Base Class: Blood Hunter
Of the many terrible curses that plague the realm, few are as ancient or as feared as Vampirism. Passed through blood, this affliction seeds a host with the otherworldly charm and unusual endurance of an undying vampire. The Vampiric Order is a noble and ancient order of blood hunters who undergo "The Gifting", a ceremonial inflicting of Vampirism onto a new initiate from a renowned ancestral vampire. These blood hunters then use their abilities to harness the power of their ancestral vampire without fully becoming one themselves. Through intense honing of one's own willpower, combined with the secrets of the order's blood magic rituals, blood hunters learn to control and unleash their vampiric nature for short periods of time. Enhanced mental process, unnatural resilience, and unsettling blood curses make these blood hunters a terrible foe to any enemy that crosses their path. Yet, no training is perfect, and without care and complete focus, even the strongest of blood hunters can lose themselves to the bloodlust of their Vampirism.
Vampiric Charm
At 3rd level, you are proficient in both the Deception skill and the Persuasion skill and your proficiency bonus is doubled for any ability check you make involving this skill. You also have advantage on saving throws against being Charmed.
Blood Tracking
At 3rd level, you begin to learn to control the Vampirism that now lives in your blood. As a bonus action, after striking a humanoid or creature with a melee attack, you can consume some of their blood off of your weapon. You sense the direction to the humanoid or creature's location, as long as that humanoid or creature is within 100 feet of you. If the creature is moving, you know the direction of its movement.
Vampiric Amplification
At 3rd level, you gain the ability to infuse your Blood Curses with your vampiric power. When you amplify a Blood Curse against a target that has blood and are damaged by rolling your Hemocraft die, the target takes an additional 1d6 necrotic damage plus the roll of your Hemocraft die. You regain hit points equal to half the amount of necrotic damage dealt. Reducing the target's hit points to 0 heals your wounds by the full amount of necrotic damage done instead. When you reach 8th level, the additional damage increases to 2d6. When you reach 14th level, the additional damage increases to 3d6.
Sanguine Corruption
At 7th level, you gain the ability to corrupt the blood of a humanoid or creature whose blood you consumed within your Blood Tracking ability, slowing any regenerative effects. All healing the corrupted humanoid or creature receives is halved.
Blood Surge
At 11th level, the Vampirism that now lives in your blood invigorates you. After amplifying a Blood Curse within your Vampiric Amplification ability, you gain the ability to move without provoking opportunity attacks until the end of your turn. If the activation of the Blood Curse is a reaction, you can use your movement from your next turn as a part of that reaction.
Maledict Regeneration: Once per day, when you fall unconscious, you regain one expended use of your Blood Maledict feature.
You can use this ability a number of times equal to your Intelligence modifier. You regain all expended uses upon completing a long rest.
Vampiric Thrall
At 15th level, you gain the ability overwhelm weak-minded creatures. As an action, you attempt to beguile a humanoid or creature whose blood you consumed within your Blood Tracking ability using the dominate person spell without expending a spell slot. It must succeed on a Wisdom saving throw or be charmed by you for the duration. It does not get advantage on the saving throw even if you or your allies are fighting it. When the spell ends, the target feels more friendly toward you than it previously did.
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
You can use this ability a number of times equal to your Intelligence modifier. You regain all expended uses upon completing a long rest.
Ancestral Embrace
At 18th level, your Vampirism grants you the ability to embrace your vampiric nature as it surges within your blood.
Ancestral Embrace: You gain the ability to initiate "The Gifting" as the ancestral vampire, creating new Vampire Order blood hunters.
Death Aversion: When you make a Death saving throw, you gain +10 to the roll. This does not prevent a failure from a NAT1.
Hemocraft Retaliation: When you are attacked by a creature you are aware of, that you can see, and that is within 5 feet of you, you can use your reaction to inflict necrotic damage equal to 3 rolls of your Hemocraft die on the attacking creature.