Blood Hunter
Base Class: Blood Hunter

The Order of the Vampire requires a special ritual (done willingly or by force) of transferring the blood of a high-level vampire through the Blood Hunters body, becoming a creature that isn't alive or dead, a Night-Walker. Possessing superhuman strength, speed and agility, these vampiric hunters also used this 'curse' against other creatures. With the power of a vampire, they can now regain the lost of blood they used for their rite by draining the life of any living creature, while also learning to manipulate their own blood as a weapon against their foes. They also learn to master the other abilities of a vampire, such as shapeshifting, regeneration, climbing on walls and more. Although Vampire's possess certain flaws as undead creatures, the Blood Hunter's were able to altered and fix some of the issues. However, the weakness to sunlight and running water still remain. Those that embrace the dark nature of their curse learn to harness their vampiric gifts, but also succumb to the evil, vicious temperament that is driven by their unnatural thirst for blood. (Shout out to User Dreaded_Lord whose "Order of the Vampire" homebrew subclass was a big inspiration for this along with the Order of the Lycaon subclass that Blood Hunter already has)

Level 3: Creature of the Night

  • Senses of a Predator. You gain advantage of Wisdom (Perception) checks and Wisdom (Survival) while in your human or hybrid form. You are also granted 60ft of Darkvision . If your species already has Darkvision capabilities then your Darkvision is increased by 60ft. 
  • Undead Physique
    -You gain resistance to Necrotic damage
    -You gain resistance to cold damage
    -You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks
    -You do not need to breathe, granting you immunity to suffocation and airborne gases or spells that would do damage or otherwise negative effects upon beathing them in
    -You are immune to disease
  • Vampiric Fangs
    -Vampiric Bite- 1D6 piercing damage plus 3D8 Necrotic, you choose between using your Strength or Dexterity modifier
    -Targets max hit points decrease by amount of Necrotic and you regain hits points equal to that amount
  • Supernatural Agility
    -You can now run up walls and across ceilings without the need to use your hands
    -You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your character level
  • Immortal Blood
    -You no longer age and cannot be forcefully aged by magical means
  • Battle Form
    Weapons of a Predator. Your claws elongate and cause your unarmed attacks to do slashing damage instead of bludgeoning
    Predatory Strikes. You can apply your Crimson Rite feature to your Claw attacks, which you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d8 slashing damage plus 2D6 Necrotic. This damage increases to 1d10 slashing and 2D8 Necrotic at 11th level.

Additionally, when you use the Attack action to make a claw strike, you can make one additional claw strike as a bonus action.

  • Skin of the Beast. While you are in this form, you gain a +2 to AC
  • Bloodlust. If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 10 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw. If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself
  • Vampiric Curse
    -You have disadvantage on all ability checks and saving throws while in direct sunlight
    -You become vulnerable to radiant damage and take double damage from it
    -As a vampire, you are now require to drink humanoid blood a minimum of once every two days. After 2 days without drinking blood, you gain 1 level of exhaustion, and you gain 1 more level of exhaustion for every additional day without blood. Drinking humanoid removes all levels of exhaustion. However, drinking non-humanoid blood only removes one level of exhaustion
    -You can no longer enter private homes without an invitation from the owner

 

Level 7: Advanced Vampirism

  • Shaper Changer: If you are not in direct sunlight or exhausted due to your lack of drinking blood, you can use your action to polymorph into a Tiny bat, a Medium cloud of mist, a Raven or back into your true form. Your new form only lasts for one hour, and it requires you to rest before you can use this ability again.

    -Bat: While in bat form, you are unable to speak, your walking speed is 5 feet, and it has a flying speed of 30 feet. Your statistics, other than its size and speed, are unchanged.    Anything you wear are transforms with it, but nothing you carrying does. You reverts back to your true form if you heath is reduce to zero.

    -Raven: While in raven form, you are unable to speak, your walking speed is 10 feet, and it has a flying speed of 50 feet. Your statistics, other than its size and speed, are unchanged.      Anything you are wearing is transformed with it, but nothing you are carrying does. You are reverted back to your true form if your heath is reduce to zero.

