Blood Hunter Order of The Strigoi: Darkstalker
Blood Hunter Order of The Strigoi: Darkstalker
Blood Hunter Order of The Strigoi: Darkstalker
B
lood Hunters of this order have a long-standing You gain the following weaknesses:
rivalry with the Order of the Lycan. Where Forbiddance. In order to enter a private residence
Lycans have mastered the curse of lycanthropy, without invitation from an occupant, you must succeed at
Strigoi have mastered the curse of vampirism. a DC 20 Wisdom saving throw. If you fail, you cannot
Some Blood Hunters of this order succumb to attempt to enter the residence until 24 hours have passed.
the curse and become ravenous monsters, The permission does not need to be given willingly.
pursuing only their next meal. The Order of the
Lycan is often called in to deal with these fallen Blood Harmed by Running Water. You take acid damage equal
Hunters. The blood of people afflicted with the curse of to your blood hunter level if you start your turn in running
Lycanthropy is toxic to Strigoi. water. Running water is classified by bodies of water that
are freely flowing, such as rivers, streams, oceans, seas,
Darkstalker etc.; standing water, such as a bath or a flooding room, do
3rd-level Order of the Strigoi feature not count as such.
You've gain the ability to see in the dark. You gain darkvision Sunlight Hypersensitivity. If you are in direct sunlight for
out to 90 feet. At 11th level, you can see in magical darkness. more hours than your Constitution modifier, you take
radiant damage equal to your blood hunter level at the
Child of the Night start of each of your turns until you find cover and take a
short rest. Additionally, you have disadvantage on attack
3rd-level Order of the Strigoi feature rolls and ability checks while you are in direct sunlight.
You've learned how to tap into the cursed powers of your
order. As an action, you can transform yourself into a Tiny bat Blood Curse of the Hypnotic Gaze
or back into your true form. 7th-level order of the Strigoi feature
While in bat form, you cannot speak, your walking speed is
5 feet, and you have a flying speed of 30 feet. Your statistics, You have learned how to charm creatures into doing your
other than your size and speed, are unchanged. Anything you bidding. You gain the Blood Curse of the Hypnotic Gaze for
are wearing transforms with you, but nothing you carry does. your Blood Maledict feature. This does not count against
You revert to your true form if you die. your number of blood curses known.
At 11th level, your powers have grown enough that you can
now transform yourself into a cloud of mist as an action. You Blood Curse of the Hypnotic Gaze
can transform into a cloud of mist once per short or long rest. You target one humanoid creature you can see within 30 feet
You can stay transformed for a number of hours equal to half as an action. If the target can see you, it must succeed on a
your Blood Hunter level (rounded down) at a time. Wisdom saving throw against this blood curse or be charmed
While in mist form, you can't take any actions, speak, or by you. The charmed target regards you as a trusted friend to
manipulate objects. You are weightless, have a flying speed of be heeded and protected. Although the target isn't under your
20 feet, can hover, and can enter a hostile creature's space direct control, it takes your requests or actions in the most
and stop there. In addition, if air can pass through a space, favorable way it can. Creatures who succeed on the saving
you can do so without squeezing; but you cannot move throw are immune to the effect for 24 hours.
through water. You have advantage on Strength, Dexterity, If you or your companions do anything harmful to the
and Constitution saving throws, and are immune to all target, it can repeat the saving throw with advantage, ending
nonmagical damage. the effect on itself on a success. Otherwise, the effect lasts a
number of minutes equal to your Intelligence modifier or
Vampiric Fangs until you die, are on a different plane of existence, or take a
3rd-level Order of the Strigoi feature bonus action to end the effect.
Amplify. The curse now lasts for 1 hour, and the target has
You've gain a set of deadly fangs. You can use the Attack disadvantage on the initial saving throw.
action and target an incapacitated, restrained, creature you
have grappled, or a creature charmed by you. On a hit, you Undead Nature
deal 1d6 piercing damage + 2d6 necrotic damage. 7th-level Order of the Strigoi feature
Once per short or long rest, you can use a bonus action
when you hit with your fang attack to restore hit points equal Your body is adapting to the curse bestowed upon you. You
to the damage you dealt. gain the following benefits:
Vampiric Curse You no longer need to eat, drink, sleep, or breathe.
You have advantage on saving throws to resist diseases
3rd-level Order of the Strigoi feature and the poisoned condition.
When you join this Order you gain new powers, but these You gain resistance to poison damage.
powers come at a cost.
BLOOD HUNTER: ORDER OF THE
STRIGOI | JAKOB BARRETT
1
Black Blood
11th-level Order of the Strigoi feature
You've begun to rely more on the cursed nature of your
existence. At the start of each of your turns, you regain hit
points equal to 1 + your Constitution modifier if you aren't in
direct sunlight or running water. This trait doesn't work if you
are at 0 hit points or if you have more than half of your
maximum hit points.
If you take acid damage, radiant damage or damage from
holy water, this trait doesn't function until the end of your
next turn.
Brand of Mortality
15th-level Order of the Strigoi feature
Your Brand of Castigation drains the lifeforce from your foes.
Creature affected by your Brand of Castigation cannot regain
hit points, and any damage you deal to that creature reduces
its maximum hit point by that amount.
Nightmaster
18th-level Order of the Strigoi feature
You can transform into a bestial state as an action, dropping
the façade of control and embracing the monster within.
While transformed, you grow a pair of large bat-like wings,
your fingernails elongate into wicked claws and your skin is
covered in a thick layer of fur.
While transformed, you gain the following benefits:
Natural Attack: Your unarmed strikes deal 1d10 slashing
damage. Your unarmed strikes are considered magical for
the purpose of overcoming resistance and immunity to
nonmagical attacks and damage. You can apply your
Crimson Rite feature to your natural attacks.
Bat Wings: You grow a massive pair of bat-like wings
from your back. You gain a flying speed equal to your
walking speed. Your armor must have space for the wings
to emerge from, otherwise they will break through the
armor, damaging its integrity.
Echolocation: You gain blindsight out to 30 feet. You
cannot use this trait while deafened.
Hideous Visage: You cannot use your Blood Curse of the
Hypnotic Gaze while transformed.
Undead Fortitude: If damage would reduce you to 0 hit
points, make a Constitution saving throw (DC = 5 + the
damage you took). If you succeed on the saving throw, you
drop to 1 hit point instead.
Dark Hide: You have resistance to necrotic damage and
bludgeoning, piercing, and slashing damage from
nonmagical weapons.
This transformation lasts for 10 minutes. Once you use
this feature, you cannot use it again until you finish a long
rest.