Base Class: Blood Hunter
Undeath is a vile and sickening curse that plaguing this world allover. However, the most hated and feared throughout the lands is the strain of Vampirism. Twisted by undeath these creatures no longer seek the emotional attachment of their formal life, but only seek dark and corrupt desires. Love turns into a hungry obsession and friendship becomes bitter jealousy. Those who join The Order of the Exquisite Blood corrupt their own souls to this horrid fate willingly. However, they succumb to it in a way that combats those who harness the curse for evil intent and seeking only the destruction of Vampire outside the Order.
"To defeat a monster; you must become one
Hiding in the daylight away from the Sun.
For darkness is the best to devise your sinister plans
To kill the monster who ruined you with your own hands.
Let the fire in hell break loose.
Let the monster beg for it's life.
Tell him that it is of no use.
Burn him with your unforgiving eyes.
To defeat the monster you became one
Sadly, now you are a monster too son!"
-Adi
Rite of Daybreak
When you join this order at 3rd level, you learn the Rite of Death esoteric rite (detailed below).
Rite of Daybreak. Your rite damage is radiant damage. While the rite is active, you gain the following benefits:
- When you deal damage to a creature, you can use a bonus action to make a claw attack against any target within range.
- Your weapon deals an extra weapon die and hemocraft die of rite damage when you hit a vampire.
- Your weapon sheds bright light out to a radius of 20 feet.
Creature of the Night
Beginning at 3rd level, your body goes through the development of becoming a vampire, granting you certain abilities and flaws.
Abilities:
- Vampiric Composure. Your skin becomes as pale as your original coloration would allow. Your facial features overall obtain a macabre beauty, becoming more attractive. Your ears become noticeably pointed at the tips, but still shorter than elven ears.
- Keen Vision. Your iris changes coloration, into either red, white or its original color becomes more vivid, and have an eerie glow, visible through non-magical darkness. You gain darkvision up to 120 feet, everything you see darkness in a shade of red.
- Tooth and Nail. Your canines elongate, becoming vicious fangs. Your nails harden and polish, lengthening into natural stilettos. (You determine their length.)
- Undead Nature. You age Much slower at a rate of 1 year every 50 years and can't be magically aged. You are immune to disease and gain resistance to necrotic damage, along with bludgeoning, piercing, and slashing damage from non-magical attacks. You also no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading or keeping watch.
Flaws:
- Sunlight Sensitivity. You have disadvantages on all ability checks in direct sunlight.
- Running Water. You take 2d10 acid damage if you end your turn in running water.
- Stake to the Heart. If a piercing weapon made of wood is driven into your heart while incapacitated in its resting place, you are paralyzed until the stake is removed.
- Bloodlust. You are required to drink blood once every two days. After two days without drinking blood, you gain 1 level of exhaustion, and you gain 1 more level of exhaustion for every additional day without blood. Drinking source of blood will reduce your exhaustion level by 1, per pint (one round) of blood. Blood can satisfy food and drink requirements rather than consuming normally, but you can still eat/drink.
Night Stalker
At 7th level, you gain the ability to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Additionally, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your blood hunter level.
Brand of Forbidden Light
Beginning at 11th level, your Brand of Castigation now illuminates the area with sunlight. Whenever you damage a branded creature with your Crimson Rite, your weapon illuminates a 60ft radius in bright sunlight. This light stays until dismissed. If a vampire starts their turn in this radius, they are dealt 3d8 radiant damage.
Hemomyopia
At 15th level, your sight is once more changed. As an action, you can see the heartbeat of every creature within 60 ft for the next 10 minutes. You can sense creatures by their heartbeats, even if they're in another room.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once) per long rest. Once you've expended this features uses, you can't use it again until the next dawn.
Day Walker
At 18th level, you counter the biggest threat to true vampires.
You no longer suffer disadvantage to all ability checks in direct sunlight, and can pass over running water and are no longer damaged by it. You also only need to feed on blood once a week as opposed to every other day.
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