Base Class: Blood Hunter
During the Hunter´s Bane - the brutal ritual used to create Bloodhunters - you were given Vampire Blood to drink. This resulted in your body to adapt itself, now being more vampire than human.
Vampirism
At 3rd level, when you choose this Order, your body adapts to better fit the new abilities your Order will grant you. You gain the following benefits:
-Keen Hearing and Smell: You gain Advantage in Perception checks, that rely on Hearing or Smell.
-Keen Sight: You gain Darkvision out to a range of 120ft. and Thermal Vision out to a range of 60ft.
-Inhuman Might: You gain +1 to Meele Attack and Damage rolls. This bonus increases to +2 at 12th level and +3 at 18th level
-Creature Type: Your creature type becomes Undead. You don´t need to eat, drink, breathe or sleep and you have resistance against Poison Damage and advantage on saving throws against the poisoned condition
-Undead Resilience: You gain Resistance against nonmagical bludgeoning, piercing and slashing damage
-Claws: You gain a Claw Meele Attack that Deals 1d6 +Str/Dex + Prof slashing damage. The damage die of this attack becomes a d8 at 15th level.
-Bite: You gain a Bite Meele Attack that Deals 1d6 +Str/Dex + Prof piercing and 3d6 necrotic damage and you gain an amount of hit points equal to the necrotic damage dealt. At 15th level, the damage dice for the attack become d8 and you heal double the necrotic damage dealt. You can only use this attack an amount of times equal to your proficiency bonus per long rest.
Rite of the Vampire:
Also at 3rd level, you gain the Rite of the Vampire. This Crimson Rite does not count against the Crimson Rites you know.
Your Rite damage is necrotic damage. While the rite is active, you gain the following benefits:
-Each time you score a hit with a weapon with this Crimson Rite active, you deal extra rite damage equal to one roll of your Hemocraft die.
-When you score a critical hit with a weapon with this Crimson Rite active, you gain hit points equal to half the damage dealt.
Vampiric Prowess
At 7th level, your movement speed increases by 15ft. and you can now aplly your crimson rites to your Claw and Bite attacks. Furthermore, weapons attacks made with an active crimson rite count as magical.
Vampiric Regeneration
Starting at 11th level, when you have at least one hit point left but no more than half your hit points remaining, you regenerate Prof +Con hit points at the start of each of your turns.
Brand of the Vampire
Starting at 15th level, a creature targeted for your Brand of Castigation has to do a Constitution Save against your Hemocraft DC. On a failed save it gets paralyzed. It can retry the save on each of its turns. You can use your bonus action to let a creature that succeeded the save redo the save, getting paralyzed if it fails. Each creature that has already passed the saving throw has advantage for all saving throws of this feature that follow until the next long rest.
Blood means Life
At 18th level, you gain advantage on attacks against any creature that is affected by one ore more of your Bloodhunter Features or was hit with a weapon with an active Crimson Rite on your last turn. Additionaly, if you hit a meele attack against a creature you have advantage through this feature, you regain hit points equal to your hemocraft modifier, but you can only regain hit points in this way once per turn. You also gain the Blood Curse of the Leech
Blood Curse of the Leech:
Whenever the cursed target takes damage from an attack, you gain half the damage taken as temporary hit points. This Blood Curse remains active for one minute.
Amplyfied: The cursed target has disadvantage on all attack rolls except against the blood hunter.
Previous Versions
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10/27/2022 8:26:39 AM
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