Order of the Sunscorned: Tradition of Thirst
Subclass of: Blood Hunter
Those who walk the Tradition of Thirst are Blood Hunters who have fully surrendered to the curse of vampirism, not as an affliction but as an exaltation of power. Unlike their brethren who temper their condition with restraint, these Sunscorned thrive in their eternal hunger, allowing it to shape them into something beyond mortality. They are unstoppable predators, using their supernatural charisma, agility, and resilience to dominate the battlefield. Their thirst for blood is not a weakness but a source of strength, fueling their power in ways that few can match. But with this power comes a cost—the hunger must be fed, and a predator that does not feast will soon perish.
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 Leech
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: Crimson Vitality
Your hunger for blood fortifies your body, allowing you to endure wounds that would fell lesser beings. When you take damage, you can use your reaction to reduce the damage by an amount equal to your proficiency bonus + your Constitution modifier.
Once used, this ability cannot be used again until you regain hit points through Vampiric Rite.
Level 7: Sanguine Empowerment
Your understanding of blood as a weapon allows you to turn pain into power.
Blood Surge: When you hit a creature with a Crimson Rite weapon, you can choose to sacrifice a number of hit points up to your Blood Hunter level. The attack then deals bonus damage equal to the hit points sacrificed, split evenly between necrotic and the Crimson Rite’s damage type.
Predatory Speed: When you reduce a creature to 0 HP, you can immediately use your reaction to move up to half your speed without provoking opportunity attacks.
Level 11: Hunger Unleashed
The more wounded your prey, the stronger you become.
Sanguine Grasp: When you hit a Bloodied enemy (below half HP) with a melee weapon imbued with your Crimson Rite, they must make a Strength saving throw (DC = 8 + proficiency bonus + Strength modifier) or be grappled by you until the end of their next turn.
Lifeblood Sustenance: When you regain hit points through Vampiric Rite, you also gain temporary hit points equal to half the HP restored.
Level 15: Crimson Sovereign
You no longer merely consume blood—you command it.
Throne of Crimson: As a bonus action, you can enter a Sanguine Frenzy for 1 minute:
Your Crimson Rite damage dice increase by one step (e.g., 1d6 → 1d8).
You can use Blood Leech once per turn, rather than a limited number of times per rest.
When you kill a creature, you regain hit points equal to your Blood Hunter level + Constitution modifier.
You can use this feature once per long rest.
Level 18: Sovereign of the Crimson Tide
"Blood flows at your command, sustaining your endless hunger."
At 18th level, your mastery of the vampiric curse allows you to sustain yourself indefinitely through the blood of others.
Sovereign of the Crimson Tide: When you reduce a creature to 0 HP, you immediately regain hit points equal to your Blood Hunter level + your Constitution modifier.
Additionally, you no longer require humanoid blood to sustain yourself, as your body can now survive on any form of life essence, even that of beasts or monstrosities.