Base Class: Blood Hunter (archived)
Vamparism is a bane upon the world. It corrupts the pure and drives the wicked to feats of evil beyond their normal vision. Most who contract this blood curse/disease fall into depravity giving into the lust to consume the blood of the living, at best mindless beasts seeking thier next victom, at worst intellectual forces of malevolence bent on the domination of all around them.
But some few, either in their early days or after many long years of contimplation, see this form of existing as the burden it is. Rather than seeking thier own demise they desired a way to use this dark power to benefit the world in whatever way they can. The first of these to join the Bloodhunters founded the Order of Sanguine Thirst, a highly secretive brotherhood of like-minded individuals who have turned to the blood magics in a attempt to tame the curse.
While they may fully be vampires, these Hunters have learned to suppress the most extreme aspects of the curse. This allows them to safely deal with the blood thirst, needing only small amounts of blood to satisfy the need for much longer periods of time, many of which feed on the blood of beasts and monsters if possible. This in turn lessens the powers of the night they possess. Still useful but not as strong as thier fully bloodcursed brothers.
Dead Blood
Due to the nature of your dead blood when you join this order at 3rd level, you take half the normal damage when activating a Blood Rite or when you Amplify a Blood Curse. In addition your maximum health is not reduced when you activate your Blood Rite.
Rite of Thirst
The Rite of the Thirst grants your weapon the ability to feed your blood thirst in combat. When you attack a creature that has blood your weapon deals and additional 1d4(instead of the typical bloodrite die) of the weapons type. You heal this amount by stealing the life force from your opponent. If you are already at full health you may add the amount as temporary health points.
Feed the Hunger
At 7th Level your level of control over your vamparism grows to allow greater feats of power. Once per turn when you deal damage to a creature that has blood with your Rite of Thirst you may as a bonus action cast the spell Vampiric Touch at 3rd Level against the same creature. The spell's range is equal to the range of the weapon you wield. Wisdom is your Spellcasting Modifier for this attack.
Legacy of the Bat
At 11th Level your further study and dedication to gaining control over your cursed existence grants you new powers.
Once per Short Rest you can cast the spell Misty Step at will..
Once a Day you can cast the spell Gaseous Form at will, or as a reaction when you are attacked.
You may lessen the damage taken from falling damage by an amount equal to 5x your Blood Hunter Levels.
Sanguine Mastery
You no longer take damage when activating your bloodrite or when you Amplify a Blood Curse.
Your Rite Die for Rite of Thirst becomes 1D6 and now deals necrotic damage.
The amount you heal from the spell Vampiric Touch is now doubled.
You have blindsense out to 40 feet to detect creatures that have blood.
Maladiction of the Blooded.
You have learned mastery over the arts of Blood Magic and can inflict great pain to those who have blood coursing in their bodies.
Once per Day as an action you may trigger the Blood Curse, Maladiction of the Blooded.
In a 30 foot radius centered around you, all creatures of your choice that have blood must make a DC 15 Constitution Saving Throw. If failed a creature takes 2d6 Necrotic Damage, Has it's movement reduced to 0 untill your next turn, and has disadvantage on all attacks and saving throws untill your next turn.
Comments