Blood Hunter: Order of the Vampire Those who go down the path of vampirism often do not do so by their own volition, either they are forced vampire blood, tricked into adding it into their herbal mixture, or else their hand is forced. For the Order of the Vampire is one that stands on the precipice of evil, and it is very easy for hunters to fall, becoming the the monsters that they so hate. Occasionally a Blood Hunter is arrogant enough to choose this Order, but those ones usually do not last that long; hubris is not a favourable trait at the best of times. However, the path of a vampiric Blood Hunter is not all bad, those who do end up walking this path have learn how to beguile and bewitch their enemies. Making them easier prey when they finally go in for the kill. They also find an affinity for the darkness, more so than most Blood Hunters as they learn how to skulk in the shadows with ease. Therefore those who do end up in this order tend to find themselves manipulating the battlefield to their advantage. After all, there are no rules that say the fight has to t o be fair.
Creature of the Night. Beginning when you choose this archetype at 3rd level, you adopt the improved nocturnal senses of the vampire. You You gain Darkvision to 90ft, or your Darkvision range increases by 30ft if you already have darkvision. You You also gain advantage on Stealth checks when in dim light or darkness.
Vampiric form. Choosing this archetype at 3rd level, you begin to channel and control the vampiric influence in your blood. Blood Hunter. Hunter. You have a lust for blood, and are required to feed on living blood once per week in order to keep your undead form. Your Your bite will have different effects on different living creatures. A willing creature will experience a short euphoric feeling. An unwilling will feel the full pain of your teeth. A sleeping or unknowing creature will be numb to the pain, but a sore mark will be left for 3 days. Vampiric Bite. As a bonus action, you may attempt to bite a creature that is charmed, grappled, incapacitated, paralysed, restrained, stunned, or unconscious with in 5ft of you. You You can use strength or dexterity to hit and damage. Your current hit points increase by half of the necrotic damage dealt to a living creature.
The damage for your bite is 1d4 piercing / 2d4 necrotic at 3rd level. this increases to: 1d4 piercing / 2d6 necrotic 11th; 11th; and 1d6 piercing / 3d6 necrotic at 18th level Vampiric Allure. Al lure. You have become accustomed to using your supernatural blood to overcome the will and senses of those around you. You You can cast the Friends cantrip at will as an action. Distracting Gaze. Once per day, as a reaction, you can target a creature within 30ft that is making an attack towards you. The target must make a wisdom saving throw (DC = 8 + proficiency modifier + wisdom modifier) or be roll at disadvantage on any attack aimed at you until the end of your next turn. Vampiric Vulnerability. You’re blood has caused the following drawbacks: Sunlight Sensitivity. You Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Water Ward. If Ward. If you end your turn t urn in running water, you take acid damage equal to your character level. Uninvited Guest. You Guest. You can enter any public place, but you must be invited in by a resident to enter any private quarters or residence. for example, you could enter an open tavern with
no invitation, but to enter a private room inside the tavern, you have to be invited.
Unholy Hunter. Starting at 7th level you gain the following abilities: Witch Walker. Y ou now have a climbing speed of 30ft and can now climb difficult surfaces, including upside down on ceilings without needing to make an ability check. Seduction Savant. Y ou can now cast charm person as an action once daily. ( DC= 8+ Proficiency Modifier +Wisdom)
Undead Nightmare. starting at 11th level, you have learnt to hone the innate abilities of your vampiric blood, and have embraced your state of undeath. Regeneration. When you deal damage with your bite attack, you now regain current hit points equal to the total necrotic damage dealt. Paralytic Gaze. Y ou focus your gaze on a creature, threatening to paralyse them with but your stare. you can cast hold person once per day. (DC = 8 + Proficiency Modifier +Wisdom)
Dealer of Death. Beginning at 15th level, you have become accustomed to the death you cause. you now have resistance to necrotic damage. In addition to this you also gain the alluring predator feature. Beguiling Predator. You gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice. Deception, Intimidation, Stealth or Survival.
Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.
Vampire Mastery. At 18th level, you have mastered your vampiric blood and gain the following benefits. Living Dead. You no longer need to breath, eat or drink to live. Frozen in Time. From this point onwards you cease to age, you are also immune to magic that magically alters your age. In addition you also get the Blood Curse of the Enthraller Blood Malediction feature. This does not count against your blood curses known. Blood Curse of the Enthraller. As an action you may target one humanoid you can see within 30ft of you. This target must succeed a wisdom saving throw (DC equal to 8 + your proficiency modifier + your charisma modifier) or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn’t under your control, it takes your requests or actions in the most favourable way it can, and it is a willing target for your bite attack. Each time you and your allies do anything harmful to the target, it can repeat the saving throw, ending the effect on a success. If the target passes it cannot be charmed this way for 24 hours. Otherwise the effect lasts for 24 hours, or until you die, are on a different plan than the enthralled, or end the effect as a bonus action. Amplify. The target of this curse has disadvantage on the save.