Base Class: Blood Hunter (archived)
The Order of the Ghostslayer and Lycan, one that focus slaying the undead and the other becoming cursed beast, were in fact inspired by an older, ancient Order that the Blood Hunters used to follow to possess the power of darkness. However, one day a disaster was brought upon the Order by a group of monster hunters that despise the Blood Hunters of old, to which all other members of the order had died out in the chaos. Since then, the Order became a lost legend of centuries, while new Order's began spreading across the Blood Hunter traditions. But then, new generation of Blood Hunter's have finally rediscover the lost tomb of the destroyed order, delving deep within the lost sanctum and at last found ancient scribes that contain the secrets and methods of the lost Order.
The Order of the Vampire require a special ritual of transferring the blood of a high-level vampire through the Blood Hunter body, becoming a creature that isn't alive or dead, a Night-Walker. Possess superhuman strength, speed and agility, these vampiric hunter also used this 'curse' against other creatures. With the power of a vampire, they can now regain the lost of blood's they used for their rite by draining the life of any living creature, while also learning to manipulate their own bloods as weapons against their foes. They also learn to master the other abilities of a vampire, such as shapeshifting, regeneration, climbing on walls and more. Although Vampire's possess certain flaws as undead creatures, the Blood Hunter's were able to altered and fix some of the issues, though only the weakness to sunlight and running water remain. Those that embrace the dark nature of their curse learn to harness their vampiric gifts, but also succumb to the evil, vicious temperament that driven by their unnatural thirst for blood.
Undead Senses
Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a creature of the night. You gain advantage on any Wisdom (Perception) checks that rely on hearing or smell. You also gain the ability of darkvision.
Rite of the Dusk
When you join this order at 3rd level, you learn the a esoteric rite, "Rite of the Dusk"(detailed below).
Rite of the Dusk. Your rite damage is necrotic type.
When you invoke the Rite of the Dusk you can coat a weapon with your blood. If you hit an living creature with your Rite of the Dusk, it suffers additional necrotic damage equal to your Wisdom modifier. You also earn hit points that are half of the damage you dealt to your enemy, as your weapon drain some essence of the creature life-force into your own body. This ability doesn't work on undead or construct.
Upon reaching 11th level, the necrotic damage equal to your Wisdom modifier become double, while earning hit points equal to the damage.
Vampirism Biology
At 3th level, your body begins to go through development of becoming a creature of the night, granting you few abilities of the night. When you active your rite, you gain the following abilities below:
- -You become resistance to necrotic, along with also resistance to bludgeoning, piercing, and slashing from non-magical attacks
- -You can now climb on the surface of the wall or ceiling with your feet at normal speed (30).
- -You don't need to breathe, which means you are immune to suffocation. You don't age and can't be magically aged. You're immune to disease.
- -You gain advantage on both Charisma and Dexterity checks.
But being a Night-Walker also cause certain flaws to appear in your body:
- -You have disadvantages on all ability checks and saving throw in daylight directly (not if you are in a cave or closed room).
- -You become vulnerable to radiant-type damage, to which deal double the damage to you.
- -You take 20 acid damage if you ends your turn in running water.
- -As a vampire, you are require to at least drink humanoid blood within two days. After 2 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 humanoid blood will remove all exhaustion levels. Drinking non-humanoid blood will reduce you exhaustion level by 1, per bottles worth of blood. Blood can satisfy food and drink requirements rather than consuming normally, but you can still eat/drink.
Advance Vampirism
Starting at 7th level, your power have improve from the amount of bloods you have taken, to which now unlock few unique abilities.
-Shaperchanger: If you aren't in sunlight or running water, you can use your action to polymorph into a Tiny bat or a Medium cloud of mist, or back into your true form. The form only last an hour, and require a short rest to regain the ability again.
*Bat: While in bat form, you are unable to speak, your walking speed is 5 feet, and it has a flying speed of 30 feet. Your statistics, other than its size and speed, are unchanged. Anything you wear are transforms with it, but nothing you carrying does. You reverts back to your true form if you heath is reduce to zero.
*Mist: While in mist form, you can't take any actions, speak, or manipulate objects. It is weightless, has 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, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
-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.
Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts one hour or until the you are killed, is on a different plane of existence than the target, or takes a bonus action to end the effect. If you want to expand the effect for another hour, you would to give up 1/4 of your blood to amplify the duration of the Charm. Afterward, you would need a short rest to reused this ability.
Misty Escape
At 11th level, you have been strike down and for a moment you appear to be dead. But then your body exploded in a thick mist and began to float away from battle. When your hit points is drops to 0, you can transforms into a cloud of mist instead of falling unconscious, provided that it isn't in sunlight or running water. You can end the effect as a free action or sustain it for up to 1 hour. While in Misty Step, you cannot take damage from non magical attacks or deal damage, your weightless, have a flying speed is 20 feet, can hover, and can enter a hostile creature's space and stop there, you can use the disengage action as a free action. In addition, if air can pass through the space, the Misty Step can do so without squeezing. Sunlight reverts the you from Misty Step. When reverted back to normal, you only possess 1 hit point. You can use this ability an amount equal to your proficiency modifier. You need to finish a long rest before you can use this feature again.
