Order of the Sunscorned: Tradition of the Beast
Subclass of: Blood Hunter
The Tradition of the Beast embraces the primal savagery of vampiric transformation, forging Blood Hunters into relentless apex predators. Their bodies become weapons—claws that rend, fangs that tear, and instincts honed for the hunt. Unlike mindless beasts, they remain cunning, biding their time before striking with unmatched ferocity. Their Crimson Rite not only empowers their attacks but fuels their regeneration, allowing them to endure where others fall. Whether they fight to protect their pack or assert dominance over the wild, one truth remains—once the Beast has chosen its prey, there is no escape.
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: Savage Ferocity
Your body begins its monstrous transformation, allowing you to unleash devastating physical attacks.
Once per turn, when you hit a creature with a melee weapon attack imbued with your Crimson Rite, you can force them to make a Strength saving throw (DC = 8 + proficiency bonus + Strength modifier).
On a failure, the target is knocked prone.
If the target is already prone, you can make an unarmed strike against them as a bonus action.
This ability represents raw vampiric might, making you a terrifying frontline combatant.
Level 7: Feral Might
Your vampiric transformation grants you beast-like physical prowess:
Bestial Claws: You grow retractable claws. When you make an unarmed strike, it deals 1d8 slashing damage and counts as a Crimson Rite weapon for your Hemocraft Dice.
Predator’s Grip: When you hit a creature with a melee attack, you can choose to grapple them as part of the attack (instead of using an action).
Relentless Physique: You gain advantage on Strength (Athletics) checks and cannot be knocked prone against your will.
Level 11: Taste of Blood
You have fully embraced your monstrous nature. You gain the following benefits:
Hunger for Battle: When you reduce a creature to 0 HP, you gain temporary HP equal to your Blood Hunter level + Constitution modifier.
Monstrous Speed: Your movement speed increases by 10 feet and you can climb walls and ceilings as if under the effects of Spider Climb.
Savage Rend: When you critically hit with an unarmed strike or Crimson Rite weapon, the target must make a Strength saving throw (DC = 8 + proficiency bonus + Strength modifier) or be knocked prone.
Level 15: Crimson Apex
Your transformation into a true predator is complete. You gain the following abilities:
Supernatural Regeneration: At the start of your turn, if you have less than half your maximum HP, you regain HP equal to your Constitution modifier (minimum of 1). This effect does not function if you are in direct sunlight.
Blood Frenzy: If a creature within 10 feet of you is bloodied (below half its HP), you can use a bonus action to make an unarmed strike against them.
Unstoppable Terror: When you roll initiative, you can activate your Blood Curse of the Marked for free, without expending a use.
Level 18: Apex Predator
"There is no prey you cannot hunt, no enemy you cannot tear apart. You are the pinnacle of the hunt."
Your predatory instincts reach their peak, allowing you to move and strike with unparalleled ferocity.
Once per turn, when you hit a creature with a melee weapon attack, you can immediately make another melee attack as part of the same action.
This additional attack must target a different creature if possible.