Blood Hunter
Base Class: Blood Hunter

<span;>Not all orders of Blood Hunters are truly altruistic, or comit to seeking out and destroying darkness. Some orders embrace the dark art of Hemocraft for its own sake and power. The Order of the Fang is one such order. Founded by a small group of Vampires that craved deeper understanding and control of their vampiric abilities. They have learned to amplify their powers to transform into a vicious hunter of the night. Some may still use this power for good, but most seek it to sake their thirst for more blood.

Hunter's Presence

<span;>At 3rd level when you join this order, the bloodthirst in your demeanor becomes palpable. You gain proficiency in the intimidation skill. You can also gain advantage on any intimidation check you make, up to an amount of times equal to your proficiency bonus, regaining all expensed uses on a short or long rest.

Bloodlust Transformation

Also at 3rd level, you have learned to strengthen and embrace your vampiric nature allowing you to transform into a monstrous form, a far more visual manifestation of your lust for blood. As a bonus action, you transform into a special bloodlust form for up to 1 hour. You can end this transformation as a bonus action. You automatically revert to your normal form if you fall unconscious or die.

Once you use this feature, you must finish a short or long rest before you can use it again.

Bloodlust Form

Selecting this option has updated the character sheet with the features of your Bloodlust Form.

Normal Form

Your character is in their normal form. Change this option to "Bloodlust Form" when the character has transformed.

Bloodlust Transformation Features

<span;>While transformed you gain the following benefits and drawbacks.

<span;>Vampiric Velocity
<span;>You gain advantage on Dexterity checks and Dexterity Saving Throws and you gain a bonus to your movement speed equal to 10. This bonus increases to 20 at 11th level and 30 at 18th level.

<span;>Superhuman Reflexes
<span;>When you are hit by an attack, you can choose to use your reaction to attempt to parry the blow. This reaction adds half of your Blood Hunter level to your AC for the attack, potentially turning the hit into a miss.

<span;>Draining Fangs
<span;>You gain a bite attack if you don't already have one which uses either your Dexterity or Strength when calculating attack and damage. Your bite attack now does 1d8 piercing damage, this damage increases to 1d10 at 11th level. If you hit with this attack you can force the creature to make a Constitution Saving throw vs your Hemocraft Save DC. If the creature fails you drain its vitality, the creature takes extra necrotic damage equal to one roll of your Hemocraft die, and you gain temporary hit points equal to the extra damage dealt.

<span;>Seeing Red
<span;>The power of your bloodlust can overcome you. If you start your turn next to more than one creature that is below their hit point maximum, you must make a DC equal to 14 minus your wisdom modifier, Wisdom saving throw, or use the Attack action on a creature within reach at random, determined by the DM. If you are concentrating on a spell, or under an affect that prevents you from concentrating (such as the barbarian's Rage feature), you automatically fail the saving throw.

<span;>If you have the Extra Attack feature, you can choose whether to use it for this bloodlust attack. Once your attack is resolved, you regain control of yourself.

Draining Fangs

<span;>You gain a bite attack if you don't already have one which uses either your Dexterity or Strength when calculating attack and damage. Your bite attack now does 1d8 piercing damage, this damage increases to 1d10 at 11th level. If you hit with this attack you can force the creature to make a Constitution Saving throw vs your Hemocraft Save DC. If the creature fails you drain its vitality, the creature takes extra necrotic damage equal to one roll of your Hemocraft die, and you gain temporary hit points equal to the extra damage dealt.

Seeing Red

<span;>The power of your bloodlust can overcome you. If you start your turn next to more than one creature that is below their hit point maximum, you must make a DC equal to 14 minus your wisdom modifier, Wisdom saving throw, or use the Attack action on a creature within reach at random, determined by the DM. If you are concentrating on a spell, or under an affect that prevents you from concentrating (such as the barbarian's Rage feature), you automatically fail the saving throw.

<span;>If you have the Extra Attack feature, you can choose whether to use it for this bloodlust attack. Once your attack is resolved, you regain control of yourself.

