Base Class: Blood Hunter
Being one of the most difficult undead to combat, vampires were the center of research within the Order of the Ghostslayer for an extensive length of time. Recognizing the many strengths held by these undead foes, a select few left the order to participate in experimental blood magic rituals, hoping to harness the strengths of vampirism for their own utility. Eventually, these blood hunters discovered a series of rituals to create pseudo-vampirism, an affliction that gifted the ability to manipulate their regenerative capabilities and to use hemocraft to steal the strength of their enemies. Survivors of these rituals banded together to create one of the most well-hidden factions of blood hunters, even being able to keep it hidden from the other orders. They would come to call this new organization the Order of the Life-Drinker, a group dedicated to mastering pseudo-vampirism to become the ultimate defense against dark threats of the material plane.
Expedited Regeneration-3rd Level
Your entry into the Order of the Life-Drinker allows you to mimic some of the regenerative properties of the strongest undead, although it is limited by your own vitality. As an action, you can spend hit dice to heal an amount equal to the hit dice rolled + your intelligence modifier (minimum of 1). Alternatively, you can use this feature to heal a creature of your choice within 30ft of you, but you suffer damage equal to one roll of your hemocraft die.
Vitality Drain-3rd Level
As an action, you can use this feature to drain vitality from a creature within 5ft of yourself so long as the target has blood to drain. Alternatively, you can use this feature on a creature that has been dead for no longer than 1 minute. Using your spell attack modifier (intelligence modifier + proficiency bonus), you make a touch spell attack. On a hit, you do damage equal to one roll of your hemocraft die and either regain one hit die of your own or use the Expedited Regeneration feature as a bonus action using the hit hie of the target. Once this ability has successfully been used, it cannot be used again until the completion of a short rest.
Predatory Adaptation-7th Level
When you use your Vitality Drain feature, you now gain temporary benefits according to the target’s monster type. These features are listed in the Predatory Adaptation table. These features last until you use this feature again, or until the completion of your next long rest.
Predatory Adaptation Table
|
Monster Type |
Temporary Benefits |
|
Aberration (1) |
You gain resistance to psychic damage. If you have resistance to psychic damage as a racial feature, you instead regain a second hit die |
|
Beast (2) |
You can move freely through difficult terrain and have advantage on wisdom(perception) checks that rely on hearing or smell |
|
Celestial (3) |
You gain resistance to radiant damage. If you have resistance to radiant damage as a racial feature, you instead regain a second hit die |
|
Dragon (4) |
Your skin grows tough, like that of a draconic sorcerer, and your AC increases by 1 |
|
Fey (5) |
You have advantage on charisma saving throws against being charmed. If you have the fey ancestry trait, you instead regain a second hit die |
|
Fiend (6) |
You gain resistance to fire damage. If you have resistance to fire damage as a racial feature, you instead regain a second hit die |
|
Giant (7) |
Your strength score increases by 2 (can go past strength maximum) |
|
Humanoid (8) |
You regain a second hit die |
|
Undead (9) |
You gain resistance to necrotic damage. If you have resistance to necrotic damage as a racial feature, you instead regain a second hit die |
|
Monstrosity (10) |
Roll a d10 and use the result to gain the features according to this table. Reroll if 10 |
Brand of Syphoning-11th Level
Your brand of castigation now allows you to absorb your enemy’s strength directly. When you hit a creature marked by your brand of castigation while using an active crimson rite, half of the crimson rite damage (rounded up) is returned to you as hit points. Additionally, a successful opportunity attack against the branded creature with an active crimson rite reduces the creature’s movement speed by half.
Unnatural Recovery-15th Level
Your experience handling the pseudo-vampirism affliction has allowed you to recover at an alarming rate. Upon completion of a short rest, you now regain a number of hit dice equal to one roll of your hemocraft die. This feature can only be used once per long rest.
Unending Thirst-18th Level
You are now so well practiced in your pseudo-vampirism that you can call on its strength to save you from the brink of death. When you are reduced to 0 hit points, but don’t die outright, you can spend a hit die to try to keep yourself from falling unconscious. To do this, roll your spent hit die against your hemocraft die. If your hit die rolled greater than or equal to the hemocraft die, you are instead reduced to 1 hit point. Otherwise, you fall unconscious as you would normally.
Comments