Base Class: Blood Hunter (archived)
A blood hunter of The Order of the Vampire is touched with certain dark gifts. Though they do not fully embrace an unholy transformation like their Order of the Lycan brethren, they harness the power of vampires to become more socially inclined than other blood hunters. Wielding the charm and guile of a vampire, members of this order are able to insert themselves within social circles more easily, wielding words as weapons. Should diplomacy not garner the desired result, their brush with vampirism enables empowered blood curses as well as a unique blood curse that makes them adept at controlling enemies. These blood hunters manipulate to create advantages, then strike with their imposing will fueling their vicious attacks.
”I thank you for your cooperation in this matter Guard Captain Kern. This key will be most useful... maybe you should take the rest of the night off.”
- Lycraeus Keledor, Order of the Vampire blood hunter
Preternatural Charisma
When you join this order at 3rd level, you learn to use the power of your imposing will to battle and manipulate your enemies.
- You gain proficiency in Persuasion and Deception.
- Your vampiric influences allow your charismatic presence to take over when fighting. When using a weapon affected by one of your Crimson Rites, you can choose to use your Charisma modifier for its attack and damage rolls.
Vampiric Maledict
Also at 3rd level, your Blood Curses are infused with your vampiric powers. You gain charges of Vampiric Maledict equal to your Charisma modifier (minimum of one). Each charge can be used to produce one of two different effects:
- You can spend a charge to empower an amplified blood curse making it vampiric, causing the enemy to take damage equal to your crimson rite damage die instead of you. You also heal half of the damage dealt by the crimson rite damage die.
- You can spend a charge to use one of your known blood curses, but when cast in this way, it cannot be amplified.
Sanguine Manipulation
Beginning at 7th level, your supernatural mastery over others grows stronger, requiring a mere drop of blood to gain power over your foes. In addition, you gain the Blood Curse of the Thrall, granting you a potent charm effect in or out of combat.
- You gain proficiency in Charisma saving throws
- By placing a drop of wet blood from a specific creature on your tongue, you gain understanding and power over them. For the next hour, you have advantage on Wisdom (Insight) and Charisma (Persuasion) checks against that specific creature provided you share at least one language. You gain this effect on any target that takes damage from an amplified blood curse empowered by your Vampiric Maledict feature.
Blood Curse of the Thrall. As an action, you target one humanoid you can see within the 30ft. The target must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be charmed by you for 1 minute. While charmed in this way, you have advantage on Charisma checks against the them, and they regard you as a trusted friend to be heeded and protected. They are not mind controlled and will not perform any actions that cause self harm, and if the target is engaged in combat, they can repeat the saving throw at the end of each of their turns. If you fall unconscious, or you or your allies deal damage to the target, the effect instantly ends. You may have only one target charmed in this way at a time.
Amplify. The duration of the curse increases to one hour.
Movement of the Night
Upon reaching 11th level, your mastery over vampiric powers allows you to move like them in unique ways.
Spider Climb. You gain the spider climb effect allowing you to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Blood Fueled Surge. Blood fuels your next round of strikes granting you advantage the next time you use the Attack action after using an amplified blood curse. In addition, whenever you use a blood curse, amplified or otherwise, before or after you activate it, you can move up to your speed without provoking opportunity attacks as a reaction. If the activation of the blood curse is a reaction, you can make this movement as part of that reaction.
Exanguination Adept
At 15th level, your blood curses become more potent causing massive blood loss in their victims, and your mastery over blood becomes subconscious, granting you a rejuvenating effect in dire circumstances.
Cursed Bloodletting. Whenever a blood curse ends on a hostile target, you can choose to exanguinate them causing necrotic damage equal to your blood hunter level.
Bloody Reconstitution. Once per day while unconscious, if a creature that has blood dies or falls unconscious within 5 ft. of you, you regain hit points equal to your blood hunter level at the start of your turn.
Master of Puppets
Upon reaching 18th level, your mastery over charm and control reach new, unprecedented heights.
- Your Blood Curse of the Thrall now lasts 1 hour and when amplified, lasts 24 hours.
- Any enemy whose blood you have tasted as part of your Sanguine Manipulation feature has disadvantage on saving throws against your Blood Curse of the Thrall.
- Your Blood Curse of the Thrall no longer ends when you fall unconscious, and any creature charmed by it is dominated, granting you total control over them.
While a creature is dominated this way, you gain multiple benefits:
- If your thrall deals damage with a melee or spell attack, add your crimson rite damage die to its damage.
- If you are within 5 feet of your thrall and are hit, as reaction, you can cause the thrall to be hit instead.
- If you fall unconscious, your thrall will move to your body to protect you if it is able, until you regain consciousness, you die, or the duration expires.
Previous Versions
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Would you be able to update this homebrew class for the new Blood Hunter class?
Upon rewriting Vampiric Maledict's description, I forgot to add that the charges refresh on a Long Rest! Sorry everyone!