Base Class: Blood Hunter
There are many terrible curses in the realm, but few are as infectious and deadly as vampyrism. Passed through bites, this curse transforms its host into a being of the undead with great strength and a thirst for blood, it takes someone truly despicable to force this curse on a person, but he Order of the Vampyr are an exception. This order is an ancient and controversial one, taking Blood Hunters and infecting them with vampyrism. Having become the very sort of thing they set out to destroy, these hunters use their otherworldly abilities to infinitely track down the wicked, knowing that they have the potential to live long enough to snuff out all that is evil in the realm.
Vampyrism
Upon choosing this order at 3rd level, you learn to understand the curse bestowed upon you and how to control the blood lust now inside you. You gain the following properties:
Resistances. Resistance to Cold and Necrotic Damage
Vulnerabilities. Vulnerability to Fire and Radiant Damage
Sunlight Vulnerability. You take 1d4 radiant damage for every 10 minutes spent in direct sunlight.
Blood Dependency. You must drink half an ounce to an ounce of blood per pound you weigh a day. If you fail to drink that much in a day you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by bingeing that much blood.
Sleepless. You no longer need to sleep, but you must spend atleast 4 hours in a dormant state to rest your body that is overworked by being used past when function was intended to cease.
Vampyric Diet
Replace this feature with one of the two optional feature replacements to choose your diet.
You gain benefits dependent on the type of creatures you are willing to feed on. You can either fight the temptation of humanoid blood and only feast on animals, or lean into your vampyric nature and feast on humanoids.
Changing Diets
You can change your diet whenever you choose, though it will affect your benefits. If you switch from an animals only diet to feasting on humanoids, you immediately lose all benefits of your old diet and gain the benefits of a humanoid diet after you feed.
Though transitioning from a humanoid diet to animals only isn't as simple. You must first go 24 hours without humanoid blood, at that moment you lose all benefits of your humanoid diet. From there is when it gets tricky, the urges to feast on humanoids will still be there in the back of your mind, nagging you. The urges grow particularly strong when around groups of people of 5 or more, or if you can sense humanoid blood. These urges last for 10 days and will require you to make self control saving throws (detailed below) under certain circumstances. After the urges subside, it will be easier for you to maintain the animals only diet, and it is at this point you gain the benefits of your new animals only diet.
Self Control Saving Throws
When transitioning from a humanoid diet, you will have to fight the urge to feast on humanoids. Every 10 minutes you spend with a group of 5 or more Humanoids within half your speed, you must make a Wisdom saving throw to resist the urge to feed. Additionally, every minute you spend with a humanoid that has an open wound within half your speed, you must make a wisdom save. The DC for these Wisdom saves starts at 15 and is reduced by 1 every day you go without Humanoid blood.
These self control saves work similarly to death saving throws. When you come to making a self control save and you fail, you mark one failure and continue rolling until you either get a success, ending the saving throws and successfully resisting the urge, or you mark 3 failures, which at that point your instincts take over and you lunge at the source of temptation.
Rite of the Drained
When you join this order at 3rd level, you learn the Rite of the Drained esoteric rite (detailed below).
Rite of the Drained. Your rite damage is necrotic damage. While the rite is active, you gain the following benefits:
- You gain 1d4 temp hp every time a creature is hit with an attack from the weapon that has the rite active
- The first time a creature is hit by a weapon affected by this rite they gain one exhaustion due to feeling drained and cannot gain exhaustion from this feature again until they finish a long rest
Blood Binge
Starting at 7th level, you learn to use your blood thirst to gain strength in the heat of battle. As a bonus action, you may bite a creature within 5 feet of you, dealing 1d12 necrotic damage and giving you temporary hit points equal to one roll of your hemocraft die. On a hit, the feeling of your thirst being quenched invigorates you, the amount of hemocraft die you roll is doubled for 1 minute.
Brand of the Cursed
At 11th level, your hemocraft has altered your Brand of Castigation to instead channel your curse into another creature for a short period of time, sharing none of your benefits for they have not gone through the transformation. The creature’s blood now has trace amounts of your curse mixed in, poisoning them. The creature takes poison damage equal to 1d6 + your Constitution modifier whenever they attack a creature and are poisoned for as long as they are branded. When the brand is removed from a creature, they must succeed on a Constitution saving throw, or continue to take poison damage equal to 1d6 + your Constitution modifier at the start of each of their turns for 1d4 rounds of combat.
Blood Curse of the Compelling
At 15th level, your hemocraft pulls power from your vampyrism to allow you to inflict a new blood curse upon your enemies. You gain the Blood Curse of the Compelling for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Compelling
When a creature you can see makes an attack against you or an ally, you can use your reaction to force the creature to make a Charisma saving throw. On a failed save you compel them to instead target another creature you can see.
Amplify. You may compel the creature to move up to their speed before choosing the new target
Vampyric Lord Transformation
At 18th level, If you deal a fatal blow to a creature, you can use your reaction to completely drain the creature of any blood left in their body and transform into a Vampyric Lord for 1 minute. For the duration, you gain two bat-like wings out of your back (flying speed of 60 ft.), you gain a free bite attack on your turn that does 1d8+STR necrotic damage and you heal the number rolled, you don’t take radiant damage in direct sunlight, all uses of your Blood Curse of the Compelling are amplified, and your hemocraft die rolls are doubled.
You may use this feature once per day and it recharges at dusk.
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