Order of the Nosferatu An Order for the Blood Hunter Class.

A small sect of Blood Hunters felt that the traditional orders did not go far enough with wielding the darkness to defeat darkness. This group took it upon themselves to create a new mutagen that would allow them to step between life and unlife. They hunted down several powerful creatures and combined their remains with the ashes of a Master Vampire. This mutagen caused the imbibers to change both physically and spiritually. Whereas the Order of the Lycan is a proud order amongst blood hunters, the Order of the Nosferatu is not. The other Blood Hunter Orders watch members of the Order of the Nosferatu closely, lest they become the very evils that they are sworn to destroy.

Becoming Undeath When you choose this archetype at 3rd level, the transformation causes you to begin to develop some of the physical traits of a true vampire. If they didn’t already, your ears now come to a point, your skin becomes paler and your canines, now as sharp as razors, are slightly elongated. You gain advantage on any Wisdom (Perception) checks that rely on hearing or are related to blood as well as proficiency in either Deception or Persuasion. In addition, you gain a bite attack which can only be used on a willing creature, or a creature that is grappled by you, incapacitated, or restrained. You are considered proficient with this attack and is considered a finesse weapon. This attack does damage equal to 1d6 plus your attack modifier plus your chosen crimson rite damage. The damage dealt by your crimson rite bite does not have a visual component, however, it does change what the target feels as the blood is drained from them. (e.g. Use of the rite of flames will not cause your fangs to burst into flames, but will make the victim feel like fire is running through their veins or their blood is boiling) The target’s hit point maximum is reduced by an amount equal to the crimson rite damage taken and you regain hit points equal to that amount. Should this heal you above your current maximum hit points, any excess healing will become temporary hit points. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain this way rises the following night as a feral vampire spawn unless the corpse is brought back to life or beheaded before then.

Vampiric Nature Beginning at 3rd level, you begin to tap into some of the innate abilities of a true vampire. Any blood curses you have currently, or gain in the future, that use your Wisdom modifier, now use your Charisma modifier. Additionally, as an action you may choose to suffer damage equal to a roll of your crimson rite die to cast polymorph on yourself to become a bat, wolf or transform into a mist form (see Vampires on page 297 of the MM for more details) or cast the base level of the following spells. Spells granted by your Vampiric Nature can be cast without any components and do not require concentration. Each of these spells may be used simultaneously, but only one instance of each spell may be active at a time. If the casting of any of these spells causes you to drop to 0 hit points, the spell automatically fails and has no effect. Charm Person

Enhance Ability (self only)

Fog Cloud

Disguise Self

Spider Climb (self only)

Conjure Animals (1d8 Swarms of Bats, Rats, or Wolves)

Regenerate (self only) In addition, while the light of the sun does not cause you any physical damage, it does inhibit you greatly. None of these spells may be cast while you are in direct sunlight. Spellcasting Ability. Charisma is your spellcasting ability for your Vampiric spells, so you use your Charisma whenever a spell refers to your spellcasting ability. Spell save DC = 8 + your proficiency bonus + your Charisma modifier