Order of the Crimson Court
The order of the Crimson Court is one of the most secretive orders of the Blood Hunters. Started centuries back when the orders in the small country of Ravennah were too powerless against the new onslaught of vampires, many suffering to their vile natures and super human strength. It was until a group of Blood Hunters decided to take the blood and components of some vampires they had managed to end, and created a tonic that was able to gift them the abilities of one.
Once the tonic was perfected, the hunters managed to push back the vampires, ending the slaughter and saving most of their brothers lives, although this was a success, it did not come without a cost. The members that had partaken in this experiment were imprisoned, letting them rot for the actions that they took. Fortunately, the elders of the other orders decided to forgive the scientists, and decided to create a new Order that harbors those who are prepared to use the night itself to destroy those who use it to harm the innocents.
The transformation at first is painful, but dulls out once the affliction has taken place, letting the wearer utilize the powers of the vampyr to enact their vengeful payment.
Vampiric Transformation
Starting at 3rd level, once chosen this order, must take a tonic that has been expertly crafted, to obtain the power and nature of those who stalk the night. The user of this tonic will begin to feel their effects instantly, changing their iris to a reddish colour, and darkening their veins. The user will now also not take part in the course of time, remaining unaffected, meaning the user will stay on their prime throughout time, and can't be aged by any magical means. The user also doesn't need to sleep, for they meditate the hours a short or long rest require. (The meditation brings back any ability that specifies a short or long rest). The user is also proficient in Wisdom (Perception) checks when trying to identify the Undead, as well as Intelligence (History checks)
Blood Payments
At 3rd level, the tonic that you drank starts to exact its toll on your very being, giving you amazing strength and maneuverability. Now, for every attack you make, you can decide to use your dexterity or strength modifier to make every attack roll and damage roll, plus, you add your hemocraft die to every damage roll once you determine the attack connected. You can make use of this feature an unlimited amount of times, but if it is used more times than your constitution modifier you'll start to receive the same vulnerabilities of a vampire:
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Unbound: You can not enter a residence without an invitation from one of the occupants (If the place has no occupant, you can enter).
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Running acid: You take 10 acid damage if you end your turn in running water.
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Staked: If a piercing weapon made of wood is driven into your heart while you are incapacitated, you are paralyzed until the piercing weapon is removed.
- Sunlight Hypersensitivity: While in sunlight, you take 10 radiant damage at the start of his turn, and you have disadvantage on attack rolls and ability checks.
These vulnerabilities persist until you finish a long rest.
Shadow Weaver
At 7th level, your body has been affected by the tonic and powers of the night for long enough to let your whole self transform (as a bonus action) into: a bat, a wolf, a black swirling mist, or back into yourself. Your clothes and equipment transform with you, and apart from size and speed, every stat stays the same as your normal self. If you choose to be a bat or a wolf, you won't have the ability to speak other than how the actual animal speaks. If you transform into a bat, you gain a walking speed of 5 feet, and a flying speed of 30 feet. In wolf form, you have a walking speed of 40 feet. These two transformations last for 1 hour or if the user gets to 0 hit points turns back into their normal self as a free action.
If you transform into a darkened mist, you don't have weight, can't speak or take actions. You can hover or fly with a flying speed of 40 feet and if air can pass through an area, so can you without squeezing. This form is immune to non magical attacks and can be dispelled once 30 minutes have passed or if the user gets to 0 hit points or if they turn back to their normal self as a free action.
Commanding Brand
At 11th level, your mastery over your Blood Hunter rituals have made way to a symbiotic upgrade with your vampiric powers. You can now, using a bonus action, you can place your Brand of Castigation on an object or surface, and if a target touches the branded surface you can use your reaction to place the Brand on the target instead. While the target is branded, you always know where they are. Also, you can now reach deep into both your Blood Hunter skills and vampiric prowess to insert yourself in the mind of any target. When you try to command a target they now have to roll against your Hemocraft Save DC, if they fail the save they now become charmed by you for a minute, and you can command them to do 1 action that they will do to the best of their ability. These commands must be simple, such as "Drop weapon" or "Run away" and you and the target must have a language in common.
Darkening Step
At 15th level, your body has accommodated itself to your vampiric affliction, letting it reach into that well of darkness. You can now use your bonus action to step into the shadows and teleport yourself up to 10 feet away from a target that has the Brand of Castigation. The target must first be at least 60 feet away from you to use this feature, and the feature does nothing if you have no creature under the Brand, the target has 0 hit points or you are incapacitated. You can also amplify this feature, using your hemocraft die on yourself dealing the damage rolled, you can bring your abilities to the next level by also summoning a darkening mist after you teleport using a free action. You and creatures that have a way to see through magical darkness can see through, any other creature has disadvantage on every attack roll against you while you have advantage. The darkening mist spreads to a space of 10 feet and can be used for cover standing behind it. You can see clearly through it even if you don't have darkvision.
Master of the Night
At 18th level, you gain the expertise of your Blood Hunter order, mixed with the mastery of your vampiric lineage has given you its final dark blessing. By mixing both natures you have become the true watcher of darkness and the blight of the vampire affliction. Now, you gain the ability to cast Darkness and Shadow of Moil once per long rest without expending a spell slot. Additionally, when you activate your Blood Maledict feature, you can choose to affect all creatures of choice within 20 feet of you (you can exclude any of the ones surrounding you) with the same Blood Curse, bypassing the usual limitations of the feature. This powerful final feature soldifies your connection between the ancient order and your powerful vampiric lineage.
Credits
- Blood Hunter Class by Matt Mercer
- Some features were inspired by other talented creative minds that I cannot find again, for which I am really sorry.
- Cover Art made by Unknown
- Art made by AI