Darkstalker(3rd level): When you choose this archetype, you gain the ability to see in the dark. You gain darkvision out to 90 feet. At 10th level, you can see through magical darkness. Additionally, when you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. Vampiric Fangs(3rd level): When you join this order, you gain a set of deadly fangs. You can use the Attack action and target an incapacitated, restrained or creature you have grappled. You roll the attack with either strength or dexterity + proficiency and this attack counts as a natural weapon. On a hit, you deal 1d6 piercing damage + 2d6 necrotic damage + Strength or Dexterity modifier dependant on which was rolled with when attacking. Once per short or long rest, you can use a bonus action when you hit with your fang attack to restore hit points equal to the damage you dealt. Vampiric Curse(3rd level): When you join this Order, you gain new powers, but these powers come at a cost. You gain the following weaknesses: Forbiddance: In order to enter a private residence without invitation from an occupant, you must make a Wisdom saving throw, the DC of which is equal to your level. If you fail, you cannot attempt to enter the residence until 24 hours have passed. Harmed by Running Water: You take acid damage equal to half your level (rounded down) if you start your turn in running water. Running water is classified by bodies of water that are freely flowing, such as rivers, streams, oceans, seas, etc.; standing water, such as a bath or a flooding room, do not count as such. Sunlight Hypersensitivity: If you are in direct sunlight for more hours than your Constitution modifier, you take radiant damage equal to half your level (rounded down) at the start of each of your turns until you find cover and take a short rest. Additionally, you have disadvantage on attack rolls and ability checks while you are in direct sunlight. Additionally, you no longer have a shadow, nor a reflection. Blood Curse of the Hypnotic Gaze(7th level): You have learned how to charm creatures into doing your bidding. You gain the Blood Curse of the Hypnotic Gaze for your Blood Maledict feature. This does not count against your blood curses known. Blood Curse of the Hypnotic Gaze: You target one humanoid creature you can see within 30 feet as an action. If the target can see you, it must succeed on a Wisdom saving throw against this blood curse or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your direct control, it takes your requests or actions in the most favourable way it can. Creatures who succeed on the saving throw are immune to the effect for 24 hours. If you or your companions do anything harmful to the target, it can repeat the saving throw with advantage, ending the effect on itself on a success. Otherwise, the effect lasts a number of minutes equal to your Wisdom modifier or until you die, are on a different plane of existence, or take a bonus action to end the effect. Amplify. The curse now lasts for 1 hour, and the target has disadvantage on the initial saving throw. Undead Nature(7th level): Your body is adapting to the curse bestowed upon you. You no longer need to eat, drink, sleep, or breathe. Additionally, you gain immunity to diseases, and resistance to necrotic damage. Unnatural Regeneration(11th level): You rely more on the cursed nature of your existence. As an action, you can start regenerating health at the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier and lasts for 1 hour. This feature is suppressed until the end of your next turn if you would be under the effect of your Vampiric Curse or take radiant damage. Once you use this ability, you cannot use it again until you take a long rest. Child of the Night(15th level): You learn how to tap into the cursed powers of your order. Bat Form: As an action, you can transform yourself into a Tiny bat or a Medium cloud of mist, or back into your true form. While in bat form, you cannot speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you carry does. You revert to your true form if you die. Mist Form: While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, you can do so without squeezing; but you cannot move through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and are resistant to all non magical damage. Shadowed Wings: While in dim light or darkness, you can manifest wings of inky shadow, gaining a hover speed equal to your walking speed. If you are hovering as a result of this ability, you fall at the end of the turn if you are no longer in dim light or darkness. Moonlight and other similar sources of light are considered dim light for this ability. Nightmaster(18th level): You can transform into a more bestial state as an action. Dropping the façade of control and embracing the monster within. While transformed, you grow a pair of large bat-like wings, your fingernails elongate into wicked claws and your skin is covered in a thin layer of black fur. While transformed, you gain the following benefits: