Base Class: Blood Hunter
The curse of vampirism is one as old as myths and folk tales themselves. Vile creatures of the night that thirst for blood and fear the light of the sun. Vampires can be formed in a number of ways - age-old curses, the bite of a vampire spawn, and most originate as the spawn of another vampire. However, the Order of the Vampiric Court performs dark rituals on blood hunters so that they can partially succumb to the vampiric curse, allowing them to transform into postnatal dhampirs. After the ritual is complete, they gain most of the vampire's strengths and none of their weaknesses.
The order holds authority over those who posseses this half-curse, as some blood hunters could have a weaker resistance to the dark desires that comes with being a vampire, and would later lose control to the urges of drinking blood. The order's main goal is to watch over other true vampires, and eradicate them if they threaten the weak. Seldomly, agents of this order bring vampires to the court of the order to hold trial and cast judgement on their actions against society - the result leading to either exile, execution, or even release under probation.
Vampiric Biology
Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a stalker of the night. You gain the following features:
Spider Climb. You gain a climbing speed equal to your walking speed and can climb upside down on ceilings without needing to make an ability check.
Stalker's Vision. You gain darkvision out to a range of 60 feet. If you already have darkvision, extend it out to an additional 60 feet.
Undead Constitution. You gain resistance to necrotic damage.
Vampiric Strikes. You grow fangs and claws, and can use them for your unarmed strikes. You can apply your Crimson Rite feature to your unarmed strikes as a single weapon. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.
Your unarmed strikes deal slashing damage equal to a roll of your hemocraft die. In addition, when you have an active Crimson Rite, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bloodlust. If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature using a vampiric strike. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.
If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you automatically fail this saving throw.
Blood Curse of the Immortal Charm
At 3rd level, you’ve honed your hemocraft to gain the ability to infiltrate the minds of mortals and have them consider you as a trusted ally. You gain the Blood Curse of the Immortal Charm for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Immortal Charm
As an action, you target one humanoid you can see within 30 feet of you. If the target can see you, the target must succeed on a Wisdom saving throw against this magic or be charmed by you. The charmed target regards you and your allies as trusted friends to be heeded and protected. Although the target isn't under the your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite (vampiric strike) attack.
Each time you or your allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 1 minute or until you are incapacitated, are on a different plane of existence than the target, or take a bonus action to end the effect.
At 11th level, the target has disadvantage on the saving throw if it is branded by you.
Amplify. The curse lasts for 1 hour.
Stalker's Mobility
At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance.
Shapechanger
You can use an action to polymorph into a Tiny bat for 1 hour or back into your true form. From 11th level, you can use this feature to polymorph into a Medium cloud of mist for 1 hour. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and regain all expended uses after a long rest.
While in bat form, you can't speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if you die.
While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, you can do so without squeezing, and you can’t pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage.
Vampiric Regeneration
Starting at 11th level, you learn to drain the essence of life from other living vreatures. You can use a bonus action to make a vampiric strike with your fangs to bite into a willing creature, or a creature that is grappled by you, incapacitated, or restrained. The creature must also have blood in their body. The target suffers the normal effects of the bite attack, and also suffers 2d6 necrotic damage. You then gain temporary hit points equal to the necrotic damage dealt.
If you reduce a creature to 0 hit points using this feature, you regain an expended use of your Blood Maledict feature.
Additionally, at the start of each of your turns, before you roll for bloodlust, you regain hit points equal to 1 + your Constitution modifier (minimum of one) if you have at least 1 hit point and no more than half of your hit points left. You also have advantage on your Wisdom saving throws to maintain control of your bloodlust.
Children of the Night
At 15th level, you can magically call 1d4 swarms of bats or rats (swarm of bats, swarm of rats) as an action, provided that the sun isn't up. While outdoors, you can call 1d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of you and obeying your spoken commands. The beasts share your initiative count and remain for 1 minute, until you die, or until you dismiss them as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.
Undead Resilience
At 18th level, you have tamed your vampiric curse and mastered the strengths of being undead. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. You also cannot age by any magical means, and you do not need to breathe.
Additionally, when you are reduced to 0 hit points, you can use a reaction and expend a use of your Shapechanger feature to transform into a Medium cloud of mist for 1 minute. You are then reduced to 1 hit point instead.
Previous Versions
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