Blood Hunter
Base Class: Blood Hunter

No one really knows about how this Order of Knights came into existence. Some say it was created by Lord Kas, the first Vampire Knight, known as the Betrayer after his betrayal to Vecna. While others claim it was Lord Strahd or Vladimir Tepech.

But the truth of it all is from their existence as a Sacred Order built on the idea of solely being creatures of the night that hunt those that have committed sins, both living and undead.

Their tenets are as followed;

- Free yourself from Hunger and Thirst, for they are limitations to yourself.
- Free yourself of emotion, and serve penance to those who remain for their sins.
- Guide the souls of those deceased to rest, to ensure malice does not take hold of them.

Note: You must be a humanoid species to be able to pick this subclass

Vampire Subsistence

The nature of undeath flows within you, forcing you to let go of the mortal techniques that shackle your existence.

Starting at level 3, when you pick this subclass, if you belong to a humanoid race (human, elf, changeling etc.), your creature type changes into undead, as the blood of the first vampire knight courses through your body. You don't need to eat, sleep or breathe, and gain proficiency in Heavy Armor and an inscribing tool of your choice (Smith's Tools, Alchemy Tools or Calligraphy Tools).

Additionally, upon entering Hallowed Ground, you gain vulnerability to Radiant damage, and for each other levels in a class you have, your maximum hit points are reduced by 3.

Rituals of the Night

 Your blood is a tool & a weapon, to bring about order amongst chaos.

At level 3, you may choose to inscribe a blood bond using your blood using your chosen tool, with a number of melee weapons equal to half your proficiency bonus (rounded down).

These weapons can be imbued with one of the following properties, provided you have a set of tools (Alchemy Tools, Smith's Tools, Calligraphy Tools etc.) and 100 gold:

Lifedrainer: Once per turn, when you hit an enemy that is not a construct or undead, you can regain hit points equal to a roll of your hemocraft die.

Pestilence: When you roll a critical hit on an enemy, you deal extra poison damage equal to a roll of your hemocraft die.

Nightreign: Upon landing a successful hit on an enemy, provided you are in an area with dim light/darkness, you have the Invisibility condition until the start of your next turn.

Note that these weapons' properties can only be used by you and you may change the chosen property on a weapon once you finish a Long Rest.

Reaper of Saints & Devils

Alone you may be in your journey, but never forget... both the undead and living are your enemy.

Starting at 7th level, as a Magic action, you begin to sense all creatures in a 30ft radius around you that have committed deeds of evil, for a duration of a minute. (DM's discretion is advised for the use of this feature) Upon detecting such a creature, you may mark them as part of the Magic action. A creature marked in this way take necrotic damage equal to your proficiency bonus on the start of their turn.

Additionally, while the marked creature is within 30ft of you, as an action, you may make an athletics check against that creature, contested by a strength saving throw. On a success, the creature is pulled towards you, to a space within 5ft of you. A creature that is two sizes larger than you automatically passes the Strength Saving Throw.

Steps of the Night

Your blood curdles, as the tenets of the Order begins to instill inside you... turning you to a creature of the night.

Beginning at Level 11, you gain one of the following Vampire Traits and Weaknesses (your choice). Once the trait and weakness are chosen, they are permanent and cannot be changed:

Traits:

Vampire's Charm: As an action, you may cast the Suggestion spell using your Hemocraft DC, against a creature within 30 feet of you.

Shape-Shift: As an action, you may shape-shift into a Tiny bat (Speed 5 ft., Fly Speed 30 ft. Anything you are wearing transforms as you shape-shift. While in bat form, you can't speak, and your game statistics, other than your size and Speed, are unchanged.

Sharpened Fangs: You gain a Bite attack that deals Necrotic damage equal to 2d4 plus your hemocraft mod. You may use your hemocraft mod for attack rolls and are considered proficient with the Bite. Additionally, if you hit a creature that is neither a construct nor an undead creature, you may regain hit points equal to half the Necrotic damage (rounded down) dealt by this Bite attack.

Note that all the traits are limited to use once per long rest.

Weaknesses:

Holy Water: You take 1d12 Acid damage when you begin your turn in running water. Once you are out of water, you must take an action to rinse yourself of the water, or else you take 1d12 Acid damage per turn and have Disadvantage on attack rolls.

Sunlight: Susceptibility: You take 2d10 Radiant damage if you start your turn in sunlight or the Daylight spell. While in sunlight, you have Disadvantage on attack rolls and ability checks.

Please note that the weaknesses are not limited to just those two, and a DM has the choice to give you more weaknesses as per the settings of their realm, as you are considered a half-vampire.

Brand of the Vampire Knight

Your brand is sacred, gifted to the unholy. Those marked as such are only met with death.

At level 15, when you use the Reaper of Saints & Devils feature on a creature, you may also mark the creature with your Brand of Castigation.

Additionally, you have advantage on attack rolls against creatures that are marked by your Brand of Castigation feature.

Ascension of the Vampire Knight

Your journey thus far has been arduous, but your achievements as a Knight of this Order have not gone unnoticed, allowing you control of your grip over the unholy.

At level 18, you are considered a Vampire, and you may have a number of undead or fiend creatures under your control as a ritual, upto half your proficiency bonus, for a set duration of 8 hours. The combined CR of these creatures can be up to half your Blood Hunter Class level (rounded down).

Additionally, when you are reduced to zero hit points, by an attack or spell that does not have any Radiant damage in it, and not outright killed, you may take a reaction to reduce yourself to 1 hit point instead. You may use this once per long rest.

Order Of The First Vampire Knight (F.A.T.E) Image

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