Order of Undying Thirst
Legends speak of an ancient vampire who came to regret the many atrocities he committed when driven by thirst. He gathered to himself a group of vampire hunters, and after they vowed to scour the curse of vampirism from the world, passed his curse to them and instructed them in the power of ancient blood magic. Known as the Order of Undying Thirst, these Blood Hunters work tirelessly to carry out their founding vow to destroy all vampires.
Blood Magic Specialist
3rd-level Order of Undying Thirst feature
Your curse grants you increased control over your blood magic. You learn one additional Blood Rite, but it doesn't count against your total number of Blood Rites Known. You may use Charisma instead of Constitution for your Blood Rite save DC. You also gain additional Blood Rites to choose from, which are detailed at the end of this class
Also, when you roll a Rite Die for the purposes of a Blood Rite, you use a d6 instead of a d4. At certain levels, the Rite Die you roll for Blood Rites increases again: at 5th level (d8), 11th level (d10), and 17th level (d12).
Finally, when you use Crimson Offering, you can choose for the additional damage to be necrotic.
Blood Surge
3rd-level Order of Undying Thirst feature
Your vampiric nature causes your senses to be enhanced at the sight of blood. Whenever you use a Blood Rite or activate your Crimson Offering, you have advantage on your next attack.
Essence Drain
7th-level Order of Undying Thirst feature
You can drain the very life-essence from your foes. When you hit a creature with a weapon attack with your Crimson Offering active and the damage is necrotic, you can restore a number of your maximum hit points equal to the damage dealt.
Once you use this feature to restore maximum hit points must finish a short or long rest before you can use it again.
Blood Harvester
7th-level Order of Undying Thirst feature
Your vampiric power allows you to drain the life from others. When you deal necrotic damage to a creature with a Blood Rite or another Blood Hunter feature, you gain temporary hit points equal to the necrotic damage dealt.
While you have temporary hit points from this feature, you are resistant to necrotic, poison, and you are immune to the poisoned condition.
However, if you take radiant damage, all of your temporary hit points from this feature are immediately dispelled, and the radiant damage is then applied to your normal hit points.
Misty Escape
13th-level Order of Undying Thirst feature
Your sinister power allows you to evade your foes. When a creature you can see hits you with an attack, you can use your reaction to turn into a cloud of swirling mist. The triggering attack automatically misses, and you instantly reappear in an unoccupied space you can see within 30 feet.
Once you use this reaction you must finish a short or long rest before you can use it again. When you have no uses left, you can make a Vital Sacrifice to use this reaction again.
Crimson Lord
18th-level Order of Undying Thirst feature
You have mastered your ancient curse, and your abilities rival those of true vampire lords. You gain the following benefits:
You gain a flying speed equal to your walking speed.
When you damage a creature with an attack from a weapon affected by your Crimson Offering and the bonus damage is necrotic, it has disadvantage on its saving throws to resist the effects of your Blood Rites until the end of your next turn.
For every 10 years that pass, your body only ages 1 year.
When you roll three successful death saving throws, you regain hit points equal to your level and your maximum hit points are restored by an amount equal to your level. It also takes one additional failed death save to kill you.
Vampiric Blood Rites
Vampiric Curse of Transformation
As a bonus action, you can transform into a bat for 1 minute. You retain your intelligence and wisdom scores while transformed this way.
When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, this transformation lasts for 1 hour.
Vampiric Curse of Spider Climb
As a bonus action you gain a climbing speed of 15 feet that can be used to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check until the start of your next turn.
When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, you gain this feature for 1 minute
Vampiric Curse of Perception
As a bonus action you can give yourself darkvision for 1 hour. If you already have dark vision, you extend your range an additional 60 feet.
When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, you can hear the heartbeat of your foes with your enhanced hearing. For 1 minute, you gain blindsight out to a range of 20 feet in addition to the regular effect of this curse. This blindsight only allows you to see foes that have a heartbeat.
Vampiric Curse of Claws and Fangs
As a bonus action, you can sprout fangs or claws for 1 minute. The claws deal 1d6 slashing damage, and the fangs deal 1d6 piercing damage. They can benefit from Crimson Offering.
When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, your fangs and claws deal damage equal to one roll of your Rite Die, and have a +2 to damage and attack rolls.
Vampiric Curse of Speed
As a bonus action, you can give yourself an extra 10 movement speed. All opportunity attacks have disadvantage on you while this curse is in effect. This speed persists for 1 minute.
When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, you can use this as a reaction at the beginning of combat, allowing you to add +5 to your initiative when it is rolled in addition to the rest of the normal effects.