Creatures of the Night
At 15th level, you can now call upon the creature of the night to come to your aid and crush your enemies. As an action and giving up 1/4 of your HP, you can magically call 3d4 swarms of bats. While outdoors you can call 2d6 dire wolves instead, provided the sun isn’t out. The called creatures arrive in 1d4 rounds, acting as allies to you and obeying your spoken commands. The beasts remain for 1 hour, until they or you die, or you dismiss them as a bonus action. You can only used this ability once, to which afterward need a long rest to regain it.
Vampire Lord
At 18th level, you now can reach into the true power of a vampire, becoming something more than any ordinary vampire, but perhaps the closest thing to being a Vampire Lord. By spending an action and giving up half of your HP, your body will begin having parts of it transform into a swarm of shadow-matters in the forms of bats that surrounds you. As this powerful Vampire Lord, you gain the following abilities:
- -You possess shadow-like matters made of bats, granting you the ability to fly up to only 40'ft.
- -You become immune to bludgeoning, piercing, and slashing damage that are non-magical, expect if the weapon is silvered.
- -The swarm of bats that surround your body extend to about 10 feet around you and remain constantly till the transformation end. When a creature enters this range or if already within the range at the start of it turn, it must make a Dexterity saving throw (DC 15,) or get deal with 2d10 necrotic damage by the shadow-like bats. The enemies must make a constant DEX saving throws each time they are within the aura of bats.
- -As an action, you are able to cast "Darkness" that is able to fill a 20-foot radius sphere for the duration of the transformation. You are able to see through the magical darkness with no problem. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. When enemies enter the Darkness or start their turn within it, they can only move up to at half of their speeds, as though they are in difficult terrain.
- -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.
- -As an action, you can summon forth a swarm of bats from your own body and unleash a powerful torrent of fangs at your foes. From the range of 30'ft long and 30'ft wide cone, all enemies must make a DEX saving throws, or be dealt a total of 8d8 piercing damage by the swarm of bats. Can only used this attack one time for each transformations.
Beside the duration, the transformation ends early if you are knocked unconscious. You can only used this ability up to one times, and you must finish a long rest afterward to reset it
-
View User Profile
-
Send Message
Posted Jan 30, 2022Is there any way I can use this now, that this blood hunter has been archived? If not, could this be remade with the current blood hunter?
-
View User Profile
-
Send Message
Posted Oct 10, 2019I love the idea of a Vampire-based Blood Hunter, but I feel like it needs some touching up. You're on the right track by having a list of powers with strong caveats, but I think the transformation action is too similar to the Lycan Blood Hunter, and all the different features at once make it feel bloated and overwrought. If there was a list of features you could choose from like Metamagic or Eldritch Invocations- simplifying it a little- then you'd be golden, but I think you could stand to cut down on a few things and pay close attention to balance issues and making this more cohesive.
-
View User Profile
-
Send Message
Posted May 24, 2019Grammar*
-
View User Profile
-
Send Message
Posted Apr 13, 2019seems neat though has some grammer issues it seems
-
View User Profile
-
Send Message
Posted Oct 17, 2018I don't think the Rite of Dusk should be necrotic damage because there already is a Crimson Rite that does necrotic damage, Rite of the Dead. I also think that dealing extra damage on top of gaining hit points back would seem to overpowered. Maybe get rid of it and just give them the ability to regain hit points equal to half the damage dealt from your crimson rite rounded down. It also doesn't explain how far the dark vision is.
-
View User Profile
-
Send Message
Posted Sep 19, 2018Seems highly unbalanced.
-
View User Profile
-
Send Message
Posted Sep 4, 2018Aside from some grammatical edits needed, it look good. I'd probably playtest it before considering it balanced.
Here are a few things to consider, however:
-Charm: The DC should be 8 + proficiency modifier + Charisma modifier, instead of a set DC 17 since this is meant for a player and not a monster.
-Creatures of the Night: I think the health penalty is a bit extreme, and not so much in the theme of the vampire. Instead consider the following: "At 15th level, you gain the ability to call upon creatures of the night to aid you. As an action, you magically call/summon 2d4 swarms of bats or rants provided that the sun isn't up. While outdoors, you call/summon 3d6 wolves instead. The creatures arrive in 1d4 rounds, and act as your allies and obeying your spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. You regain this ability after a long rest." Btw, this is taken pretty much straight from the Vampire stats on MM, page 297.
-Vampire Lord: Again, the loss of HP seems misplaced. I really like the shadow bats, it's a nice touch. However, the DC should be set by the player's stats (8 + proficiency bonus + Dexterity modifier). Darkness should be granted earlier, perhaps as part of the level 7 ability, or make it its own thing at 5th level. The multiattack feature shown here is definitely for a monster. So, you should add a 5th level "Extra Attack" feature, perhaps along with gaining the Darkness spell. Something along the line of: "Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, your claws and teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d8 + Strength modifier (claws), and 1d6 + Strength modifier (bite) + 3d6 necrotic damage and regain hit points equal to that amount."
Just a few things to consider, but I like where you were going with most of it.
-
View User Profile
-
Send Message
Posted Aug 24, 2018There seem to be things that don't appear on here that appear on my character sheet when I choose this subclass?