Blood Hunter subclass: Order of the Sire

by CurlyFries

Search GM Binder Visit User Profile

Blood Hunter Order: Order of the Sire

Few beings are as synonymous with blood magic as a vampire, whose immortal cunning and hunger for blood make them feared by mortals of every race and culture. The Order of the Sire is a group of blood hunters who turns the strengths of the vampire to their own, nobler purposes. By suffusing the Hunter’s Bane with a ritually prepared vial of an elder vampire’s blood, new members subject themselves to voluntary vampirism, taking on a dark hunger for blood in exchange for terrifying speed, resilience, and even the ability to shapechange; those who already possessed the condition of vampirism before joining, such as dhampir and vampire spawn, are instead freed in this manner from the compulsions of their former masters. Most chapters of this order are organised in a hierarchy not dissimilar from the monsters they hunt and draw strength from, with members deferring in rank to those who inducted them into the order, right up to the ancient grand masters who have presided over the order’s ways since its inception.

Blood Hunter Level Order Feature
3rd Blood of the Sire, Vampiric Drain
7th Kindred Forms
11th Dark Hunger, Blood of the Sire improvement
15th Brand of Blood, Kindred Forms improvement
18th Master Vampire, Kindred Forms improvement

Blood of the Sire

3rd-level Order of the Sire feature

The Hunter’s Bane has left you forever changed; a creature of the night. You gain the following benefits:

  • You gain Darkvision out to 60 feet. If you already possessed Darkvision from your race, it instead increases by 30 feet.
  • Your walking speed increases by 5 feet.
  • While you are not wearing armour, your AC is equal to 13 + your Dexterity modifier. You may wield a shield and gain this benefit, and you may also use this AC in place of any armour you are wearing if it is better.
  • You grow fangs which count as a natural melee weapon with which you are proficient; when you take the Attack action and don’t attack with your fangs, you may make a single attack with your fangs as a bonus action on that turn. You may choose to use either Strength or Dexterity when making attack rolls with your fangs, which deal 1d6 piercing damage on a hit; this damage increases to 1d8 at 11th level.

Vampiric Drain

3rd-level Order of the Sire feature

You may drain the life of your enemies to restore your own. When you hit a creature with your fangs, you may choose to make the damage type necrotic instead of piercing, then regain hit points equal to the damage dealt; if you have an active Crimson Rite on your fangs, its damage type is unchanged and it does not contribute towards this healing. This ability has no effect on creatures that do not possess blood for you to drink.

You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Kindred Forms

7th-level Order of the Sire feature

You can call upon your vampiric blood to alter your shape. As an action, you transform, choosing either the form of a wolf or a swarm of bats; you may choose whether any equipment you are wearing or carrying merges into your new form, or falls to the ground in your space. You gain the following effects for 1 minute, or until you die, fall unconscious, or end the transformation as a bonus action on your turn, at which point you revert to your true form:

  • You cannot use any equipment merged into your new form, nor can you use any equipment that is not feasible for your new form to wear or wield.
  • Your statistics remain the same in your new form, and you may retain the use of any class or racial features that would make sense to carry over in your new form. You cannot speak in your new form, nor can you provide the somatic components for spellcasting, and you cannot use your Blood Maledict feature to cast Blood Curses.
  • (Bats Form Only) Your walking speed becomes 5 feet, but you gain a flying speed equal to your true form’s walking speed, and you can move through or occupy the spaces of other creatures while in this form, which you must do to use any attacks or abilities with a range of 5 feet or Touch.
  • (Bats Form Only) You gain resistance to bludgeoning, piercing, and slashing damage.
  • (Wolf Form Only) Your walking speed increases by 5 feet.
  • (Wolf Form Only) When you hit a creature with a melee attack, it must also make a Strength saving throw against your Hemocraft save DC, falling prone on a failure.
  • (Wolf Form Only) You gain advantage on Investigation, Perception, and Survival checks that rely on hearing or smell.
Design by Lexi Abbey | Made with GM Binder

You may use this feature once, and you regain the ability to do so again when you finish a short or long rest. At 18th level, you may transform twice between rests instead.

At 15th level, you gain new ways to enter your Kindred Forms, rather than spending an action: you may enter your bats form as a reaction to taking damage, and you may enter your wolf form as a bonus action. These still count against your number of uses for this feature as normal.

Dark Hunger

11th-level Order of the Sire feature

When you reduce a creature to 0 hit points, you regain one expended use of your Blood Maledict feature.

Once you have used this feature, you may not do so again until you have completed a long rest.

Brand of Blood

15th-level Order of the Sire feature

Your Brand of Castigation increases the potency of your blood magic. A creature branded by you has disadvantage on any saving throws made to resist the effects of your Blood Curses.

Master Vampire

18th-level Order of the Sire feature

You no longer need to eat, drink, or sleep (though you must still spend time resting and doing light activity to gain the benefits of a long rest) and you no longer age and cannot be aged magically. Additionally, you gain the Blood Curse of the Gaze for your Blood Maledict feature, which does not count against your number of Blood Curses known.

Blood Curse of the Gaze

Prerequisite: 18th level, Order of the Sire

As an action, you attempt to enthrall your prey with blood magic and a hypnotic gaze. Choose a creature you can see and that can see you within 30 feet of you; that creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute. A creature has advantage on this saving throw if it is currently in combat with you or your companions.

A creature charmed by this curse cannot take actions, bonus actions, or reactions, and must use its movement on its turn to move as directly towards you as possible; attack rolls against the creature are made with advantage, and it has disadvantage on Strength and Dexterity saving throws.

The charmed creature may repeat the saving throw whenever it takes damage from a source other than your fangs, or when it starts its turn unable to see you you.

Design by Lexi Abbey | Made with GM Binder
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.