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# Order of Thirst ## Daywalkers Vampires. It takes one to slay one. ## Subclass Features ### Stakebreaker Beginning when you join this order at 3rd level, your body is hardened against attacks that could kill most men, taking on the strength of vampires. While your Crimson Rite is active, you are resistant to bludgeoning, piercing, and slashing damage from nonmagical weapons. ### Lifedrinker By 3rd level, you have learned to take sustenance from those you subdue, risking becoming more like the vampires you hunt. As an action, you can make a melee attack against a creature within 5 feet of you using either strength or dexterity. On a hit, this does damage equal to your hemocraft die plus the ability used for the attack. You regain hit points equal to half the damage rounded down. The uses of this feature are unlimited, but it can only be used a number of times equal to your CON modifier without ill effects as you try to resist the physical consequences of giving into your vampire side. If you exceed those uses, you suffer the same vulnerabilities as vampires: * **Forbiddance**. You can not enter a residence without an invitation from one of the occupants. * **Harmed by Running Water**. You take 10 acid damage if you end your turn in running water. * **Stake to the Heart**. If a piercing weapon made of wood is driven into your heart while you are incapacitated, you are paralyzed until the stake is removed. * **Sunlight Hypersensitivity**. While in sunlight, you take 10 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks. These vulnerabilities persist until you finish a long rest. ### Mistdancer As you become more like the vampires to destroy the vampires, your body begins to change and allow you to take on some of their shapeshifting properties. At 7th level, as an action, you can transform yourself, along with everything you're wearing and carrying, into a misty cloud for up to one minute. The spell ends if you drop to 0 hit points. While in this form, your only method of movement is a flying speed of 30 feet. You can enter and occupy the space of another creature. You have resistance to nonmagical damage, and you have advantage on Strength, Dexterity, and Constitution saving throws. You can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces. You can't fall and remain hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, you can't talk or manipulate objects, and any objects you were carrying or holding can't be dropped, used, or otherwise interacted with. You can't attack or cast spells. You may do this a number of times equal to your proficiency bonus and regain all uses after finishing a long rest. ### Brand of the Sunbearer By 11th level, you have learned to shine the light of the sun on those who hate it most. When a creature takes damage from your Brand of Castigation, that damage is now 1d6 and its damage type is now radiant. Undead creatures are stunned until the end of your next turn. You also gain a new Blood Curse, the Curse of the Impaled: As a bonus action, you can weaken a creature within 5 feet of you. It gains a vulnerability to piercing damage, and if it has resistance to piercing damage, that resistance is ignored. This curse functions regardless of whether subsequent attacks are used with mundane, silvered, or magical weapons. *Amplify*. This curse lasts for 1 minute. Additionally, if the target has immunity to piercing damage, that is reduced to a resistance. ### Skinwalker At 15th level, your body's ability to shift as the vampires' do only increases as you move farther down this dark path. As an action, you gain the ability to shapeshift, as if under the effects of the Polymorph spell, into a large, misshapen, evil-looking wolf (Use the Guardian Wolf stat block) for up to one hour. You cannot use this feature again until you finish a long rest. ### Nightbringer By 18th level, in your fight against darkness, you have drifted deeper into it than you could ever have imagined. As a bonus action, you take on an aspect imbued with many of the vampire's most frightening traits. Your features become gaunt and distended, and you are nearly indistinguishable from those you hunt. For one minute, you gain the effects of Spider Climb, a fly speed of 60 feet, superior darkvision out to 120 feet unaffected by magical darkness, and advantage on all strength and constitution ability checks and saving throws. You can use this feature once and cannot use it again until you finish a long rest.