Order of the Vampire

Subclass of: Blood Hunter

The Order of the Vampire subclass is a unique Blood Hunter subclass that stands out with its origins and abilities. By undergoing a special ritual, Blood Hunters can become Night-Walkers, gaining enhanced strength, speed, and agility, along with the ability to manipulate their own blood as a weapon. They possess resistance to necrotic and non-magical physical damage, can climb walls, and have advantages in Charisma and Dexterity checks. However, they also have disadvantages in daylight, vulnerability to radiant damage, and are affected by running water. Night-Walkers can shapeshift into a bat or mist, charm humanoids, escape death by turning into mist, and summon swarms of bats or dire wolves. At their peak, they can transform into a powerful Vampiric Lord with flying ability, immunity to non-magical physical damage, and an aura of bats that damages enemies. The Order of the Vampire offers a compelling and formidable playstyle, combining the strengths of vampires with the unique skills of Blood Hunters.

The Order of the Ghostslayer and Lycan, one that focus slaying the undead and the other becoming cursed beast, were in fact inspired by an older, ancient Order that the Blood Hunters used to follow to possess the power of darkness. However, one day a disaster was brought upon the Order by a group of monster hunters that despise the Blood Hunters of old, to which all other members of the order had died out in the chaos. Since then, the Order became a lost legend of centuries, while new Order's began spreading across the Blood Hunter traditions. But then, new generation of Blood Hunter's have finally rediscover the lost tomb of the destroyed order, delving deep within the lost sanctum and at last found ancient scribes that contain the secrets and methods of the lost Order.

The Order of the Vampire require a special ritual of transferring the blood of a high-level vampire through the Blood Hunter body, becoming a creature that isn't alive or dead, a Night-Walker. Possess superhuman strength, speed and agility, these vampiric hunter also used this 'curse' against other creatures. With the power of a vampire, they can now regain the lost of blood's they used for their rite by draining the life of any living creature, while also learning to manipulate their own bloods as weapons against their foes. They also learn to master the other abilities of a vampire, such as shapeshifting, regeneration, climbing on walls and more. Although Vampire's possess certain flaws as undead creatures, the Blood Hunter's were able to altered and fix some of the issues, though only the weakness to sunlight and running water remain. Those that embrace the dark nature of their curse learn to harness their vampiric gifts, but also succumb to the evil, vicious temperament that driven by their unnatural thirst for blood.

Undead Senses

Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a creature of the night. You gain advantage on any Wisdom (Perception) checks that rely on hearing or smell. You also gain the ability of Darkvision.

Rite of the Dusk

When you join this order at 3rd level, you learn the a esoteric rite, "Rite of the Dusk"(detailed below).

Rite of the Dusk. Your rite damage is necrotic type.

When you invoke the Rite of the Dusk you can coat a weapon with your blood. If you hit an living creature with your Rite of the Dusk, it suffers additional necrotic damage equal to your Wisdom modifier. You also earn hit points that are half of the damage you dealt to your enemy, as your weapon drain some essence of the creature life-force into your own body. This ability doesn't work on undead or construct.

Upon reaching 11th level, the necrotic damage equal to your Wisdom modifier become double, while earning hit points equal to the damage.

Vampirism Biology

At 3th level, your body begins to go through development of becoming a creature of the night, granting you few abilities of the night. When you active your rite, you gain the following abilities below:

But being a Night-Walker also cause certain flaws to appear in your body:

Advance Vampirism

Starting at 7th level, your power have improve from the amount of bloods you have taken, to which now unlock few unique abilities.


If you aren't in sunlight or running water, you can use your action to polymorph into a Tiny bat or a Medium cloud of mist, or back into your true form. The form only last an hour, and require a short rest to regain the ability again.

Bat: While in bat form, you are unable to speak, your walking speed is 5 feet, and it has a flying speed of 30 feet. Your statistics, other than its size and speed, are unchanged. Anything you wear are transforms with it, but nothing you carrying does. You revert back to your true form if your heath is reduced to zero.

Mist: While in mist form, you can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, but it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.


With an action, you can target one humanoid you can see within 30 feet of it. If the target can see you, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can. This effect cannot occur if you, or an ally, has dealt damage to the target or a current ally of the target.

Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts one hour or until you are killed, are on a different plane of existence than the target, or take a bonus action to end the effect. If you want to expand the effect for another hour, you burn through 1/4 of your blood to amplify the duration of the Charm. After the second hour is up, you would immediately need a short rest or take a point of exhaustion. 

Vampiric Escape

At 11th level, you have been struck down and for a moment you appear to be dead. But then your body exploded in a thick mist and began to float away from battle. When your hit points drop to 0, you can transforms into a cloud of mist instead of falling unconscious, provided that you are not in sunlight or running water. You can end the effect as a free action or sustain it for up to 1 hour. While in Vampiric Escape, you cannot take damage from non magical attacks or deal damage, your weightless, have a flying speed is 20 feet, can hover, and can enter a hostile creature's space and stop there, you can use the disengage action as a free action. In addition, if air can pass through the space, the Vampiric Escape can do so without squeezing. Sunlight reverts the you from to your normal form. When reverted back to normal, you have 1 hit point. You can use this ability once per long rest.

Creatures of the Night

At 15th level, you can now call upon the creature of the night to come to your aid and crush your enemies. As an action and giving up 1/4 of your HP, you can magically call 3d4 swarms of bats. While outdoors you can call 2d6 dire wolves instead, provided the sun isn’t out. The called creatures arrive in 1d4 rounds, acting as allies to you and obeying your spoken commands. The beasts remain for 1 hour, until they or you die, or you dismiss them as a bonus action. You can only used this ability once, to which afterward need a long rest to regain it.

Vampiric Lord

At 18th level, you now can reach into the true power of a vampire, becoming something more than any ordinary vampire, but perhaps the closest thing to being a Vampire Lord. By spending an action and giving up half of your HP, your body will begin having parts of it transform into a swarm of shadow-matters in the forms of bats that surrounds you. As this powerful Vampire Lord, you gain the following abilities:

Beside the duration, the transformation ends early if you are knocked unconscious. You can only used this ability up to one times, and you must finish a long rest afterward to reset it