Order of the Fang (5e Subclass)

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Blood Hunter Subclass

The order of the Fang is a secretive order of blood hunters who dedicate themselves to the hunt of vampires. To do so, they use their powers against them, learning vampiric powers that they gain by injecting themselves with vampiric blood.

Enhanced Senses

When you choose this archetype at 3rd level, you gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Rite of the Fang

When you join this order at 3rd level, you learn the Rite of the Fang as part of your Crimson Rite feature. You can only target your unarmed strikes with this rite. When you activate the Rite of the Fang, the extra damage dealt by your rite is necrotic damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • You roll your crimson die for unarmed strikes, rather than causing 1 damage. You can deal either bludgeoning or piercing damage with them.
  • You gain resistance to necrotic damage.
  • When you reduce a creature to 0 hit points with an unarmed strike while the rite is active, you roll a hemocraft die and regain hit points equal to the number rolled.
Vampiric Transformation

At 7th level, you can use the power of your blood curses to taint your own blood, granting you the powers of a vampire. For 1 minute, leathery wings sprout from your back, granting you a flying speed equal to your movement speed.

In addition, for the duration, you gain advantage on saving throws against the charmed and frightened condition and become immune to effects that reduce your maximum number of hit points or drain your ability scores.

Once you use this feature, you must finish a short or long rest before you can use it again. You can use Vampiric Transformation twice between rests starting at 15th level.

Brand of the Sanguine Siphon

Starting at 11th level, your Brand of Castigation drains the life source of your targets, satisfying your thirst for blood. Whenever you hit a creature with an unarmed strike while the Crimson Rite of the Fang is active, you regain hit points equal to a roll of your hemocraft die.

Additionally, when a branded creature fails a grapple contest against you, that creature takes necrotic damage equal to your hemocraft die, and you regain the same amount of hit points.

Blood Curse of Domination

At 15th level, you master your hemocraft to break the minds of your targets, bending their minds to your will, using the charm of vampires. You gain the Blood Curse of Domination for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

As an action, you gaze intently towards a beast or humanoid creature you can see within 30 feet. That creature must succeed on a Wisdom saving throw or become charmed by you for 1 hour. A creature that succeeds on its saving throw is immune to this blood curse for the next 24 hours.

Amplify. You can affect any type of creature, not just beast or humanoid, and succeeding on the save doesn't grants immunity to this feature.
Immortal Blood

At 18th level, your connection to your vampiric nature has become unbreakable. You no longer age, nor can you be magically aged, and you no longer need to eat, sleep or drink.

In addition, whenever you are reduced to 0 hit points, but not killed outright, while you are in your Vampiric Transformation form, your transformation ends and you fall to 1 hit point instead.

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