Order of the Fanged
The Order of the Fanged holds Vampires as a natural enemy and through a sanguine ritual they see their members become Dhampirs, assuming they weren’t already, to properly face this threat.
This makes the members of this order as close as they can be to becoming the very monster they hunt. This leads to disdain from the other orders and the same fear/hate from average people that are given to Dhampirs naturally.
Fanged Blood Hunter
Dhampir Race
At 3rd Level, take on the Dhampir race features as follows: Languages - You retain any languages you had previously
- Type - Your creature type is a humanoid
- Size - You retain the size of your previous race
- Speed - Your walking speed is increased to 35 feet unless it was already faster, then your speed is maintained
- Ancestral Legacy - You can keep the following elements of your previous race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
- Darkvision - You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.
- Deathless Nature - You don't need to breathe. You no longer age and are immune to aging effects from spells
- Spider Climb - You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
- Vampiric Bite - Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
- When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you regain hit points equal to the piercing damage dealt by the bite.
Fanged Blood Hunter
At third level, you've learned to harness the vampiric curse that courses through your veins
- Feral Might - You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.
- Weathered Skin - You have resistance to bludgeoning, and slashing damage from nonmagical attacks not made with silvered weapons or not in the presence of holy relics (cleric items, consecrated ground, etc.), in direct sunlight (cloaks negate this effect at the discretion of your DM), or in running water.
- Predatory Strikes - You can apply your Crimson Rite feature to your fanged or unarmed strikes (slashing with your claw-like nails). You can choose to add Dexterity instead of Constitution/Strength for the attack and damage rolls of your fanged or unarmed strikes. This damage increases to 1d8 at 11th level.
- Additionally, when you use the Attack action to make a fanged strike, you can make an attempt to grapple and get advantage on follow-up fanged attacks.
- When you use the Attack action to make an unarmed strike, you can make a follow up unarmed strike as a bonus action
- You fanged attack now does 1 hemocraft die roll of bonus damage to other vampires and Dhampirs, and the same roll is applied to the hp you gain from the attack. Drinking from vampires is taboo, but powerful. You gain advantage on your next attack, but disadvantage on the attack that follows.
- Mist Form - Once per short rest you can use a bonus action to enter into a mist form for a turn and add a flying speed equal to your movement. You can pass through creatures and difficult terrain without losing movement and can carry one other creature into the mist with you at the cost of 1/3 your movement, rounded down.
- Bloodlust - If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and make a fanged attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw.
- If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.
Stalker's Prowess
- At 7th level, your speed increases by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance. You gain the following additional benefit.
- Improved Predatory Strikes. You have a +1 bonus to attack rolls made with your fanged or unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, your fanged and unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Advanced Thirst
At 11th level, you learn to unleash and control more of the beast within. You can now use your mist form twice per short or long rest, and you gain the following benefit:
- Vampiric Regeneration. At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). You gain these hit points before you must make the saving throw for your bloodlust.
Brand of the Voracious
Starting at 15th level, you have advantage on the saving throw for your bloodlust. Additionally, your Brand of Castigation can now bind a foe to your hunter’s ferocity. While in your mist form, you have advantage on attack rolls against a creature branded by you.
Vampiric Mastery
At 18th level, you have mastered your inner predator. You can use your mist form feature an unlimited number of times, and your mist form lasts until you revert to your normal form, fall unconscious, or die. You also gain the Blood Curse of the Thrall for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Thrall
- Prerequisite: 18th level, Order of the Fanged
As an action, you willingly enter a loud, violent bloodlust. Each creature within 30 feet of you that can see or hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If a creature fails its saving throw by 5 or more, it is stunned while frightened in this way. A creature that succeeds on its saving throw is immune to this blood curse for the next 24 hours. You can choose any number of creatures you can see to be unaffected by the howl. You can choose any of the frightened creatures to make an unopposed fanged attack against them. If the creature you choose is stunned by the Blood Curse of the Thrall, double the damage dealt and hp gained from the attack.