Order of the Sunscorned: Tradition of Thralldom
Subclass of: Blood Hunter
The Tradition of Thralldom embraces the dark majesty of vampirism, wielding supernatural charisma and mind-breaking power to bend others to their will. These Blood Hunters are masters of manipulation, using their Crimson Rite not just as a weapon, but as a means of domination, compelling even the strongest minds to obey. With a single glance, they command obedience, sowing fear and devotion in equal measure. Their presence is intoxicating yet terrifying, their words a siren’s call that ensnares the weak-willed. To stand against them is not just to fight a foe, but to risk becoming their thrall.
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: Beguiling Influence
Your unnatural presence begins to bend the wills of others. When a creature attacks you for the first time in combat, it must make a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma modifier). On a failure, the creature is Charmed by you until the end of its next turn and must choose a new target or lose the attack.
Level 7: Lord of the Mind
Your vampiric presence unnerves foes and bends them to your will:
Beguiling Influence: You gain proficiency in Deception and Persuasion if you don’t already have them.
Dark Whispers: You can telepathically communicate with any creature within 30 feet that understands at least one language.
Dominating Presence:
When you hit a creature with a weapon affected by your Crimson Rite, you can force it to make a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma modifier).
On a failure, the creature is Charmed by you until the end of your next turn and cannot attack you.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Level 11: Thrallmaster's Will
Your supernatural control over others deepens, allowing you to bend minds with greater ease:
Eyes of the Vampire: You can cast Charm Person or Suggestion once per long rest without expending a spell slot.
Weak-Willed Puppets: If a creature is Charmed by you, it has disadvantage on saving throws against your Blood Curses.
Mind Over Flesh: As a reaction, when an enemy within 30 feet makes an attack, you can force them to make a Wisdom saving throw.
On a failure, they must choose a new target for the attack (including their own allies, if applicable).
You can use this feature a number of times equal to your Charisma modifier per long rest.
Level 15: Master of Thralls
Your command over the minds of others is absolute:
Dark Dominion: You can cast Dominate Person once per long rest without expending a spell slot.
Compelling Glare: If a creature is Charmed by you and takes damage from your Crimson Rite, it must make a Wisdom saving throw.
On a failure, they are Stunned until the end of your next turn.
You can use this a number of times equal to your Charisma modifier per long rest.
Command the Weak: When you reduce a creature to 0 HP, you can use a reaction to temporarily raise it as a thrall for 1 minute. It acts immediately after you in initiative and follows your verbal commands.
Level 18: Crimson Dominator
"Your voice is law. Those who hear it must obey."
At 18th level, your presence commands absolute authority, allowing you to break the minds of even the strongest creatures.
As an action, you can force a creature within 30 feet to make a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma modifier).
On a failure, the creature is Charmed by you for 1 hour, treating you as its unquestioned master. It follows your verbal commands as long as it is not suicidal. The creature can make another saving throw each time it takes damage.
Once you use this feature, you cannot do so again until you finish a long rest.