Order of the Sanguine
The Order of the Sanguine is a highly secretive order of Blood Hunters who keep to themselves and trust little in the other orders. The orders origins and history are carefully guarded but with the appearance of powerful vampires in Ravenloft they have been forced to take a stand.
Through long experimentation with transfusion of vampire blood, the order has produced their most powerful weapon; The Daywalkers. All the power of the vampire menace they despise without the crippling weakness to sun, so long as the hunter can control his hunger to feed.
Vampiric Transformation
When you choose this Order at 3rd level you take part in a ritual that stops your heart and fills your head with bloodlust. Upon reawakening from the ritual you find that your skin has turned a pale white and your eyes have turned a dark shade of red.
You no longer need to sleep, eat, drink or breathe. Instead you must consume humanoid blood each day to survive, equal to one pound of normal food. Feeding from a humanoid requires a full 5 minutes to get one days worth of blood. Going a number of days equal to 3 + your Constitution modifier without feeding will automatically give you one point of exhaustion, gaining another point for each subsequent day you don’t feed. If you drain the full amount of blood you need per day from one humanoid, that creature suffers one point of exhaustion per day you feed on it. Draining all the blood from a humanoid kills it.
You also gain resistance to necrotic damage and immune to disease however you become vulnerable to radiant damage.
Apex Predator
Level 3 also grants you natural weapons from your transformation. Your fingernails extend and sharpen into claws while your canine teeth elongate into vicious fangs, both able to be used for unarmed strikes. Your unarmed strikes are considered a single weapon in regards to your crimson rite feature. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. Your unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 11th level, and 1d10 at 18th level.
Additionally, you can use an action to Bite an opponent. This is treated as a single unarmed attack that deals piercing damage, plus any crimson rite damage. On a hit, you heal for half the damage you dealt to the opponent.
Upon reaching level 7, when you have an active rite, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Shapechanger
Starting at 7th level you gain the ability to temporarily alter your physical form. You can use an action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into your true form. Anything you are wearing transforms with you. Apart from your size and speed, your other stats remain unchanged.
While in bat or wolf form, you can’t speak. In bat form, you have a walking speed of 5 feet, and a flying speed of 30 feet. In wolf form, your walking speed is 40 feet. A simple transformation like this lasts for 1 hour, until you drop to 0 hit points or you dispel it as a free action.
While in mist form, you can’t take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 30 feet and can hover. In addition, if air can pass through a space, the mist can do so without squeezing. In this form you are immune to non-magical damage and have resistance to all other types of damage. This complex transformation only lasts for 1 minute, until you drop to 0 hit points or you dispel it as a free action. You can transform a number of times equal to your wisdom modifier per long rest.



At 13th level, you also gain the ability to transform into a Giant Bat, a large creature with a walking speed of 10 ft and a flying speed of 60ft. You can also choose to transform in to a Winter Wolf, a large creature with a speed of 50ft. In addition you can use an action to use the Winter Wolf's Cold Breath ability. Each creature in a 15ft cone must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier), taking 4d8 cold damage on a failed saving throw or half as much on a success. These transformations also last for 1 hour, until you drop to 0 hit points or you dispel it as a free action.
Blood Seeker
At 11th level, your blood lust improves your senses. Your Hunter’s Bane now gives you advantage on any Wisdom (Survival) check to track any creature with blood (DM’s discretion), and you can make a check to track a creature using a bonus action. While actively tracking a creature with Hunter’s Bane you gain an additional 10 feet of movement so long as you move towards the target.
Flaring the internal scars also allows you to charm a person with your piercing eyes. You can roll with advantage on Charisma (Persuasion) checks at the cost of taking damage equal to your crimson rite damage die.
Thrall’s Servitude
Starting at 15th level you can turn your victims into mindless followers. Once per long rest, you can perform a blood ritual over an enemy who has blood (DM’s discretion) that you killed within the last ten minutes and attempt to force them under your mental control. The enemy can have a Challenge Rating no higher than ¼ of your Blood Hunter level, rounded down.
The creature rises from the dead and now follows your every command. It retains all of its original stats and recovers to full health however it is now considered undead. As an undead it cannot be healed by conventional means. It rolls its own initiative but follows your instructions, fighting to the death if that is what you command. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
The spell is broken if the creature is subjected to the Remove Curse spell or any spell that would return it to life, it falls to 0 hit points or you use this feature again, at which point the creature crumbles to dust and cannot be revived.
Nightcloak
At 18th level your lust for blood twists your body in ugly and violent ways. Once per long rest you can force your body to undergo further unholy transformations that last for 1 hour.
Large bat wings sprout from your back giving you a flying speed of 40ft. You can’t manifest your wings while wearing armour unless the armour is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
For the duration of your transformation you emanate an aura of dark energy within a 15ft radius. Vampire bats swarm within the range of your aura attacking any enemy creatures within. The bats deal necrotic damage equal to your Crimson Rite Damage Die to each enemy within range at the start of your turn. Whenever the bats deal damage you heal for an amount equal to the damage they dealt to each enemy.
Additionally the bats can be called upon to intercept incoming fire for you or your allies. As a reaction, when an enemy declares an attack targeting you or an ally within the aura, you can cause the bats to flock around you or an ally, making the target heavily obscured from the attacker.
Credits
- Blood Hunter Class by Matt Mercer
- Could not find original source for artwork