Blood Hunter - Order of the Hunger

by KibblesTasty

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Order of the Hunger

When one walks the path of using the power of evil to destroy evil, few options are drastic as those that introduce the Hunger into themselves to enhance their abilities.

In an ancient and dark blood rite, Blood Hunters of this order consume that which consumes - they imbibe the blood of a vampire, mixing it with their own in a process that produces a cursed half-living half-undead hunter. Though horrific, the Hunger grants them strength and powers that allow them effective machines of destruction, hunting and destroying what haunts the shadows.

If they don't become what haunts the shadows.

Order of the Hunger Features

Blood Hunter Level Feature
3rd Cursed Halflife, Vampiric Blood
7th Predator's Connection
11th Brand of the Hunter
15th Mist Walk, Dark Life
18th Inescapable Pursuit

Cursed Halflife

Starting when you choose this archetype at 3rd level, the curse that's been wrought upon you grants several side effects. You gain darkvision out to a range of 60 feet. If you already have darkvision its range increases by 60 feet.

Additionally, you gain the ability to cease breathing for up to 10 minutes with no ill effects, and the ability to still your heart for up to a minute.

If your bare skin is exposed to direct sunlight, you take 1 radiant damage for every hour you spend in direct sunlight.

Vampiric Sunburn

Unlike Sunlight Sensitivity, Sunlight Hypersentivity, or the drawback granted by unleashing your blood, this milder drawback can be defeated by simple equipment such as cloaks, hates, and gloves, and more represents a deep discomfort.

Vampiric Blood

Upon choosing this archetype at 3rd level, you gain the ability to use a dark rite as a bonus action, awakening your vampiric blood. When you activate this rite, you lose a number of hit points equal to one roll of your hemocraft die, and assume a vampiric form for 1 minute, or until you end it as an action, controlling your blood.

For the duration, your visage becomes pallid and vampiric, fangs lengthening and eyes turning a glowing red. You can see in dim light or darkness as if it is bright light, gain a climbing speed equal to your walking speed, and your fangs become a natural weapon, which you can use once per turn to make an unarmed strike. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, and necrotic damage equal to twice your Hemocraft Die. You have advantage with this attack against targets you are grappling.

If the target was a living creature of CR 1/4 or more that has blood, you regain hit points equal to the necrotic damage dealt up to the amount of hit points you had the end of your last turn.

This form suffers from some aspects of a vampire's cursed nature. If you start your turn in sunlight you take 1d4 radiant damage, and if you start your turn in running water, you take 1d4 acid damage. Any magical healing you receive from non-Necromancy spells is reduced by half.

Flawed Regeneration

A Blood Hunter can only recover wounds recently received. At the end of your turn, record your hit points before subtracting any damage you might take. This will give you an easy reference how much can regain from devouring the blood of other creatures.

A Vampire can only recover hit points from a creature CR 1/4 or higher as they consumption is more than simple blood drinking, but draining the essence of that creature - that creature must have at least that much vital essence for the vampire to benefit from - they need proper meals, not a bag of rats to snack on!

Predator's Connection

At 7th level, you gain some of a vampire's connection to wolves and bats. When you transform or at the start of your turn while transformed, you can choose to gain Blindsight 60 ft. or Pack Tactics until the end of your turn. You can alternatively use a use of this feature to cast speak with animals to communicate with a Bat or Wolf without expending a spell slot.

You can use this feature once. Beginning at 15th level, you can use your Predator's Connection feature twice between rests. You regain all expended uses when you finish a short or long rest.

Rules Tip: Pack Tactics.

You has advantage on an Attack roll against a creature if at least one of your allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Brand of the Hunter

Upon reaching 11th level, your Brand of Castigation feature now marks the creature for consumption. You gain advantage on Strength (Athletics) check to grapple that creature and whenever you deal Necrotic damage to that creature, it takes additional damage equal to your Hemocraft Die.

Mist Walk

At 15th level, you gain the ability to cast gaseous form without expending a spell slot. If you are within mist or fog while in this form, you are invisible. If you enter direct sunlight, the spell ends.

Dark Life

Additionally at 15th, at the start of your turn while in your vampiric form or under the effect of gaseous form, 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.

Inescapable Pursuit

At 18th level, you gain mastery of the magic of the blood within you. While in your vampiric form, you can cast misty step without expending a spell slot, as you target a spot within 5 feet of another creature.

If you make an Strength (Athletics) check to grapple a creature while Invisible or immediately after casting misty step, you have advantage on the attack roll or ability check.

Order of the Hunger Quirks

The following are some optional quirks for a player of this Order to choose from.

    d6     Quirk
1 You cannot taste food. It's all just ashes.
2 You like to stand on top of things at night and survey the darkness below.
3 You dislike fire and farming implements, particularly torches and pitchforks.
4 You prefer to sleep on dirt.
5 The sight of warm... tasty... blood fascinates you.
6 The thrill of the hunt gets the better of you.

Attributions:

  • Blood Hunter is a class created by Matt Mercer.
  • Art - Guul Draz Vampire - Magic the Gathering - Wizards of the Coast.

Supported By

Creation is made possible by generous patrons:

  • Andrew Hoertt
  • Angel Gomez
  • Ara Enzeru
  • Austin Fox
  • Billy Dick
  • Buackaroo
  • Callum Sim
  • Chris Lynch
  • Code Ghoul
  • Corbin
  • Garion Pankievich
  • GMBinder
  • HerdSheep
  • Ihileath
  • Issac Dyne
  • James Sant
  • Jacob Herrera
  • Jau
  • Jack
  • Kybernetes
  • Larry Eger
  • Long Nguyen
  • Max
  • Nannette Groft
  • NotoriousOZB
  • Rory Collier
  • Seffykun
  • Seranata
  • Sergio Reyes
  • Spenser Birney
  • Stalwart Maiden
  • Thortron
  • Thought-Knot
  • Unlikely Alpaca
  • Verixa Okblek

...and many more!

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