The Order of the Duskwalkers is secretive and radical, gathering with their brethren in sunless conclaves during red moons when their hunger is greatest. It is during this time that aspiring Duskwalkers will undergo a ritual known as the Forsaking, and imbibe an alchemical concoction infused with a vampire's blood; some say the blood of the very vampire that founded the Order. Regardless, those who don't become feral spawn are permanently mutated to take on traits of their most dire enemy. When all is said and done, the Duskwalkers have many strengths of their ancient foe, and few weaknesses.

Still, even the most grizzled Blood Hunters will hesitate allying themselves with a Duskwalker. Despite their supernatural abilities, those who walk this path have forsaken themselves to a life of distrust and constant hunger. How many monsters can you slay before becoming one yourself?

 

Vampiric Nature

When you join this order at 3rd level, you gain the Sunlight Sensitivity trait and heavy armor proficiency.

Additionally, if you go a number of days equal to your proficiency modifier without consuming blood, you gain a level of exhaustion for every day you continue to starve yourself past your tolerance threshold. Whenever this occurs, you must make a Wisdom saving throw equal to 10 + half your Blood Hunter level rounded up, or become overcome with the desire to feed, and attack the nearest living creature that you can see. Upon a success, you incur a level of exhaustion and stave off your hunger for the day.

The blood you consume to satisfy your thirst can be that of any living creature. While fed, you gain resistance to necrotic damage.

Rite of Dusk

Additionally, at 3rd level, you learn the esoteric rite, Rite of Dusk (detailed below).

Rite of Dusk. Your rite damage is necrotic.

If you hit a living creature with your Rite of Dusk, you heal for an amount equal to half of the rite damage inflicted. You can do so only once per round on your turn.

Upon reaching 11th level, critically hitting with your Rite of the Dusk against a living creature allows you to restore 1 hit die.

 

Unhallowed Might

Beginning at 7th level, you can empower your attacks with unholy strength. When you strike a creature with a melee attack, you may expend a Blood Hunter hit die and add the number rolled to the damage of the attack. Expending a hit die in this manner does not allow you to regain hit points from it.

The amount of hit die you can consume per attack increases as you gain levels in this class. Increasing to 2 at 13th level, 3 at 17th level, and 4 at 20th level.

 

Blood Curse of Nocturnal Eminence

Upon reaching 11th level, you may use your Blood Maledict feature to activate the Blood Curse of Nocturnal Eminence. This does not count against your number of blood curses known.

Blood Curse of Nocturnal Eminence. As an action, you summon a swarm of bats that surround you in a 10 foot aura, dealing necrotic damage equal to your Wisdom modifier to all creatures of your choice within range at the end of each of your turns. While you are in this aura, ranged weapon attacks have disadvantage to hit you. The bats swarm around you for one minute, or until you lose concentration, at which point the bats fly off, ending the aura. You cannot use this blood curse if you are within sunlight.

Amplify. You gain the ability to see through magical darkness while the curse is active, and heal for an amount equal to half the damage dealt.

 

Nightshape

At 15th level, as an action, you can polymorph yourself into a bat or wolf at will. While in this form, you retain your memories and Wisdom score.

 

One With the Mists

Upon reaching 18th level, your body instinctively taps into primal, unholy magic at the brink of death. When you reach 0 hit points, you transform into a cloud of red mist. While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a 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 can do so without squeezing, but you can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and are immune to all nonmagical damage and magical weapon damage unless you are in sunlight. You remain in this form until you regain at least 1 hit point, at which point you revert back to your original form.

Once this feature is used, it cannot be used again until the end of your next long rest.

 

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