Blood Hunter
Base Class: Blood Hunter

One of the rarest Orders is the Order of the Vampires. Those that seek this type of order have come back from the grave but have lost their purpose as they were slain by a vampire. Those who try to resist their insatiable lust for the blood of the living will eventually cave into madness. The Order of the Vampire seeks to harness the powers of undeath while suppressing the need to feed on living humanoids. Using ancient blood rituals and intense focus through excruciating tests will allow a creature to become a monster that feeds off of monsters to satisfy the blood lust inside. This journey is tough, but those who wish to follow this path eventually become some of the strongest protectors of all Hunters.

Vampiric Nature

When you choose this archetype at 3rd level, your vampiric nature grants you these new abilities. You no longer need to breathe, you count as undead for the purposes of spells and resistances, and you have resistance to Necrotic damage. You also gain darkvision up to 60 feet. You have disadvantage on all attack rolls while within direct sunlight unless you have a way of obstructing the sunlight from your eyes.

Vampiric Bite

This attack deals necrotic damage equal to your hemocraft die, but not against anything that does not have blood. This attack can replace one attack during the attack action. When this attack hits, you heal hit points equal to the damage you rolled. You can also infuse your crimson rite to your bite. You can use Dex instead of Str when determining attack and damage rolls for your unarmed strikes.

Night Stalker

At 7th level,  You gain a climbing speed equal to your walking speed and doing so you can leave your hands free. Your movement speed increases by 20 feet when in dim light or darkness. In addition you also gain resistance to bludgeoning, slashing, and piercing damage while in dim light and darkness. You also increase your darkvision distance by 60 feet.

Brand of Voracity

At 11th level, the next time you make a vampiric bite attack and hit against a target that is affected by your Brand of Castigation Feature, the creature must make a Constitution saving throw. On a failure the creature takes 1 level of exhaustion and has an urge to feed. On a success the creature is immune to this effect of the Brand.

Acclimated Resilience

at 15th level, While in direct sunlight you no longer have disadvantage on attack rolls and do not need to obstruct sunlight from your eyes.

Ferocious Tether

Also at 15th level, when you have bitten a creature with your vampiric bite, you tether yourself to learning the creature's weaknesses. You have advantage on all attack rolls against that creature until that creature dies or is knocked unconscious. You can only have this ability active for one creature at a time. You can use this ability a number of times equal to your Hemocraft modifier.

Immortal Hunter

At 18th level, Your body has learned to accept your curses and amplifies them. You no longer age, you cannot die from old age, and you cannot be magically aged. When you roll death saves you do so with advantage.

Blood Curse of the Charming

As a bonus action, you can attempt to charm one creature. The creature must make a wisdom saving throw against. If you have previously used your Vampiric Bite attack on said creature then it would make the saving throw with disadvantage. If a creature fails this saving throw, it counts you and your allies as allies to itself. The creature will see you as someone that can be trusted and will heed and protect you. Although you don't have control over this creature they will do actions and tasks for you in its most favorable way it can. Creatures immune to the charmed condition automatically succeed this saving throw and suffer no effects.

Amplify. The creature charmed in this way sees its previous allies as sworn enemies and will slay all in your path to victory.

Activating a Blood Curse requires a use of your Blood Maledict feature.

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