Blood Hunter
Base Class: Blood Hunter

The Order of the Vampire is an offshoot Order of Bloodhunters, oft shunned by their kin with the exception of the Order of the Lycan, who see them more as cursed brothers in arms. These Blood Hunters suffer a partial cursing of Vampirism through a combination of Alchemical, Mutagenic, and Magical procedures, in order to gain the strength they need to combat monsters most effectively. The ritual used to inflict this partial curse into the prospective Blood Hunters is nameless, and is only passed through word of mouth from the Elders of the Order so as to maintain utter secrecy as to their methods. Furthermore, an Elder, a powerful Mage, and an experienced Alchemist must all be present for the ritual, each serve specific roles and their presence is essential otherwise the ritual might fail, killing the prospect, or do something worse. 

Once a candidate has successfully passed through the ritual, and they keep their sanity and body intact, as the ritual risks both body and mind even in favorable condition, they are subsequently exposed to training intended to hone body and mind to properly utilize the abilities granted to them. They emerge from this training, which typically takes some years to complete, deadly and strong slayers of evil.

Cursed Maledict

3rd Level Order of the Vampire Feature

Your long claws are natural weapons, which count as simple melee weapons with which you are proficient. You add your Dexterity modifier to the attack and damage rolls when you attack with your claws, instead of your Strength modifier. On a hit, your claws deal slashing damage equal to your Hemocraft die.

The Vampiric blood in your veins is more potent than most Blood Hunters. You learn two new ways to use your blood in combat. You can only use one per attack.

Draining Strike
When you deal rite damage to a creature that is not an undead or construct, you can expend one use of your Blood Maledict feature, and regain a number of hitpoints equal to half the rite damage dealt.

Devastating Bloodletting
When you deal rite damage to a creature, you can expend one use of your Blood Maledict feature, and you can additional rite damage to that creature equal to two rolls of your Hemocraft die.

Vampiric Glamour

7th level Order of the Vampire Feature

You gain the Blood Curse of Glamour for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Frenzy

11th level Order of the Vampire Feature

When you are missing half or more of your hit points, you enter a Blood Frenzy. While you are in a Blood Frenzy, you have advantage on attack rolls with unarmed strikes and weapons. While you are in a Blood Frenzy, your movement speeds are increased by 10 feet, and your movement no longer provokes attacks of opportunity.

If you begin your turn in a Blood Frenzy, you must succeed on a DC 12 Wisdom saving throw, or you cannot willingly move more than thirty feet from the nearest hostile creature on that turn. If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you automatically fail this saving throw.

Misty Form

15th level Order of the Vampire Feature

You can momentarily turn yourself and objects that you're wielding, wearing, and carrying into mist to squeeze through tight spots and avoid the brunt of attacks.

You can squeeze through a space as narrow as 1 inch wide.

You additionally gain one of the following features of your choice at 15th level.

Evasion

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Partial Transformation

18th level Order of the Vampire Feature

Once per day, as a bonus action, you can expend one use of your Blood Maledict feature, and excite your blood, changing your physical body partially for a short time.

You gain the following features for one minute:

  • Bat Wings. You grow massive bat wings, which give you a flying speed of 40 ft.

  • Long Fangs. Your face adopts a feral, somewhat batlike visage, growing long fangs. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Dexterity modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d10 piercing damage on a hit. If you have a Crimson Rite active on your claws, you also apply your Crimson Rite to your fangs. When you use the Attack action with your claws, you can make one attack with this bite as a bonus action.

  • Invisibility. You can turn invisible as a bonus action. Anything you are wearing, wielding or carrying is invisible with you. You remain invisible until the end of your next turn, until you attack or cast a spell, or until you use a bonus action to become visible again.

  • Regeneration. At the start of each of your turns, before you roll for Blood Frenzy, 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. This trait ceases to function while you are in running water or sunlight. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn.

  • Sunlight Hypersensitivity. While in sunlight, you have disadvantage on attack rolls and ability checks.

Previous Versions

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