Blood Hunter
Base Class: Blood Hunter

Blood Hunters in the Order of the Crimson Fang walk a delicate line between predator and protector, wielding the dark gifts of vampirism to hunt creatures of the night. Their supernatural speed, strength, and cunning. These hunters have learned to embrace their curse, turning it into a weapon while resisting the darker impulses that come with it.

Level 3: Dark Blood

Your body has been irreversibly altered by your vampiric curse, granting you supernatural traits. You gain the following features:

Dark spawn:

  • Dark sight: you gain Darkvision to a range of 60 feet. If you already have Darkvision the range is increased. 
  • Ageless: you no longer age and cannot be aged magically.
  • Deathless nature: you no longer require food, drink or sleep. instead you can enter a deep trance for 4 hours to gain the benefits of a long rest. During this trance, you remain aware of your surroundings. 
  • Undead nature: For the purposes of spells and abilities that detect or affect undead, you are considered undead in addition to your creature type.
  • Vampiric strength: you count as one size larger for determining the weight you can push or carry, While a Crimson rite is active you have advantage on Strength Ability Checks.
  • Predatory Speed: Your movement speed increases by 10 feet. 
  • Spider Climb: You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check

Level 3: Vampiric Bite

 Your curse grants you a vicious, predatory bite—your most primal weapon. 

  • You gain a bite attack as a natural weapon. You are proficient with this attack, which uses Strength for attack and damage rolls.
  • if you have an active Crimson Rite, your bite deals additional  necrotic damage equal to one roll of your Hemorcraft die.. regardless of the rite’s original damage type.
  • The bite deals 1d6 piercing damage. 
  • you gain advantage on bite attacks against grappled opponents.
  • Once per turn, while a Crimson Rite is active, you can expend a use of Crimson Hunger when you hit with your Vampiric Bite to invoke one of the following effects:
  • Blood Feast: Regain hit points equal to the necrotic damage dealt.
  • Crimson Weakness: The target has disadvantage on the next attack roll it makes before the end of its next turn.
  • Sanguine Drain: The target must make a Constitution saving throw equal to your Hemocraft save dc or have its speed reduced to 0 until the end of your next turn.
  • At level 10 Your bite's range increases to 10 feet as you lunge for your prey. This movement dose not prevent opportunity attacks.

Level 3: Crimson Hunger

Your Hunger manifests as supernatural power, fueling your vampiric abilities. This hunger manifests as a pool of Crimson Hunger Points, which you can expend to activate various vampiric powers.

You have an amount of Crimson Hunger Points equal to your Blood Hunter level. You regain all expended Hunger Points when you finish a short or long rest.

You can activate one Crimson Hunger power per turn, in addition to your vampiric bite

At 3rd level, you can use Crimson Hunger Points for the following abilities:

Sanguine Ward 

When you take damage from a melee attack, you can use your reaction to expend a hunger point to reduce the damage by an amount equal to your Hemocraft die + your Constitution modifier. this ability can be used even if you have spent a point this turn.

If the attacker is within 5 feet of you, they take necrotic damage equal to your Hemocraft die.

Predator’s Rush

Your speed increases by 20 feet until the end of your turn.

If you move at least 20 feet toward a creature and hit it with a melee attack, it must succeed on a Strength saving throw against your Hemocraft save DC or be knocked prone.

Bloodsense 

  • You gain Blindsight 30 feet, but you can only perceive creatures that have blood. Additionally you gain advantage on Wisdom (Perception) checks to find and track creatures with blood. Spilled blood becomes illuminated to you for the duration.
  • This effect lasts for 1 minute.

 While in Vampiric Ascension, your bite no longer expends a use when triggering Blood feast 

Level 7: Dark Aspect

Your vampiric nature further enhances your physical and supernatural resilience.

You gain the following benefits:

  • Necrotic Resistance: You gain resistance to necrotic damage.
  • Supernatural Focus: You have advantage on saving throws against being restrained, stunned or paralyzed.
  • Predatory Endurance: Your movement speed increases by an additional 10 feet, and you gain advantage on Strength saving throws

Level 11: Enthralling Brand

Your Brand of Castigation seizes control of a fragment of your prey’s mind, bending it to your will. When you brand a creature, the following effects apply:

  • Momentary Thrall: When you brand a creature, it must succeed on a Wisdom saving throw against your Hemocraft save DC or become charmed by you for 1 minute. While charmed in this way, the creature regards you as a trusted ally and cannot attack you or target you with harmful effects. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

  • Scrying Bond: While a branded creature is on the same plane of existence as you, you always know its exact location. Additionally, as an action, you can see and hear through its senses until the start of your next turn. While using this ability, you are blind and deaf to your own surroundings.

  • Compelling Influence: You have advantage on Charisma (Persuasion) and Charisma (Intimidation) checks made against a branded creature.

Level 15: Crimson Apotheosis

your curse fully awakens, transforming you into a perfect vessel of vampiric power

Vampiric Vitality  Your cursed blood fights to keep you alive and whole, even in the face of death.

  • Regeneration: At the start of your turn, if you have at least 1 hit point and are below half your maximum hit points, you regain hit points equal to your Constitution modifier (minimum1)
  • Out of the grave: If you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead, and gain Temporary hit points equal to your blood hunter level. these hit points last till the start of your next turn.  Once this ability is triggered, you can’t use it again until you finish a long rest.
  • Regrowth: If you lose a limb, organ, or other body part, it regenerates in 10 rounds (1 minute). If you use Blood Feast, the rounds required for regrowth are reduced by one round per use..

Limitations: Regeneration does not function if:

  • You are in direct sunlight.
  • You are on consecrated ground.
  • You have taken radiant damage since the end of your last turn.
  • Once you use this feature, you can’t use it again until you finish a long rest.

Vampiric Ascension 

As a bonus action, you can unleash your true form for 1 minute, gaining the following benefits

  • Your movement speed increases by 20 feet, and you gain a flying speed equal to your walking speed.
  • You gain advantage attack rolls made with Strength.
  • Your bite attack no longer consumes uses of Crimson Hunger For blood feast.
  • You gain resistance to bludgeoning piercing and slashing Damage from non magical attacks. Once you use this feature, you can’t use it again until you finish a long rest.

 

Level 18: Crimson Sovereignty

You reach the pinnacle of your vampiric power, gaining the following benefits: 

  • Sanguine Dominion: As an action, you can force up to three creatures of your choice within 30 feet to make a Wisdom saving throw against your Hemocraft save DC. On a failed save, the target is charmed or frightened by you (your choice) for 1 minute. A creature charmed or frightened in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you can’t use it again until you finish a long rest.

  • Predator’s Aura: While you are in your Vampiric Ascension form, creatures within 15 feet of you that are frightened by you take necrotic damage equal to your Hemocraft die at the start of their turn without breaking the condition. Additionally when using vampiric bite against charmed creatures the damage doesn't break the condition.

  • Master of Hunger: While you are in your Vampiric Ascension, your Vampiric Bite gains the following enhancements:

    • Necrotic Mastery: Your Vampiric Bite’s necrotic damage ignores resistance and immunity to necrotic damage.
    • Devouring Strike: When you hit a creature with your Vampiric Bite, you can roll an additional Hemocraft die and add it to the necrotic damage dealt.
    • Relentless Predator: Once per turn When you reduce a creature to 0 hit points with your Vampiric Bite, you can immediately make another Vampiric Bite attack as part of the same action.

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