    -Mist: While in mist form, you can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 30 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Dexterity (Stealth) and enemies have disadvantage of Wisdom (Perception) checks to find you while in this form. You do not trigger traps in this form and are immune to all nonmagical damage, except the damage it takes from sunlight.

  • Improved Predatory Strikes. You have a +2 bonus to attack rolls made with your unarmed strike. This bonus increases to +3 at 11th level and to +4 at 18th level. Additionally, when you have an active crimson rite on your unarmed strike while in your battle form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Stalker's Prowess
    -At 7th level, your speed increases by 15 feet, and you add 15 feet to your long jump distance and 5 feet to your high jump distance. Your battle form also gains the following additional benefits:
  • Vampiric Hunger
    -You can now make a melee attack with your bite using a bonus action instead of a full action
  • Vampiric Compulsion
    You gain proficiency in Persuasion if you are not already and have advantage on all Charisma (Persuasion)  checks
    You gain proficiency in Deception if you are not already and have advantage on all Charisma (Deception) checks

 

Level 11: Advanced Transformation

  • Vampiric Regeneration. At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 5 + your Constitution modifier (minimum of 5). If you are in your battle form, you gain these hit points before you must make the saving throw for your bloodlust.
  • Misty Escape. When your hit points are drops to 0, you can transforms into a cloud of mist instead of falling unconscious, provided that you are not in direct sunlight and are not suffering from more than two levels of exhaustion due to lack of blood. You can end the effect as a free action or sustain it for up to 1 hour. While using your Misty Escape feature, you cannot take damage from non magical attacks or deal damage, you're weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and do not provoke opportunity attacks. You can use the dash action as a free action while in mist form. In addition, if air can pass through the space, you can do so without squeezing. Direct sunlight forcefully reverts you from your mist form. When reverted back to normal, you only possess 1 hit point. You can use this ability an amount of times equal to your proficiency modifier. You need to finish a long rest before you can use this feature again.

Level 15: Creatures of the Night

  • Blood Summoner. As an action and giving up 1/4 of your HP, you use your blood magic to summon 3D4 Giant bats or 2D6 Dire wolves provided you are not in direct sunlight. These creatures act as allies to you and your party and obey your every spoken command. Your blood summoned creatures take their turn directly aft yours and remain on the battlefield for one hour until they die, you die, or they are dismissed using a bonus action. You can only used this ability once, afterwards you will need a long rest to regain it.
  • Brand of Voracious. You have advantage on the saving throw for your bloodlust while in hybrid form. Additionally, your Brand of Castigation can now bind a foe to your hunter’s ferocity. While in your hybrid form, you have advantage on attack rolls against a creature branded by you.

Level 18: Master of Blood

  • Beast of the Blood. you have mastered your inner predator. You can use your Battle Form Transformation feature an unlimited number of times, and your battle form lasts until you revert to your normal form, fall unconscious, or die.

       -You also gain the Blood Curse of the Bat for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

  • Blood of the Bat. As an action, you unleash a supersonic screech. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If a creature fails its saving throw by 5 or more, it is stunned while frightened in this way. A creature that succeeds on its saving throw is immune to this blood curse for the next 24 hours.

       -You can choose any number of creatures you can see to be unaffected by the scream.

       -Amplify. The range of this curse increases to 60 feet.

  • Form of the Ancients

-Monstrous Combatant. When transformed into your battle form, you become large if not already and your attacks gain 5ft of reach

-Demonic Flight. Demonic wings sprout from your back and grant you 40ft of fly speed

-Savage Predatory Strikes. The damage of your Claw attacks increases to 1D12 slashing and 2D10 Necrotic

-Flesh of the Elder. While you are in this form, you gain +4 AC

-Aura of Blood. While in the form, an aura of swirling blood surrounds you in a 30ft sphere. Enemies in this aura must succeed on a Dexterity saving throw (DC 17) or take 2D10 Necrotic                               damage

-Blood Siphoning. Damage done by your aura of blood heals you

-Master vampire. Enemies reduced to 0 hit points due to damage caused by your aura of blood or your bite attack are instead risen as Vampire Spawn

Order Of The Blood Fiend Image

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