Blood Hunter
Base Class: Blood Hunter

Of all the horrors one may come across, vampires are by far one of the most feared and well known of them. These creatures drain the life from their victims to heal themselves and to indulge in their insatiable hunger. Those within the Order of the Nocturnal undergo a dark ritual that grants them some of the same dark powers of these creatures while not completely losing themselves to the bloodlust that comes with being one of the vampires. As time goes on and these hunters better learn to control their vampiric blood, they also learn more of the vampire's dark power as they grow farther from humanity and closer to vampirism.

Vampiric Bite

Beginning at 3rd level, your vampiric nature allows you to drain the life from others through drinking their blood.

Once per turn, when you use the attack action, you may replace one of those attacks with a special bite attack. This special attack is a melee attack. You can apply your Crimson Rite feature to your bite attack. You are proficient with it, and you add your Strength or Dexterity modifier to its attack and damage rolls. this attack deals 1d6 piercing damage and an additional 1d4 necrotic damage. Necrotic damage dealt this way reduces the creature's life total equal to the damage dealt and you regain a number of hit points equal to half the damage dealt this way. The die for the necrotic damage changes as you gain Blood Hunter levels, as shown in the hemocraft die column of the Blood Hunter table. The necrotic damage also increases to two die when you reach 18th level.

Bat Form

Beginning at 7th level, you've learned to take the form of a bat. 

As an action, you may transform into a bat. You still have access to your Vampiric Bite feature in this form and your Intelligence, Wisdom and Charisma remain the same. You can't speak while in this form. In addition, any uses of crimson rite that were active prior to transforming retain crimson rite upon reverting to your normal form. This form lasts for 1 hour, you are knocked unconscious, or until you dismiss it as a bonus action.

You can use this feature once. You regain all expended uses when you finish a short or long rest. Beginning at 15th level, you can use your Bat Form feature twice between rests. 

Brand of Necrosis

Beginning at 11th level, your Brand of Castigation now afflicts the target's blood with a corrupting ailment, leaving them vulnerable to your curses. Whenever you target a branded creature with a blood curse, that creature has disadvantage on any saving throws against that curse. In addition, the branded creature can’t regain hit points.

Blood Curse of Beguiling Gaze

At 15th level, you’ve honed your hemocraft to Charm others. You gain the Blood Curse of Beguiling Gaze for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Beguiling Gaze.

As a bonus action, choose one creature you can see within 60 feet of you that creature must make a Wisdom saving throw. The creature becomes charmed by you until the end of your next turn or until you deal damage to it.

Amplify. The creature immediately uses its full movement to get as close to you as possible during its turn. If it has enough movement left it also falls prone at the end of this movement.

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

Dark Ascension

Upon reaching 18th level, your vampiric nature allows you to recover from injuries faster than others. You regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. In addition you gain resistance to necrotic damage and your hit point maximum can't be reduced.

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