Blood Hunter
Base Class: Blood Hunter

Many unfortunate souls find themselves cursed with the unholy power of the vampire. Some are born as vampires, others forced or tricked into it, but those of the order of the vampire are different. Instead of fearing and seeking to eliminate vampiric influence in its entirety, some blood hunters recognize its power and seek to control it. These blood hunters purposely infect themselves with vampire's curse, and undergo intensive training to master its powers.

Few blood hunters choose to walk the path of the vampire, for it is all to easy to become the monsters that they so hate.  But those who can control the bloodlust within themselves gain powers they could only ever imagine.

Vampiric senses

Beginning when you choose this order at 3rd level, you gain the advanced perceptions of a vampire. You gain darkvision out to 90ft, or an extra 30ft if you already have darkvision. At night or in dim lighting, you have advantage on wisdom (perception) checks that rely on sight within your darkvision range. You also gain advantage on wisdom (perception) checks that rely on sound and smell at all times.

Vampiric Transformation

As a bonus action, you can transform into your vampiric form for up to one hour. You can still speak, use equipment, wear armor, and use racial abilities while in this form. You can revert to your normal form early as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. 

Once you use this feature, you must finish a short or long rest before you can use it again. While transformed, you gain the following features:

Vampiric Might: You gain a +1 to melee damage rolls. This increases to +2 at 11th level and +3 at 18th level.

Vampiric Attack: You gain a claw attack that deals 1d6 slashing damage. Your claws are considered weapons with the light and finesse properties. You also gain a bite attack that deals 1d6 piercing damage. Your bite attack is considered a weapon with the light and finesse properties. You can only use a bite attack as a bonus action off hand attack.

Your claws and bite count as one weapon for the purpose of applying your crimson rite class feature, but count as separate weapons for any other feature and/or spell (such as duel weilding and the magic weapon spell).

Your claw and bite damage increase to 1d8 at 11th level.

vampiric Resistance: You gain resistance to piercing, slashing, and bludgeoning damage caused by nonmagical attacks from non silvered weapons. You also gain advantage on saving throws against charm effects.

Blood Frenzy: If you begin your turn with no more than half your maximum hit points, you must succeed on a DC 10 wisdom saving throw or move towards the nearest creature (decided randomly if tied) and use your bite attack against them as an attack action. If you successfully damage a creature this way, you gain an amount of tempory hit points equal to a roll of your hemocraft die.

 

Predatory Movement

At 7th level, your speed increases by 10 ft. You also add 10ft to your long jump distance and 5ft to your high jump distance.

Additionally, you gain the ability to, as a bonus action, transform into a swarm of bats and move up to 30ft to an unoccupied space, where you transform back to a normal form. This movement provokes attacks of opportunity, but they are made at disadvantage. The swarm of bats can move through enemy spaces and spaces occupied by a solid object, as long as that object takes up no more than a 10ft by 10ft cube. The swarm ignores difficult terrain, and can be used to break out of a grapple or any binding with a non silver material.

Improved Vampiric Attack: You gain a +1 to attack rolls you make with your claw and bite attacks. thus increases to +2 at 11th level and +3 at 18th level. Additionally, when you have an active crimson rite while in your vampiric transformation, your claw and bite attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Improved Vampiric Transformation

Starting at 11th level, you learn to better control the vamperic powers within you. You can transform twice between rests, and regain all uses on a short or long rest. You also gain a fly speed of 30ft while transformed, but you can only fly up to 10ft off the ground. Additionally, you gain the Bloodied Regeneration feature.

Bloodied Regeneration: At the start of your turn, before you roll for Blood Frenzy, you regain 1 hit point + your constitution modifier (minimum 1) if you have at least 1 hit point and no more than half your hit point maximum, if you successfully used a bite attack on a creature your previous turn.

Brand of Siphoning

At 15th level, you have advantage on your saving throws against Blood Frenzy. Additionally, your Brand of Castigation now creates a magical binding between your foe and your bloodlust. Whenever a creature takes damage from your Brand of Castigation feature, you heal that many hit points.

Vamperic Mastery

At 18th level, you have mastered your bloodlust. You can transform an unlimited amount of times, and your transformations last indefinitely. 

While transformed, you also have advantage on attack rolls made against a creature under the effect of your Brand of Castigation feature. 

Also, once per long rest, if an attack would drop you to 0 hit points without outright killing you, can expend 1 use of your crimson rite and drop to 1 hit point instead.

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