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Order of the Vampire

Preternatural Charisma When you join this order at 3rd level, you learn to use your vampiric influences to manipulate your enemies and hunt with the aid of fresh blood.   You gain proficiency in Persuasion or Deception By placing a drop of wet blood from a specific creature on your tongue, you gain understanding and power over them. If the creature is alive, for the next hour, you add your Intelligence modifier to all Charisma checks against that specific creature provided you share at least one language. If the creature is dead, you gain advantage on Intelligence (Investigation) checks related to the grisly nature of their death and Intelligence (History) checks related to the creature should they have a notable past. At the DM's discretion, visions of things unknown to the character can occur on higher rolls. Honeyed Words You gain proficiency in Persuasion.   Unholy Beguilement You gain proficiency in Deception.   Vampiric Maledict Beginning at 3rd level, you can choose to infuse your Blood Curses with your vampiric powers. When you amplify a Blood Curse and take damage by rolling your Hemocraft die, you can cause the target of the curse to take necrotic damage equal to the die roll provided it has blood. You then regain hit points equal to half of the damage dealt to the target (minimum of 1) as their blood mingles with yours, and you gain the benefits of your Preternatural Charisma feature against the target.   Beginning at 11th level, the target of your Vampiric Maledict feature suffers additional damage equal to your Intelligence modifier.   Blood-Fueled Surge At 7th level, the blood you draw from yourself and foes invigorates you with supernatural speed and aggression. After amplifying a Blood Curse, you can move up to your speed without provoking opportunity attacks. If the activation of the Blood Curse is a reaction, you can make this movement as part of that reaction.   In addition, once per day when you fall unconscious due to damage in combat, you regain one expended use of your Blood Maledict feature. This does not apply to effects that instantly reduce you to 0 hp.   Brand of Corruption Beginning at 11th level, your Brand of Castigation corrupts the target's form, slowing any regenerative effect. All healing the branded creature receives is halved. In addition, any other creature that heals the branded target must make a Constitution saving throw against your Hemocraft save DC or suffer necrotic damage equal to the amount healed.   Blood Curse of the Thrall At 15th level, your mastery of your vampiric powers has grown to overwhelm weak-minded creatures. You gain access to the Blood Curse of the Thrall for your Blood Maledict feature. This does not count against your number of Blood Curses known.   Blood Curse of the Thrall. As an action, you attempt to charm one humanoid you can see within the 30ft. The target must succeed on a Wisdom saving throw and does so with advantage if you or your companions are fighting it. If you are currently benefiting from your Preternatural Charisma feature against the target, it has disadvantage on the saving throw. If it fails, the creature is charmed by you for 1 hour, and considers you a trusted friend to be heeded and protected with its life, if necessary. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can. If the target is forced to fight their former allies, they can repeat the saving throw at the end of each of their turns, and if you or your allies damage the target, the effect instantly ends. You may have only one target charmed in this way at a time.   Amplify. The duration of the curse increases to 24 hours.   Vampiric Embrace At 18th level, your Vampiric Maledict becomes more potent when the fresh blood is close. If your Vampiric Maledict is used and the target of it is within 5ft. of you, the target takes additional necrotic damage equal to two rolls of your Hemocraft die.

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