned. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, with the exception of piercing damage made by wooden stakes. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.
Vampiric Force. You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.
Bite Attack. You can apply your Crimson Rite feature to a bite attack, which you treat as one weapon and counts as an unarmed strike. You can use Dexterity instead of Strength for the attack and damage rolls of your bite attacks, which deal 1d8 piercing or slashing damage (your choice). This damage increases to 1d10 at 11th level.
Bloodlust. If you start 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 to make a bite attack 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.
Sunlight Sensitivity. If you transform into your Pseudo Form while in direct sunlight, you must succeed on a DC 8 Constitution saving throw or take 1d6 radiant damage.
Bite Attack.
You can apply your Crimson Rite feature to a bite attack, which you treat as one weapon and counts as an unarmed strike. You can use Dexterity instead of Strength for the attack and damage rolls of your bite attacks, which deal 1d8 piercing or slashing damage (your choice). This damage increases to 1d10 at 11th level.
Bloodlust.
If you start 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 to make a bite attack 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.
Leather Skinned.
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, with the exception of piercing damage made by wooden stakes. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.
Sunlight Sensitivity.
If you transform into your Pseudo Form while in direct sunlight, you must succeed on a DC 8 Constitution saving throw or take 1d6 radiant damage.
Vampiric Force (level 11).
Your bonus to melee damage rolls increases to +2 at 11th level.
Vampiric Force (level 18).
Your bonus to melee damage rolls increases to +3 at 18th level.
Vampiric Force.
You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.
Withered Wings
At 7th level, two shriveled, bony wings grow out of your scapula allowing you to hover rather than walk. Your speed increases by 10 feet, and difficult terrain does not affect you while you hover. Your pseudo form also gains the following additional benefit.
Improved Bite Attack. When you have an active crimson rite on your bite attack while in your pseudo form, your bite attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Improved Bite Attack.
When you have an active crimson rite on your bite attack while in your pseudo form, your bite attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Advanced Transformation
At 11th level, you learn to manipulate more of the vampiric nature within. You can use your Pseudo Transformation feature twice, regaining all expended uses when you finish a short or long rest. Your pseudo form also gains the following additional benefit.
Immortal Heritage. 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 are in pseudo form, you gain these hit points before you must make the saving throw for your bloodlust.
Immortal Heritage.
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 are in pseudo form, you gain these hit points before you must make the saving throw for your bloodlust.
Brand of the Unquenchable
Starting at 15th level, you have advantage on the saving throw for your Bloodlust feature. Additionally, whenever you make a bite attack, in your pseudo form, against a creature you have branded with Brand of Castigation, you do an additional amount of poison damage equal to your Hemocraft modifier.
Superior Pseudo Form
At 18th level, you have dominion over your vampiric curse. You can use your Pseudo Transformation feature an unlimited number of times, and your pseudo form lasts until you revert to your normal form, fall unconscious, or die.
You also gain the Blood Curse of the Barren Husk (detailed below) for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Barren Husk
When you reduce a creature to 0 hit points with a bite attack that has an active Crimson Rite on it, you drain it of all its blood and regain a number of hit points equal to the damage you inflicted.
Amplify. You can add your Hemocraft modifier to whatever number of hit points you gain.
Activating a Blood Curse requires a use of your Blood Maledict feature.
Previous Versions
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