Night-Walkers, vampires, leeches, and blood-suckers; Though they go by many names, all have similar abilities and power-sets. These bloodhunters possess superhuman strength, speed and agility, as vampiric warriors who use this 'affliction' against other creatures of darkness. With the power of the night, they can regain the lost blood they use for their crimson rites by draining the life of other living creatures, while learning to manipulate their own blood as weapons against their foes. They also learn to master the other abilities of vampires, such as shapeshifting, regeneration, climbing on vertical surfaces, mist-walking, and more. Although Vampires possess certain flaws as undead creatures, Blood Hunters have found a more well-controlled strand of Vampiris Sanguinaris, one with altered weaknesses and strengths. Those that embrace the dark nature of their affliction can learn to harness their vampiric gifts, but also risk succumbing to their bloodlust, with vicious temperament driven by their newfound unnatural thirst for blood.

Undead Senses

Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a creature of the night. You gain advantage on any Wisdom (Perception) checks that rely on hearing or smell. You also gain the ability of darkvision, up to sixty feet. If you already have darkvision from another feature or racial trait, add thirty feet to the range in which you can see in dim light as though bright.

Rite of the Night

Rite of the Night. Your rite damage is necrotic type.

When you invoke the Rite of the Night, you coat a weapon of your choice with your own blood. You take your rite die worth of damage to activate this rite, as you do for all other crimson rites. If you hit a living creature with your Rite, it suffers additional necrotic damage based on your Crimson Rite die. You regain hit points equal to half of the damage dealt to your enemy as your weapon drains life essence from the creature for you. This ability doesn't work on undeads or constructs.

Upon reaching 11th level, you regain HP equal to the full damage of the attack with this rite.

Vampiric Biology

  • -You become resistance to necrotic damage. 
  • -You can now climb on the surface of walls or ceilings with your feet at your walking speed.
  • -You don't need to breathe, which means you are immune to suffocation. You don't age and can't be magically aged by anything short of the Wish spell. You're immune to disease and most poisons (Exceptions are detailed below).
  • -You gain advantage on Dexterity checks, when in darkness/not in the sunlight.
  • -You gain +1 to either your Strength or Dexterity, and +1 to your Charisma, due to your supernaturally enhanced abilities of strength, speed, and charm.

 

But being a Night-Walker also causes certain flaws to manifest in your form:

  • -You have disadvantages on all ability checks and saving throws in daylight directly (This will not apply if you are in a cave or closed room).
  • -You become vulnerable to radiant-type damage.
  • -You become vulnerable to damage from silvered-weapons.
  • -You become vulnerable to holy-water, and will take damage upon contact with it.
  • -You must make a constitution saving throw upon walking through or standing in running water. The save DC is 15. If you fail, take 20 damage from the water. On a success, take half this amount of damage.
  • -As a vampire, you are required to drink humanoid blood at least every two days. After two days without drinking blood, you gain 1 level of exhaustion, and you gain 1 more level of exhaustion for every additional day without blood. Instead of dying at the maximum level of exhaustion, you succumb to your blood-lust, and lose control of yourself until your exhaustion is gone, prohibiting you from refraining from attacking the nearest humanoids to drain them dry of blood. Drinking humanoid blood will remove all exhaustion levels. Drinking non-humanoid blood will reduce your exhaustion level by 1, per bottles-worth of blood. Blood will satisfy your need for food and drink rather than consuming normally, but you can still eat/drink, it simply won't have any effect. The effect of drinks such as alcohol are up to your DM’s discretion.
  • -You can be poisoned by Vervain-based poisons. This plant is extremely toxic to you, simply consuming it will grant you one level of exhaustion. Effects from Vervain-poisoning can be determined by your DM, though Vervain typically weakens, tires, and disorients vampires.

Evolved Vampirism

-Shaperchanger: If you aren't in sunlight or running water, you can use your action to polymorph into a Tiny bat, a Medium-sized cloud of mist, or back into your true form. These forms can only last up to an hour, and require a long rest to regain each ability again.

Bat: While in bat form, you are unable to speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than size and speed, are unchanged. Anything you wear on your person transforms with you, but nothing you're carrying or wielding does. You revert back to your true form if your hit points are reduced to zero, and remain at one hit point instead of falling unconscious.

