Blood Hunter
Base Class: Blood Hunter

“Have you ever seen the look of a vampire? The way its blood-shot eyes pierce into you, as if everything in the world matters not… as long as it gets to sink its teeth into you. That is the look you will have once you have joined our order… the look of hunger"

- Unknown member of the Crimson Court


While all blood hunters learn to manipulate their blood and that of their enemies to fight evil, none are as proficient as those of the Order of the Crimson Court. These hunters have consumed a version of the Hunter’s Bane that was concocted with the blood from some of the deadliest undead… vampires. While these hunters do not join the ranks of the undead with this ritual, they get as close to it as possible.

Feasting Blood

At 3rd when you join this order you become able to feed on the blood of your foes. As your own teeth now becomes something to be feared by your foes.


You can now use your teeth as a deadly weapon. Your fangs now counts as a natural weapon you are proficient with. If you hit with them you deal piercing damage equal to 1d4 + your strength or dexterity modifier. The damage die increases at the same rate as your crimson rite dice.


When you use the attack action, you can make a fang attack as a bonus action. At level 7 your fangs also counts as magical for overcoming resistances. You fangs also counts as one weapon in regard to your crimson rite feature.


If your fangs does damage to a living creature with blood, you can gain temporary hit-points equal to the damage you deal with the attack. You can only gain temporary hit-points from this feature once a round. You can use this feature a number of times equal to your Wisdom modifier. You regain expended uses when you finish a short or long rest.

Curses of the Vampire

At 7th level The blood of the vampires has given you knowledge of secret magic that spring from their power.

You learn the blood curse, Blood curse of Glamour, this curse does not count towards your known number of blood curses.

Amplify.

 If the target now fails the saving throw, they become Stunned until the start of their next turn or until they suffer any damage.

Blood curse of Glamour:

As a bonus action you can focus your gaze on an enemy you can see within 60ft that can also see you. The target must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be charmed by you until the start of their next turn or until they suffer any damage. While charmed in this way the target will not attack you or your allies, or anyone it saw as allies before.

Vampiric Frenzy

At 11th level the connection to the vampiric blood begins to make you crave it, just tasting it can now allow you to become crazed and fuel your attacks.

When attacking a creature with your fangs you can choose to enter a vampiric frenzy. A vampiric frenzy lasts for 1 minute. While in a vampiric frenzy you add your Intelligence modifier to all melee damage rolls. You gain an additional 10ft of movement. And you can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

You can use this feature a number of times equal to your Intelligence modifier. You regain expended uses when you finish a long rest.

Nourishing Blood

At 15th level the forever youthful and pristine aspect of vampires now become part of you. While an eerie timelessness now surrounds you, it also strengths you.

  • You no longer receive the detrimental effects of old age, you will always look young and in your prime. You can still die by old age, but you will never look older then middle aged.
  • You can’t be aged by magical means.
  • You can choose to suffer damage equal to your crimson rite damage dice to gain advantage on a Charisma (Deception or Persuasion) check.

Master of the Crimson Blood

At 18th level the vampiric blood reaches it greatest potential, as you now kindred to those of the vampiric nature. You dark blood fuelled powers reaching their top.

  • When targeted by spells that has additional effects against undead, you will also be affected. For example “Detect evil and good” would show you as undead.

  • You can extend your life unnaturally. If you feed regularly using your fangs (At least once a week) you can double your natural lifespan.

  • When killed you can choose to become a cloud of mist. In this form you gain a fly speed of 30ft, AC of 16, 40 hit-points and you are immune to all nonmagical damage. And can take no other actions then dashing or resting. You can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces.

    You can't fall and remains hovering in the air even when Stunned or otherwise Incapacitated. While you are a could of mist, you can't talk or manipulate Objects, and any Objects you was carrying or holding can't be dropped, used, or otherwise interacted with.

    If you spend 24 hours undisturbed in either a grave, coffin or crypt, you reform into your normal form. Once you have retuned to life in this manner you can’t do so again for the next 7 days.