The Order of the Vampire Slayer is the oldest of the Blood Hunter Orders, but has long been forgotten. A recent resurgence of blood-sucking fiends has inspired a return to the old ways. New generation of Blood Hunter's have finally rediscover the lost tomb of the destroyed order, delving deep within the lost sanctum and at last found ancient scribes that contain the secrets and methods of the lost Order. The Order of the Vampire Slayer require a special ritual of transferring the blood of a high-level vampire into the Blood Hunter body, becoming a creature that is neither alive nor dead. The "Transference" gives the Slayer supernatural abilities, otherworldly charm, and the ability to sustain themselves off their foes. Unlike the other orders, Slayers recognize that more than just vamps, blood gods, fiends, aberrations, fey, and abominations must be eliminated. The Slayer's abilities also allow them to hunt vile humanoids that kill for pleasure, abuse and torture, or traffic in persons. Yet, the Slayer's un-quenching thirst for blood constantly remains in the back of their minds. Should they give into their blood lust, the Slayer may turn upon, hurt, or even feast on those they love most.  

Vampiric Evolution

Starting when you choose this archetype at 3rd level, your body begins its evolution to creature of the night. You gain the following features.

Nightwalker Senses. You gain advantage on any Wisdom (Perception) checks that rely on hearing or smell, 30 feet of Darkvision, and proficiency on Dexterity saving throws.

The Light as Foe. You have disadvantages on ability checks relying on sight and attack rolls in direct sunlight or bright light and vulnerability to Radiant damage. 

Blood in the Water. You take 20 acid damage if you end your turn in running water.

Un-aging Ichor. You don't need to breathe, which means you are immune to suffocation. You don't age and can't be magically aged. You're immune to disease. 

Feeding with Fangs. You can bite into the flesh of a creature in order to feed from the blood within. Your sharp fangs are natural weapons which can be used to make unarmed strikes as an action. On a hit the creature takes 1d4 Piercing damage + proficiency modifier. You can use Dexterity instead of Strength for the attack and damage rolIs of your Bite attack. 

When making a bite attack against a willing creature, a creature that is grappled, incapacitated, restrained, prone, or charmed, you may Feed on the target. You regain hit points equal to the amount of damage inflicted by your Bite. This ability doesn’t work on undead or constructs.

The Hunger. Your partial vampirism, requires you to drink human blood. After 2 days without drinking blood, you gain 1 level of exhaustion, and you gain 1 more level of exhaustion for every additional day without blood. Drinking humanoid blood will remove all exhaustion levels gained this way. Drinking non-humanoid blood will reduce your exhaustion level by 1, per each bottle of blood. Blood can satisfy food and drink requirements rather than consuming normally, but you can still eat/drink if desired,

Blood Lust

Upon choosing this archetype at 3rd level, you begin to learn to control the vampiric curse that now lives in your blood. The presence of blood makes you fight with animalistic ferocity. On your turn, you can enter a Blood Lust as a bonus action. This state lasts for 10 minutes, but you may end it as an action. Your Blood Lust automatically ends if you fall unconscious, drop to 0 hit points, or die. 

You can use this feature twice. You regain expended uses when you finish a short or long rest. While dominated by Blood Lust, you gain the following benefits: 

Blood is Kind. You gain a bonus to melee weapon damage rolls equal to half your proficiency bonus (rounded down). You also have advantage on Strength checks to Grapple a humanoid target as well as on Dexterity checks and saving throws. 

Painless Existence. Your have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Night Speed. Your speed increases by 10 feet while you aren’t wearing heavy armor. 

Vicious Fangs. You are a more aggressive eater when in a Blood Lust. The damage from your Vampire Bite increases to 1d6 Piercing damage. This die increases to 1d8 at 11th level, and 1d10 at 18th level.

Once per turn when you successfully Grapple a target, use your Vampiric Charm, or Bite a target, you can make another Bite as a bonus action. 

Fair Prey. At the start of your turn, if you’ve failed to Feed since the beginning of your Blood Lust, you must make a Wisdom saving throw to maintain control of your hunger. The DC equals 10 + the number of bleeding (injured) creatures within 60 feet. On a failed save, you must move directly towards the nearest creature to you and attempt to Grapple and Feed on that creature. If there is more than one possible target, the DM chooses the target. You then regain control for the remainder of your turn. 

If you are under an effect that prevents you from concentrating (like the Barbarian’s rage feature), you automatically fail this saving throw.  

Improved Hunting

Starting at 7th level, you learn to unlock more of your vampiric characteristics. You gain the Peculiar Pathways and Sharpened Canines features:

Peculiar Pathways. You can move through the battlefield with grace and precision to confuse and intimidate your opponents. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If knocked from a vertical surface or ceiling, you still fall normally.

Sharpened Canines. When you have an active rite while dominated by your Blood Lust, your Bites are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Any active Crimson Rites also apply to your bites.

A Way with Words

Your vampiric blood grants you the ability to beguile lesser minds to do your bidding or serve as a meal. As an action, you can employ this Blood Curse on an unlucky humanoid you can see within 30 feet of it using one of your Blood Maledict Features. If the target can see you, the target must succeed on a Wisdom saving throw (DC 12 + your Wisdom Modifier) against this magic or be charmed. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under the your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack. 

Each time you or their companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. The effect lasts 12 hours unless the magic is dispelled, you die, you are on a different plane of existence than the target, or you take an action to end the effect. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours. If you repeatedly charm the target over 30 days, it becomes permanently beguiled and acts as your loyal servant.

Amplify. The curse lasts 24 hours.

Heightened Instincts

Beginning at 15th level, you’ve honed your willpower to better resist the violent urges of your Blood Lust. Whenever you make a Wisdom saving throw to control of your hunger, you do so with advantage. You can now maintain your Blood Lust for up to 30 minutes as long as you continue to feed every 10 minutes.

You also gain the Blood Drive feature when your Blood Lust is active

Blood Drive. Your thirst gives you advantage on melee attack rolls against and Wisdom (Survival) checks to track a bleeding creature.

Blood of the Old Ones

At 18th level, you have gained control of your hunger and mastery of your Blood Lust. You can now use your Blood Lust feature three times between rests.

You also gain the Rite of Draining. This does not count against your Esoteric Rites known.

Rite of Draining. Your Rite Damage is Necrotic. If you hit an living creature with your Rite of Draining, it suffers additional necrotic damage equal to your Wisdom and Constitution modifiers. You earn hit points equal to the damage you dealt to your enemy, as your weapon drain some essence of the creature life-force into your own body. This ability doesn't work on undead or construct. 

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