Blood Hunter
Base Class: Blood Hunter

The Midnight Court is a somewhat problematic order, even among the other blood hunters. They have discovered the means to harness the vile curse of vampirism and turn it against the multitude of evils that beset the world. Relatively new, those who belong the Midnight Court are subjected to 'The Interring', where an altered hunters bane is imbibed before being staked into a hallowed resting place. The newly awakened hunters blood flow slows to a crawl and they become empowered by an altered form of vampirism and reap the power it offers, negating the curses weaknesses at the cost of a slow progression of the benefits. The Midnight Courts members generally tend to blend much better into the world, posing as courtiers, dignitaries and other high standing officials whilst hunting their prey who choose to hide in the upper tiers of society. With their extended life spans and more civilized manner, they are the slowest to act but are the most careful hunters both for their own safety and to protect their secret.

Blessing of the Night

When you join this order at 3rd level, you gain a number of features that you can use (detailed below)

Shadow Sight. You gain darkvision out to a range of 120 feet.

Siphoning Drain. Once per short rest you can temporarily produce your hidden fangs to drain a creature. As a bonus action you make a melee weapon attack against a creature within 5 feet of you. This attack deals necrotic damage equal to two rolls of your hemocraft die. If the creature has blood, you regain hit points equal the necrotic damage. You can use Dexterity instead of Strength for the attack and damage rolIs for this attack.

Altered Life. Additionally, your blood flow slows down and your lifespan extends, and you can live up to twice as long as a member of your race normally would.

Aristocratic Countenance

When you join this order at 3rd level, your preparation for acceptance into the Midnight Court has yielded a silver tongue. You gain proficiency in the Persuasion and deception skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Mesmerising Gaze

Staring at 7th level, you can forcefully impose your captivating demeanor on a creature. As an action you can attempt to captivate a creature. It must make a Wisdom saving throw. If it fails the saving throw, it becomes enraptured by you and is incapacitated for a number of minutes equal to your intelligence modifier (minimum of 1) or until you or your companions do anything harmful to it. Whilst the creature is incapacitated in this way, it spends all of its movement trying to get within 10 feet of you if it is not already within 10 feet of you, in which case it does not use any movement,  and you have advantage on your charisma ability checks when interacting with it.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Brand of Relentless Thirst

Beginning at 11th level, your Brand of Castigation now afflicts the branded creatures very essence and vitality regardless of it whether it has blood or not. Once per turn, whenever you damage a branded creature with your crimson rite, you regain hit points equal to one roll of your hemocraft die.

Additionally, if you are within 40 feet of the branded creature, you can use a bonus action to vanish in a cloud of mist, teleporting to it and reappearing within 5 feet of it. You must be able to see the branded creature to be able to teleport in this way.

Blood Curse of the Dark Swarm

At 15th level, You've learned how to call upon the children of the night using your hemocraft, summoning a swarm of bats made from shadows to assault your foes. You gain the Blood Curse of the Dark Swarm for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Dark Swarm. As a bonus action, You choose one creature you can see within 30 feet of you to be assaulted by a swarm of bats made from shadows. Until the start of your next turn, the creature has disadvantage on all perception checks and is blind beyond 30 feet. Additionally, the bats harass the cursed creature when opportunity presents itself; Whenever the cursed creature makes an attack it rolls a 1d4 and subtracts it from the attack roll.

Amplify. When the cursed creature moves to harm you, the bats whip into a frenzy and impose disadvantages on it attack rolls against you.

Activating a Blood Curse requires a use of your Blood Maledict feature.

Accursed Reflection

Upon reaching 18th level, your continual exploration and evolution of the your vampiric curse has yielded to you the ability to almost completely fade out of worldly perception. As a bonus action you can cause yourself to become invisible until the start of  your next turn and be completely in-perceivable to the senses, making no sound and only being able to be seen by truesight. Whilst you are invisible in this way, you know the location of all living creatures within 30 feet of you, as the life force that sustains them becomes tangible and magnified to you.

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