Blood Hunter Order:
Order of the Vampire
Vampires. Blood drinking, beguiling undead who's very existence is enchanting and deceptive. There are some Blood Hunters enthralled by these creatures. Partaking in ritualistic imbibing of their essence, they say that they feel their hemocraft emboldened by this rotted blood, achieving a new level of strength. However to those who witness a Vileblood in action, the display is anything but enchanting. Drenched in blood, draining their foes dry to empower their next strike, the Vilebloods are like a monster let loose in search of prey, begging the question of whether they are mortal men or blood starved beasts.
Taste For Blood
Beginning at 3rd level when you join this order, the vital essence of living creatures sustains you. Drinking at least a pint of blood fulfills your need for food and water for a day. Additionally, as an action you can drink from the open wounds of an incapacitated creature, or one that has been dead for no more than an hour. When you do so, you gain temporary hit points equal to half your blood hunter level.
Additionally, your canines grow into sharpened fangs. Your fangs are natural weapons you can use to make unarmed strikes against a creature you're grappling. If you hit with them, you deal necrotic damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike and you gain temporary hit points equal to the damage dealt.
Your fangs count as a single weapon for the purpose of your Crimson Rite feature. At 11th level, the damage from your fangs increases to 2d8.
Improved Hemocraft
Beginning at 3rd level, your control over the blood of other creatures grows in strength. You gain an additional use of your Blood Maledict feature.
Blood Rush
Beginning at 7th level, as a bonus action on your turn you can command your blood to propel you into battle. Until the end of your turn, you gain the following benefits:
- Your attacks deal an additional hemocraft die of damage.
- When you take the attack action on your turn, you can attack three times instead of twice.
- Your speed increases by 10 feet.
Once per turn when you damage a humanoid with your fangs, you regain a use of this feature. You can use this feature once. Beginning at 11th level, you can use it twice between rests. You regain the ability to use this feature upon completion of a short or long rest.
Brand of Lucidity
At 11th level, you gain a new use for your Brand of Castigation. As an action you can place your Brand on a surface or object you can touch. If a creature touches the branded surface, you know the general shape of it and can choose to have the brand silently transfer to it (no action required). While a creature is branded in this way, you always know the distance to it and it can't become hidden from you.
While you have a creature or object Branded, you can cast the clairvoyance spell without expending a spell slot. When you cast it in this way, you can only target the location of your brand. The casting time is an action when you cast it in this way, and as long as the Branded creature or object is on the same plane of existence they are considered in range. Once you cast clairvoyance in this way, you can't do so again until you finish a short or long rest.
Hemocraft Mastery
Beginning at 15th level, your hemocraft has attained a new level of potency. Whenever a creature makes a saving throw to resist the effects of your Blood Maledict feature, it does so with disadvantage.
Undying Flesh
Beginning at 18th level, your vampiric blood instills you with the undying fortitude of the masters of night. At the start of each of your turns, you regain hit points equal to 5 + your Intelligence modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.