Base Class: Blood Hunter
Vampires are known and feared in almost all cultures. Typically seen as evil beings with an unending thirst for human blood, there are those few who make every attempt to subdue the instinct for cruelty within them. While most fail in this endeavor, there are those select few who manage to control their inner demons through a combination of blood magic and sheer willpower. For those select few, there is a path forward with the Blood Hunter orders.
Vampiric Nature
Heightened Senses:
When you choose this archetype at 3rd level, you gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing, smell, or sight.
Spiderclimb:
You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Deathless:
At 5th level You don't need to eat or drink normal food, and you don't need to breath. Additionally, you no longer age and you creature type is Undead
Vampiric Weakness:
At seventh level You are vulnerable to Radiant damage, and such damage prevents you from regenerating HP through your bite. You also have the following flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. You take 20 radiant damage when it starts its turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.
Vampiric Bite:
Also at seventh level Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage, and the target must make a [ability]Constitution[/ability] saving throw. On a failed save the target also takes 2d6 necrotic damage, with half damage on a success. This attack must be used on a willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn’t a Construct or an Undead, the targets hit point maximum is reduced by an amount equal to the necrotic damage done by the bite, and you regain hitpoints equal to that amount
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Vampire Transformation
Also at 3rd level, you learn to control the blood curse of vampirism that animates your now undead body. As a bonus action, you bring the curse to the surface for up to one hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. 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 Vampire Transformation to Vampire Form to activate the bonuses for that form on the character sheet.
Vampire Form
Selecting this option has updated the character sheet with the features of your Vampire Form.
Vampire Transformation Features
While you are transformed, you gain the following benefits and drawbacks:
Vampire's reflexes. You have advantage on Dexterity checks and Dexterity 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.
Sanguine Resilience. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.
Predatory Strikes. You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon and which count as a simple melee weapon with the finesse property, and with which you are proficient. Your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level.
Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.
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 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.
Predatory Strikes
You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon and which count as a simple melee weapon with the finesse property, and with which you are proficient. Your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level.
Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.
Sanguine Resilience
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.
Vampire's Reflexes
You have advantage on Dexterity checks and Dexterity 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.
Vampire's Reflexes (level 11)
Your bonus to melee damage rolls increases to +2 at 11th level.
Vampire's Reflexes (level 18)
Your bonus to melee damage rolls increases to +3 at 18th level.
Vampiric Transformation
Shapechanger. If you aren't in sunlight or running water, you can use your action to polymorph into a Tiny bat or a Medium cloud of mist, or back into your true form.
While in bat form, you can’t speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. you reverts to your true form if you die.
While in mist form, you can’t take any actions, speak, or manipulate objects. you are weightless, have flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, you mist can do so without squeezing, and you can’t pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage, except the damage you take from sunlight.
You can use this feature a number of times equal to your proficiency bonus, and expended uses reset on a long rest.
Misty Escape. Once per day, when you drop to 0 hit points outside your resting place, you transform into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that you aren't in sunlight or running water. If you can’t transform, you are destroyed.
Vampiric Charm
At 7th level, you are able to tap into the natural beguiling charm of the Vampire. You can now cast the Charm Person spell a number of times equal to your proficiency bonus. You regain all uses of this ability on a long rest
Improved Predatory Strikes. You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, when you have an active crimson rite on your unarmed strike while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Advanced Transformation
At 11th level, you learn to unleash and control more of the curse within. You can use your Vampire Transformation feature twice, regaining all expended uses when you finish a short or long rest. Your vampire form also gains the following additional benefit.
Vampiric Regeneration. 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 hybrid form, you gain these hit points before you must make the saving throw for your bloodlust.
Vampire Regeneration
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 Vampire form, you gain these hit points before you must make the saving throw for your bloodlust.
Brand of the Bloodthirsty
Starting at 15th level, you have advantage on the saving throw for your bloodlust while in vampire form. Additionally, your Brand of Castigation can now bind a foe to your bloodthirst. While in your Vampire form, you have advantage on attack rolls against a creature branded by you.
Vampire Transformation Mastery
At 18th level, you have reached mastery over your curse. You can use your Vampire Transformation feature an unlimited number of times, and your vampire form lasts until you revert to your normal form, fall unconscious, or die.
You also gain the Blood Curse of the Undying for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
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