Blood Hunter
Base Class: Blood Hunter

“Have you ever seen the look of a vampire? The way its bloodshot eyes pierce into you, as if everything in the world matters not... as long as it gets to sink its teeth into you. That is the look you will have once you have joined our order... the look of hunger" 

- Unknown member of the Crimson Court 

 

While all blood hunters learn to manipulate their blood and that of their enemies to fight evil, none are as proficient as those of the Order of the Crimson Court. These hunters have consumed a version of the Hunter’s Bane that was concocted with the blood from some of the deadliest undead... vampires. Harnessing this dark power to drain there foes

Feast Of Blood

You can now use your teeth as a deadly weapon. Your fangs now count as a natural weapon which you are proficient with. If you hit with them you deal piercing damage equal to 1d4 + your dexterity modifier. The damage die increases at the same rate as your hemocraft die. When you use the attack action, you can make a fang attack as a bonus action. Your fangs also count as one weapon in regard to your crimson rite feature. 

If your fangs deal damage to a living creature with blood, you can gain temporary hit-points equal to half the damage you deal with the attack. You can only gain temporary hit-points from this feature once a round. You can use this feature a number of times equal to your Intelligence modifier. You regain expended uses when you finish a short or long rest. 

Unrotting

Also at 3rd Level, your imbibing of the unique, Vampiric Hunter's Bane strengthened your resistance to decay. You are resistant to necrotic damage.

Vampiric Frenzy

Your fangs now count as magical for overcoming resistances. 

When attacking a creature with your fangs you can choose to enter a vampiric frenzy. A vampiric frenzy lasts for 1 minute. While in a vampiric frenzy you add your Intelligence modifier to all melee damage rolls.You gain an additional 10ft of movement. And you can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 

You can use this feature a number of times equal to your intelligence modifier. You regain expended uses when you finish a long rest. 

Brand of Siphoning

While branded, Amplifying a Blood Curse instead deals damage to the Branded creature equal to your Hemocraft die, rather than yourself. In addition, regardless of range, you may use your fangs on the creature as an action. The attack automatically hits, and you regain hit points equal to half the damage the creature takes, but you cannot add your Blood Rite to this damage. You may only make this attack a number of times equal to your Intelligence Modifier. You regain all uses of this feature upon finishing a short or long rest.

Blood Curse of Glamour

Blood curse of Glamour: As a bonus action you can focus your gaze on an enemy you can see within 60ft that can also see you. The target must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier) or be charmed by you until the start of your next turn or until they suffer any damage. While charmed in this way the target will not attack. 

Amplify. If the target now fails the saving throw, they become Stunned until the start of your next turn or until they suffer any damage. 

Cloak of Necrosis

You no longer receive the detrimental effects of old age, you will always look young and in your prime. You can still die by old age, but you will never look older than middle aged. You can’t be aged by magical means. You can choose to suffer damage equal to your crimson rite damage dice to gain advantage on a Charisma (Deception or Persuasion) check. 

Also at 18th level, the vampiric blood reaches its greatest potential, as you now kindred to those of the vampiric nature. You dark blood fuelled powers reaching their top. 

When targeted by spells that have additional effects against undead, you will also be affected. For example “Detect evil and good” would show you as undead. 

You can extend your life unnaturally. If you feed regularly using your fangs (At least once a week) you can double your natural lifespan. 

When you are killed, you can choose to become a cloud of mist. In this form you gain a fly speed of 30ft, AC of 16, 40 hit points, and you are immune to all non magical damage. In this state, you can take no other actions than dashing. You can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces. 

You can't fall and remain hovering in the air even when Stunned or otherwise Incapacitated. While you are a cloud of mist, you can't talk or manipulate Objects, and any Objects you were carrying or holding can't be dropped, used, or otherwise interacted with. 

If you spend 24 hours undisturbed in either a grave, coffin or crypt, you reform into your normal form. Once you have returned to life in this manner you can’t do so again for the next 7 days

Physical abnormalities

When becoming a part of the order your character might show it physically. Maybe their skin turns paler, their eyes are constantly bloodshot or their fangs become visibly longer. These or other features could even become more prominent as you progress in levels. It's completely up to you as the player, to decide how joining this dark order affects your appearance.

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