Base Class: Blood Hunter
The Blood Drinkers consume the blood of there enemies to gain power of the Vampires. Naturally adept at stealth and suprise these individuals are masters of the night
Blood Essences
Blood Drinker feature 3rd level
You have mastered the art of using the blood of others for your benefit. You gain a number of Blood essences equal to your proficiency modifier. You can use these essences to fuel your sanguine abilities. you regain all uses of blood essence on a long rest. Additionally once per turn when you kill a creature while in your vampiric transformation you can regain a use of blood essence You can select Two Blood Blessings at level 3, and an additional blessing when you gain a new subclass feature in this class.
Blood Blessing of Competence
As an action, you can expend one Blood Essence to bless a creature you can touch with competence, granting advantage on the first ability check made by the blessed creature within the next 1 minute.
Blood Blessing of Leeching: When you deal damage with a weapon attack, you can expend one Blood Essence as a reaction to heal for the same amount as the weapon's damage die roll.
Blood Blessing of Beguilement: As a action you can charm one creature within 30ft of you by expending one blood essence. On a failed wisdom save the creature is charmed for a hour, once it ends the creature is aware it was charmed and becomes hostile to you. additionally while this creature is charmed you can add your hemocraft modifier for charisma checks on the target
As an action, you can charm one creature within 30 feet by expending one blood essence. The target must make a Wisdom saving throw. On a failed save, the creature is charmed by you for 1 hour. When the charm ends, the creature becomes aware of the effect and becomes hostile toward you. Additionally, while the creature is charmed, you can add your Hemocraft modifier to Charisma checks made against it.
(prerequisite level 7) Blood Blessing of Predation: As a bonus action, you can expend one Blood Essence to enhance your vision. Using your concentration, you can see any creature that has blood as a glowing red silhouette for the next 1 minute, you can see creatures this way even if they are invisible or behind solid objects up to a range of 120 feet. Your sight is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Blood Blessing of Shadow: As a bonus action, you can expend one Blood Essence to phase into a cloud of shadowy fog and bats, increasing your movement speed by 10ft and allowing you to move through other creatures and object as if they were difficult terrain until the end of your turn. You take 1d10 force damage if you end your turn inside an object or creature and are immediately shunted to the nearest unoccupied space. This ability lasts for one minute.
(prerequisite level 7) Blood Blessing of Night bringing: as a action, you can expend one blood essence to create a 30ft sphere of nonmagical darkness within 60ft of you. while within this sphere of darkness you gain advantage on stealth checks. This ability takes your concentration and lasts for 1 minute
Blood Blessing of Corruption: As a action you can expend once use of your blood essence to curse your foe. the target makes a constitution save against your hemocraft Dc. On a fail the creature is under the effects of Bane spell. at the end of the creatures turn it can make a con save against your hemocraft DC to remove the effect.
(prerequisite level 7) Blood Blessing of the Hunter: As a Bonus action you can expend one use of Blood essence to enhance your senses. You can use your concentration gain advantage on survival checks, and Perception checks using smell and hearing for 10 minutes. additionally while under this effect you can see through magical darkness as if it was dim light for a distance of 60ft.
Blood Blessing of the Beast Master: As a action you can expend a blood essence to cast Speak with Animals. Your hemocraft modifier is the spell casting modifier when you do so.
Vampiric Transformation
As a Bonus action you to enter into a vampiric state for a hour. While in this state you have the following traits. You can use this feature once per long rest, if you have no uses of this feature you can expend a blood essence to transform. You can choose to end this state early as a bonus action, this state ends early if you are Unconscious
- You have the Vampiric weaknesses stated on the Vampire stat block while in this form.
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. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
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.
- You lose your Humanoid creature type and are treated as if you have the Undead creature type
- You gain necrotic resistance while in this form
- you gain the ability to Spider climb. if you already have a climbing speed, you gain an additional ability. you can use your reaction to avoid taking fall damage
- as a Bonus action you can take the hide action while in dim light or darkness
- You Gain a Natural bite attack that you are proficient with that deals piercing damage equal to your crimson rite die you can use your dexterity, constitution, or strength for this attack . additionally you can add your crimson rite to this bite attack the attacks are treated as magical while its under Crimson Rite
- You get 120ft of darkvision if you don't already have it.
Sanguine Versatility
Your Mastery of blood allows you to use the blood of others to power your blood Maledicts. When you have no uses of Blood Maledict you can use a Blood essence to power it instead. You can only use this feature equal to a number of times equal to half your proficiency rounded down. you recover all uses of this feature on a long rest. additionally when you amplify a blood curse instead of dealing damage to yourself you can use a Blood essence instead.
Ever changing forms
At level 11 you can change your forms as you gain mastery over your ever-changing biology. Once Per long rest you can cast the Polymorph spell on yourself to change into a bat or a wolf. Additionally you can cast the Gaseous form spell on yourself using this same feature instead of casting polymorph. If you have no uses of this feature you can expend a use of blood essence to use this feature.
Whenever your hit points hit 0 and you fall unconscious your body becomes a form of mist. While in this state you can't be attacked, targeted by any spells, or moved in any way as well as gain advantage on death saving throws. Once you get a critical success to return to one hp or stabilize you teleport to an area 30ft away from where you have fallen. you can only use this feature once per long rest
Blood Curse of Vampiric Bloodlust
You have learned to infect others with your ever growing blood lust to another target, you gain the blood curse of blood lust. this does not count against the number of Blood curses known.
Blood Curse of Blood Lust: As a Bonus action you target one creature you can see within 30ft. The creature makes a Charisma save against your Hemocraft DC on a failure the creature begins to grow fangs and must attack the nearest creature towards it. using its movement the get within 5ft of the target using any means neccessary. The creature must use its bonus action to use its new fangs to bite. the fang does 1d6+ its strength modifier and uses its strength to attack. At the end of each of its turn and each time the creature takes damage it must make a constitution save against your DC to remove the effect
Amplified: If you amplified this blood curse the creature adds your Hemocraft modifier to the attack rolls of its bite.
Vampiric Ascension
You no longer expend Blood essences when entering your vampiric state. additionally while in your vampiric transformation At the start of each of your turns, you regain hit points equal to 5 + your Hemocraft modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. You also no longer age, eat, drink or breathe.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/12/2024 7:02:16 AM
|
14
|
1
|
--
|
Coming Soon
|
|
|
11/12/2024 7:18:51 AM
|
0
|
0
|
--
|
Coming Soon
|
|
|
11/12/2024 7:36:23 AM
|
0
|
0
|
--
|
Coming Soon
|
|
|
11/12/2024 6:10:37 PM
|
0
|
0
|
--
|
Coming Soon
|
|
|
11/12/2024 6:30:02 PM
|
0
|
0
|
--
|
Coming Soon
|
|
|
11/13/2024 7:03:48 AM
|
17
|
0
|
--
|
Coming Soon
|
|
|
11/13/2024 7:13:25 AM
|
8
|
0
|
--
|
Coming Soon
|
|
|
11/13/2024 7:45:39 AM
|
20
|
0
|
--
|
Coming Soon
|
Comments