Superhuman Reflexes

<span;>When you are hit by an attack, you can choose to use your reaction to attempt to parry the blow. This reaction adds half of your Blood Hunter level to your AC for the attack, potentially turning the hit into a miss.

Vampiric Velocity

<span;>You gain advantage on Dexterity checks and Dexterity Saving Throws and you gain a bonus to your movement speed equal to 10. This bonus increases to 20 at 11th level and 30 at 18th level.

Vampiric Velocity (lvl 11)

Bonus 10 to speed

Vampiric Velocity (lvl 18)

Bonus 10 to speed

Night Hunter

<span;>At 7th level, if you are in dim light or darkness you can use your action to turn invisible. This invisibility lasts until end of your next turn unless you attack, cast a spell or enter an area of bright light. Your Bloodlust Transformation also gains the following benefit.

<span;>Improved Draining Fangs
<span;>You gain a +1 bonus to attack and damage rolls with your bite attack and your bite attack counts as magical for the purpose of bypassing magical resistance. This bonus increases to +2 at 11th level and +3 at 18th level. Additionally, if you gain temporary from your bite attack, while you have those temporary hit points the extra damage dealt by your Crimson Rite feature increases to two rolls of your Hemocraft die.

Improved Draining Fangs

You gain a +1 bonus to attack and damage rolls with your bite attack and your bite attack counts as magical for the purpose of bypassing magical resistance. 

Improved Draining Fangs (lvl 11)

<span;>You gain a +1 bonus to attack and damage rolls with your bite attack and your bite attack counts as magical for the purpose of bypassing magical resistance.

Improved Draining Fangs (lvl 18)

<span;>You gain a +1 bonus to attack and damage rolls with your bite attack and your bite attack counts as magical for the purpose of bypassing magical resistance.

Vampiric Resilience

<span;>At 11th level you have learned to harness your bloodlust to give your body even greater defense. While in your Bloodlust Transformation, you gain immunity to bludgeoning, piercing, and slashing damage from non magical, non silvered weapons. This resilience is suppressed if you are ever in direct sunlight. You also now can use your Bloodlust Transformation feature twice and regain all uses on a short or long rest.

Vampiric Resilience

While in your Bloodlust Transformation, you gain immunity to bludgeoning, piercing, and slashing damage from non magical, non silvered weapons. This resilience is suppressed if you are ever in direct sunlight.

Brand of Bloodlust

<span;>At 15th level, you gain advantage on your Seeing Red feature saving throw while in Bloodlust Transformation. Additionally your Brand of Castigation allows you to siphon a creatures vitality from a distance. While you have a creature branded, you can use a bonus action on each of your turns to force the creature to make a Constitution Saving throw as long as it is within 60 feet of you. If the creature fails, a long stream of the creatures blood flows from the brand straight to your mouth. The creature takes two rolls of your Hemocraft die and you gain temporary hit points equal to the damage done. These temporary hit points apply the same bonus that your Improved Draining Fangs does.

Vampire Lord

<span;>At 18th level, you have mastered your Bloodlust Transformation and can now use the feature an unlimited amount of times, and you can stay in the form until you choose to revert, fall unconscious, or die.

<span;>You also gain the Blood Curse of the Night for your Blood Maledict feature. This doesn't count against the total number of Blood Curses known.

Blood Curse of the Night

<span;>You catch the eye of an enemy within 60 feet of you and force them to make a Charisma saving throw. If the creature fails, you gain dominance over their action on their next turn.

<span;>Amplify
<span;>If you choose to amplify the Blood Curse you gain complete control of the creature and this control lasts for one minute. The creature can make a Charisma saving throw at the end of their turn ending this dominance on a success. They can also make this save any time they take damage.

Blood Curse of the Night

<span;>You catch the eye of an enemy within 60 feet of you and force them to make a Charisma saving throw. If the creature fails, you gain dominance over their action on their next turn.

<span;>Amplify
<span;>If you choose to amplify the Blood Curse you gain complete control of the creature and this control lasts for one minute. The creature can make a Charisma saving throw at the end of their turn ending this dominance on a success. They can also make this save any time they take damage.

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