Mist: While in mist form, you can't take any actions aside from movement, speak, or manipulate objects. You are weightless, and have a flying speed of 20 feet. You can hover, and can enter a hostile creature's space to stop where they stand. In addition, if air can pass through a space, your mist form can do so as well, though it can’t pass through water, and will revert to your true form upon trying to do so. You have advantage on Strength, Dexterity, and Constitution saving throws, and are immune to all nonmagical damage. You cannot enter sunlight-filled areas in this form, and will revert immediately to your true form if you attempt to do so.

-Command: You gain the ability to cast the command spell at first or second level. You can only use this ability once per short rest.

-Vampire Bite: You gain a Grapple/Bite attack to use in combat. The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an Attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). On a successful Grapple/Bite attack, you subject the target to the Grappled condition, deal 2d6 piercing/necrotic damage, and you heal for the amount equal to the damage dealt. If the target is a humanoid, you reset your days without blood counter.

Mist-Walker's Escape

At 11th level, if you are dropped to unconsciousness, you are struck down, and for a moment you appear to be dead. Your body explodes into a thick mist and will float away from battle at double your movement speed. This applies in all combat, assuming you are not in direct sunlight or running water. You can end the effect as a free action or sustain it for up to two minutes. While in your emergency mist form, you cannot take damage from non-magical attacks or deal damage, you're weightless, can hover, and can enter a hostile creature's space and stop within it. You can use the disengage action as a free action. Sunlight reverts you from your mist form. When reverted back to normal, you only possess one hit point. You can only use this ability once per long rest.

Nightwalker Evolution

Your vampirism has evolved over time and with your ingestion of blood, perfecting itself within your veins, and enhancing more of your abilities. This level 15 change separates you further from the human race, pushing you closer and closer to the undead you were meant to become upon selecting this order.

Vampire's Compulsion

You can cast the Suggestion spell once with this trait, without expending a spell slot and requiring no material components. You regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell. 

Vampire’s Charm

With an action, you can target one humanoid you can see within 30 feet of you. If the target can see you, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can. Each time you or your companions do anything harmful to the target, it must repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts one hour or until you are killed, knocked unconscious, are on a different plane of existence than the target, or take a bonus action to end the effect. Afterward, you need a short rest to reuse this ability.

Vampiric Speed

Your base walking speed increases to 40 feet as your vampiric dexterity and enhancements awaken within you. Your dexterity score also increases by 1, unless it is already at 20.

 

Vampire Lord Evolution

  • -You become resistant to bludgeoning, piercing, and slashing damage that are non-magical, unless the weapon is silvered.
  • -You possess a shadow-like form made of bats, granting you the ability to fly up to 40 feet on a bonus action.
  • -The swarm of bats that surround your body extends 10 feet around you and remain constantly until the transformation ends. When a creature enters this range or if one is already within the range at the start of its turn, it must make a Dexterity saving throw (DC 15,) or get dealt 2d10 necrotic damage by the shadow-like bats. All creatures must make a DEX saving throws each time they are within the aura of bats.
  • -As an action, you are able to cast "Darkness", filling a 20-foot radius sphere for the duration of the transformation. You are able to see through the magical darkness with no problem. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. When enemies enter the Darkness or start their turn within it, they can only move up to half of their speed, as though they are in difficult terrain.
  • -No longer wielding a weapon, you can do a multi-attack; two unarmed attacks from your razor sharp claws, and a bite attack. The attacks each deal 2d8 damage (total to 6d8), and for each successful hit, you siphon the life-force of a single target equal to 1d10 + half of Bloodhunter level. 
  • -As an action, you can summon forth a swarm of bats from your own body and unleash a powerful torrent of fangs at your foes. With the range of a 30 foot cone, all enemies must make a DEX saving throw, or be dealt a total of 8d8 piercing damage by the swarm of bats. You can only use this attack one time for each transformation. 
  • Beside the duration, your Vampire Lord transformation ends early if you are knocked unconscious. You can only use this ability one time, and you must finish a long rest afterward to reset it. 

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