Blood Hunter
Base Class: Blood Hunter

In the times of long hunts and even longer nights, the Blood hunters were facing some of their biggest threats. One of which had succeeded in infiltrating the ranks of the blood hunter members. Vampire lords had turned many hunters into their mind-controlled spawn after the hunters failed at storming the ancient ones' lairs. What transpired afterward was dark times of paranoia and bloody infighting. The fact that their vampire spawn brethren were gifted with supernatural powers was frightening, but it paled in comparison to the knowledge that they possessed of the blood hunters' ways and secrets. Safe houses were overrun, stock houses burned to the ground and sacred ritual sites were leveled in very little time. It wasn't until a radical idea was posed at a hushed meeting of master rank hunters. They were to use the same methods that brought them such ruin. They subjected volunteers of a suicidal mission to injections of vampiric blood that was harvested from a previously slain Vampire Lord. This ensured that they would not be mentally manipulated by the blood's originator, but they would appear to be one of the vampiric fold. After a series of gruesome conflicts, both sides had suffered great losses. Over a long period of time and the efforts of all the other blood hunter orders coordinating, they struck the final blow. The Vampire Lords that had started it all were dragged out of their hiding and dealt a swift death.

All blood hunters cursed as vampire spawn were then purged, excluding a small remainder of the volunteers that undertook the infiltration mission. Although they were regarded as heroes, they had succumbed to the old blood. They are kept comfortable, though, under careful watch,  their blood was collected and distilled to make an advanced serum that new blood hunters used to gain diluted vampiric abilities. The imprisoned elders of the Order of the Vampire Spawn run things shackled behind bars and the only means of communication are written orders handed over to the guard. This ensures that the possibility of mind control is diminished and no other internal conflict arises. Despite this order's grim past, its members are ever vigilant as they stalk the night.

Children of the Night

At 3rd level, as an action, you can cut yourself and form from your blood a swarm of bats that swirls around you that remain in your space for 1 minute. The mass of bats impose disadvantage on all ranged attacks made against you. The bats revert back to inert blood as an action, the 1 minute runs out, you fall unconscious, drop to 0 hit points, or die.

You can't use this feature again until you finish a short or long rest.

Blood Potency

Beginning at 3rd level, the depths of your potent blood can sometimes power your abilities without harming you in their activation. When an ability would cause you to roll your hemocraft die for determining the loss of hit points you take no damage on rolls of 1 or 2. 

Spider Climb

At 7th level, you adhere to surfaces being able to walk along walls and ceilings.  You can climb difficult surfaces, including upside down, without having to make an ability check.

Umbral Senses

Reaching 7th level, you can transfer your senses to a creature’s shadow that is in line of sight of you. By doing so you see through the shadow and hear any noises in the immediate surrounding area. During this time, you are deaf and blind with regard to your own senses. As long as you are present within the shadow, there is a visible shimmer or quivering to the shadow. A creature can use its action to examine the shadow to determine that it is under the effects of an outside force with a successful Intelligence (Investigation) check. 

 

Brand of Blood Gorging

Beginning at 11th level, your Brand of Castigation now siphons  your foe’s life force, healing you while quenching your thirst. Whenever you damage a branded creature with your Crimson Rite, you gain temporary hit points equal to the damage rolled on your hemocraft die. When temporary hit points can be acquired you take the new amount of temporary hit points if its value is larger than your current temporary hit point amount. Temporary hit points are lost on a short or long rest.

 

Blood Curse of the Serene

At 15th level, you’ve honed your hemocraft to cloud the minds of others around you to make them more susceptible to manipulation. You gain the Blood Curse of the Serene for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Alluring Serene

Prerequisite: 15th level, Order of the Vampire Spawn

As a bonus action, you cloud the mind of a creature within 30 feet of you, making them susceptible to honeyed manipulation. Until the end of your next turn, all creatures have advantage on Charisma (Persuasion) checks and Charisma (Deception) checks directed at the target creature.

Amplify. The next Intelligence saving throw or Charisma saving throw the target makes before this curse ends has disadvantage. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

Legendary Resilience

Upon reaching 18th level, when you make a saving throw, you can gain a +2 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the save succeeds or fails. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses of this feature after you finish a long rest.

 

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