Base Class: Blood Hunter (archived)
The Order of the Dhampir has few rules, however the rules they have are strict. No innocents are to be preyed upon. Feed only on animals and not human blood. Destroy monsters and those that prey on the weak and innocent.
Members of the Order of Dhampir are poor lost souls and are usually born into the order. Their birth due to a unholy union of human and vampire. Despised by both vampire and human the order finds their fellow Dhampir and takes them in to train them to resist their primal Vampire urges. They are then sent out into the world looking to use their gifts and abilities to rid the world of monsters, whether that be undead or human
Heightened Night Senses
Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a vampire. You gain advantage on any Wisdom (Perception) checks that rely on hearing, smell and sight in darkness.
Vampire Transformation
Upon choosing this archetype at 3rd level, you begin to learn to control the vampiric curse that lives in your blood. As an action, you can transform into your Vampire form. This form lasts for 10 minutes. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.
You can use this feature twice. You regain expended uses when you finish a short or long rest. While you are transformed, you gain the following features:
Vampiric Biology. You gain a bonus to melee damage rolls equal to half your proficiency bonus (rounded down). You also have advantage on Strength checks and Strength saving throws.
Resilient. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered. You also gain resistence to poison damage. While you are not wearing heavy armor, you gain a +1 bonus to your AC.
Predatory Strikes. Your unarmed strikes are considered a single weapon in regards to your crimson rite feature. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. You can make an unarmed strike as a bonus action.
Your unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 11th level, and 1d10 at 18th level.
Cursed Weakness. You now have vulnerability to radiant damage.
Bloodlust. At the start of your turn, if you’ve taken any damage since the beginning of your last turn, you must make a Wisdom saving throw to maintain control. The DC equals 10, or half of the total damage you’ve taken from attacks since your last turn, whichever number is higher. On a failed save, you must move directly towards the nearest creature to you and use the Attack action against that creature. If there is more than one possible target, the DM chooses 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.
Stalker's Prowess
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. In addition, your Vampire form gains the Improved Predatory Strikes feature. You also gain advantage on initiative rolls.
Improved Predatory Strikes. When you have an active rite while in your Vampire form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Advanced Transformation
Starting at 11th level, you learn to unleash and control more of the beast within. You can now transform into your Vampire form as a bonus action, and your Vampire transformation now lasts for up to 30 minutes.
In addition, your Vampire form gains the Vampire Regeneration and Beastly Precision features.
Vampire Regeneration. At the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier (minimum of 1) if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Beastly Precision. You gain a bonus to melee attack rolls made with your unarmed strikes equal to half of your proficiency bonus (rounded down).
Vampiric Embrace
Beginning at 15th level, you’ve honed your willpower to better resist the violent urges of your Vampire curse. Whenever you make a Wisdom saving throw to maintain control of your hybrid form, you do so with advantage.
In addition, your Vampire form gains the following features.
Vampire Charm: With an action, you can targets one humanoid it can see within 30 feet of it. If the target can see you, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can.
Spider Climb: You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, you dissipate into mist and turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remains invisible until the start of your next turn or until you attack, make a damage roll, or casts a spell.
Sunlight Hypersensitivity. You take 20 radiant damage when you start your turn in direct sunlight. While in direct sunlight, you have disadvantage on attack rolls and ability checks.
Running water sensitivity. You take 20 acid damage when you start your turn in running water.
Vampire Transformation Mastery
At 18th level, you have wrestled your inner blood lust and mastered it. You can now use your vampire transformation feature three times between rests.
Whilst in your Vampire transformation the following applies:
Dark flight - You possess shadow-like matters made of bats, granting you the ability to fly.
Vampire Immunity - You become immune to bludgeoning, piercing, and slashing damage that are non-magical, expect if the weapon is silvered.
Improved Claws/Fangs - No longer wielding a weapon, you can do a mutilattack; two unarmed attacks from your razor sharp claws, and lastly a bite attack. The attacks each deal 2d8 damages (total to 6d8), and for each successful hit's, you siphon the life-force of a single target equal to 1d10 + half of Bloodhunter level. You attacks are consider magical.
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