Blood Hunter
Base Class: Blood Hunter

The original purpose of this strain of Hunter's Bane was to help abate the affliction of those cursed with vampirism. Many of these victims chose to combat the scourge that had cursed them as well as those of their ilk, and the Order of the Vampire was formed. Soon other blood hunters who were not cursed began to drink the specialized concoction, willing to gain a mild form of the vampiric disease for the cause. Given the Order's history, many of these blood hunters specialize solely with the fight against vampires, looking to prevent others from going through the pain they suffered. But others of the Order see the similar oppression and violation of vampires in the many forms of evil infiltrating the land all of which must be stopped.

Vamprism

When you join this order, the Hunter's Bane concoction has afflicted you with a gentler vampirism. You gain the following traits:

Darkvision: You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Cursed Daylight: You have disadvantage on saving throws from effects that deal radiant damage.

Undead Resilience: You gain resistance to necrotic damage.

Bloody Aroma: You can smell any creature within 60 feet of you that is at or below half its hit points. This does not apply to creatures that do not have blood in their body.

Bite: Your fangs are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice), instead of the bludgeoning damage normal for an unarmed strike. You can't use this trait to regain hit points again until you finish a short or long rest.


Sanguine Sustenance: You no longer require food, water, or air. You do however require blood to sustain yourself. You must drink the blood of a living humanoid every day. Each day you do not, you gain a level of exhaustion which cannot
be reduced by finishing a long rest or by magical means. You can only reduce this exhaustion by drinking humanoid blood,
reducing one level of exhaustion each time you drink. While you are exhausted in this way, you do not regain hit points when drinking blood

 

 

Blood Of The Prey

You may use the blood of your victims to fuel your blood curses. After you have successfully drunk the blood of a creature, the next blood curse you amplify within the next minute does not cause you to lose hit points.

Mist Glide

You can move as mist to reach your prey. You can use a bonus action on your turn to fly up to half your movement speed toward a creature you can see or sense. You become intangible for this movement and can pass through creatures, objects, structures, and difficult terrain without expending extra movement, but cannot end the movement inside a creature, object, or structure. If the target is at half its hit points or below, this movement equals your whole movement speed instead. Once you use this feature, you can't use it again until you finish a short or long rest.

Brand Of The Bloodied

Your Brand of Castigation makes creatures more susceptible to your ravenous attacks. When you make a bite attack against a branded creature, you have advantage on the attack roll, the attack deals an extra 2d8 necrotic damage, and you automatically succeed on the ability check if you choose to drink the branded creature's blood.

Blood Curse Of The Supplicant

You can powerfully enchant creatures with blood coursing through their veins. You gain the Blood Curse of the Supplicant for your Blood Malediction feature. This doesn't count against your number of blood curses known.


Blood Curse of the Supplicant: As an action, a humanoid of your choice within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute. This effect ends early if it takes damage from you or an ally. While charmed the target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can.


Amplify: The effect doesn't end early if it takes damage
from an ally or from your bite attack.

Vampiric Regeneration

You gain the ability to regenerate. You regain 2 hit points every hour, and if you have no more than half of your hit points left, you regain hit points equal to 5 + your Constitution modifier at the start of each of your turns. You don't regain hit points if you are in direct sunlight, have taken radiant damage since the end of your last turn, are exhausted as a result of your Sanguine Sustenance trait, or don't have at least 1 hit point.

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