Order of the Sunscorned: Tradition of Shadows
Subclass of: Blood Hunter
The Tradition of Shadows transforms Blood Hunters into living phantoms, merging vampiric power with supernatural stealth. Masters of deception and movement, they strike unseen, fading into darkness before their foes can react. Their Crimson Rite flows like silent death, empowering their attacks while the shadows themselves become their weapon. With inhuman speed and precision, they traverse the battlefield unnoticed, weaving through the night as assassins and unseen executioners. To face them is to battle a ghost—one that whispers from the darkness, strikes from nowhere, and leaves only silence in its wake.
Sunscorned normally fall into one of three traditions when it comes to their interests in the dark knowledge they have obtained. Some conclaves of Sunscorned may find themselves organized around one particular tradition, but willing to work with others if it helps their mutual interests. Individual Sunscorned who prefer a more solitary lifestyle may also be open to associating with others outside of their specific tradition, but are generally more likely to be found with others in their own group. All three traditions stem from the same general knowledge and abilities - using the cover of darkness and your unnatural affinity for vampiric abilities - but differ in how exactly you use them to best succeed.
Note: While Blood Hunter is not technically balanced for DND One, this subclass was created with DND One in mind.
Level 3: Vampiric Rite
When you activate a Crimson Rite, you can choose necrotic damage instead of a standard elemental type.
If you do, you regain hit points equal to half the Hemocraft Dice roll whenever you hit with that weapon.
Level 3: Blood Leach
When you hit a creature with a weapon affected by your Crimson Rite, you can force them to make a Constitution saving throw (DC = 8 + proficiency bonus + Constitution modifier).
On a failure, they gain one level of exhaustion until the start of their next turn.
You can use this a number of times equal to your proficiency bonus per long rest.
Level 3: Cloak of the Unseen
Your connection to the shadows deepens, allowing you to move unseen and untouched. When you are in dim light or darkness, you can use a bonus action to become invisible until the end of your next turn. This invisibility ends early if you attack or cast a spell. If you hit a creature while unseen, they take extra necrotic damage equal to your Hemocraft Die. You may use this ability a number of times equal to your proficiency bonus per long rest.
Level 7: Shadowborn Stalker
You become one with the darkness, gaining supernatural stealth and speed:
Darkvision: You gain Darkvision out to 120 feet. If you already have Darkvision, its range increases by 60 feet.
Fade into Shadows: When you make a Stealth check, you can roll Hemocraft Dice and add the result to your roll.
One with the Night: If you are in dim light or darkness, you can Dash, Disengage, or Hide as a bonus action.
Shadow Step: As a bonus action, you can teleport up to 30 feet to an unoccupied space in dim light or darkness. You can use this a number of times equal to your proficiency bonus per long rest. Starting at level 15, you may teleport up to 60 feet if you attack a creature immediately after teleporting, the attack automatically crits if it hits.
Level 11: Cloak of the Unseen
You have mastered the art of supernatural movement and deception:
Perfect Silence: You cannot be heard while moving unless you choose to be. This includes ignoring any sound from footsteps, weapons, or armor.
Shadow Meld: When you are in dim light or darkness, you can use your reaction to impose disadvantage on an attack roll against you.
Deadly Precision: When you attack from invisible or hidden, you roll an additional Hemocraft Die for your Crimson Rite damage.
Level 15: Lord of Shadows
At this level, you transcend the limits of mortality and become a living shadow:
True Invisibility: If you are in dim light or darkness, you can use an action to become invisible for 1 minute. This effect ends if you attack or enter bright light. You can use this feature once per short or long rest.
Step Between Worlds: When you use Shadow Step, you can instead teleport up to 60 feet. If you attack a creature immediately after teleporting, the attack automatically crits if it hits.
Nocturnal Predator: While in dim light or darkness, you gain resistance to all damage except force and radiant.
Level 18: Eternal Phantom
"You are not merely hidden in the darkness—you are one with it."
At 18th level, your mastery of the void allows you to fully merge with the shadows.
When you are in dim light or darkness, you are permanently invisible to creatures that rely on darkvision to see you.
Additionally, when you use your Shadow Step, you can now teleport up to 120 feet instead of 30 feet.