Base Class: Blood Hunter
The Order of the Dhampir are Blood Hunters who master their hemocraft to a new level of blood magic.
Hemomancer Sight
Beginning at 3rd level, as an action until the end of your next turn, you gain truesight with a range of 60 feet and know if each creature you see within 60 feet of you is a fey, fiends or undead. If you see an invisible fey, fiend or undead, it is no longer invisible to you for 24 hours.
You can use this feature a number of times equal to proficiency bonus per long rest.
Hemopower
When you join this order at the 3rd level, you learn the art of harnessing the power of your wounds, whenever you are damaged by a hostile creature you gain a Hemo Point which fuel various hemoic powers you have, which are detailed below. You can have Hemo Points up to equal your proficiency bonus. At the end of a short or long rest, you regain all Hemo Points.
Blood Seeker. Whenever you miss an attack roll with Crimson Rite you can spend Hemo Points to add an extra attack bonus equal to a roll of your Hemocraft die per Hemo Point spent to try to turn the miss into a hit.
Nightborn Eyes. As a bonus action, you spend Hemo Points to see normally in darkness, both magical and nonmagical, to a distance of 120 feet for a number of turns equal to a roll of your Hemocraft die per Hemo Point spend.
Hardened Scars. You can spend Hemo Points to gain temporary hit points equal to a roll of your Hemocraft die per Hemo Point spent. If you gain a Hemo Point and are at the max of them, you can immediately spend that extra Hemo Point (plus more if you want) on this power, or it is lost.
Hemotic Adept
Upon reaching 7th level, you have mastered new ways to use your hemoic abilities, detailed below.
Batspeed. You can spend Hemo Points to gain a bonus flying speed equal to five times a roll of your Hemocraft Die per Hemo Point spent until the end of your turn. If you gain a Hemo Point and are at the max of them, you can immediately spend that extra Hemo Point (plus more if you want) on this power, or it is lost.
Blood Transfusion. As a reaction, you can spend Hemo Points to restore a creature's (other than you) hit points within 30 feet equal to a roll of your Hemocraft Die per Hemo Point spend. If you gain a Hemo Point and are at the max of them, you can immediately use your reaction and spend that extra Hemo Point (plus more if you want) on this power, or it's lost.
Crimson Smite. Whenever you hit a creature with a crimson rite you can spend Hemo Points to deal extra rite damage equal to a roll of your Hemocraft Die per Hemo Point spend.
Brand of the Thirsty
Starting at 11th level, whenever you attack the branded creature with your Crimson Rite, you score a critical hit on a roll of 19–20 and the creature can’t regain hit points.
Blood Curse of the Blood Bender
At 15th level, you gain the Blood Curse of the Blood Bender for your Blood Maledict feature. This does not count against your number of blood curses knownn.
Blood Curse of the Blood Bender
Prerequisite: 15th level, Order of the Dhampir
As a bonus action, a creature within 30 feet of you must make a Wisdom saving throw. On a failure, creature suffers 4d6 necrotic damage and is stunned until the start of your next turn. On a success, takes half damage and is restrained until the start of your next turn.
Amplify. On a failure, is paralyzed instead of stunned. On a success, takes all damage insted of half.
Hemoic Master
At 18th level, whenever you roll your hemocraft dice for Hemoic Powers you roll twice the number of dice.
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