Order of the Dragoon
Dragon slaying is a discipline that dates back eons, originating the first time a scaled shadow loomed over humanoid prey. Dragons, however, are not easy targets; they have annihilated and struck fear in the hearts of many glory hounds that have come for their heads. Seeking success where their predecessors have failed, blood hunters of the Order of the Dragoon aim to use these predators’ powers against them.
With the hemocraft granted by the Hunter’s Bane, this order drinks dragon blood and binds it to their own, strengthening their bodies and utilizing draconic abilities such as the fearsome breath weapon. They make mighty leaps to strike their ancient quarry from the skies, and won’t stop until humanoids no longer fear shadows passing overhead.
Level 3: Dragon Blood
Choose the type of dragon blood you have drunk from the Dragon Blood table. The damage type and breath weapon associated with each dragon blood are used by features you gain later from this order. If you have a vial of blood from a different type of dragon, you can drink it with the Use an Object action, replacing your previous dragon blood with the new one.
Dragon Blood
Dragon | Damage Type | Breath Weapon |
---|---|---|
Amethyst | Force | Singularity |
Black | Acid | Destructive |
Blue | Lightning | Destructive |
Brass | Fire | Sleep |
Bronze | Lightning | Repulsion |
Copper | Acid | Slowing |
Crystal | Radiant | Scintillating |
Emerald | Psychic | Disorienting |
Gold | Fire | Weakening |
Green | Poison | Destructive |
Red | Fire | Destructive |
Sapphire | Thunder | Debilitating |
Silver | Cold | Paralyzing |
White | Cold | Destructive |
Topaz | Necrotic | Desiccating |
Level 3: Rite of the Wyrm
You learn the Rite of the Wyrm as part of your Crimson Rite feature. When you activate the Rite of the Wyrm, the extra damage dealt by your rite is the damage type associated with your dragon blood. Additionally, while that rite is active on your weapon, you gain the following benefits:
- You have resistance to damage of the type your rite deals.
- When you hit a dragon with a weapon for which the Rite of the Wyrm is active, you roll an additional hemocraft die and add it to the weapon’s damage roll.
Level 3: Draconic Leap
The strength granted by the dragon blood flowing through your veins allows you to make mighty leaps into the air. Instead of moving normally on your turn, you can choose to launch yourself from the ground into the air, landing in an unoccupied space on the ground within a range equal to your walking speed.
When you do, you launch yourself vertically a number of feet up to five times your blood hunter level. Opportunity attacks provoked by the leap have disadvantage, and you don’t suffer falling damage as a result of the leap.
Additionally, any damage you take due to falling is reduced by an amount equal to five times your blood hunter level.
Level 7: Breath Weapon
As an action, you can unleash the breath weapon associated with your dragon blood in a 15-foot cone originating from you. Once you do, you can’t use this feature again until you finish a short or long rest.
Debilitating. You exhale a pulse of high-pitched, nearly inaudible sound. Each creature in the area must succeed on a Constitution saving throw or take thunder damage equal to two rolls of your hemocraft die + half your blood hunter level and be incapacitated until the end of its next turn or until it takes damage.
Desiccating. You exhale necrotic energy. Each creature in the area must succeed on a Constitution saving throw or take necrotic damage equal to two rolls of your hemocraft die + half your blood hunter level and deal half damage with weapon attacks that rely on Strength until the end of its next turn.
Destructive. You exhale a blast of elemental power. Each creature in the area must make a Dexterity saving throw. Each object in the area that isn’t being worn or carried and each creature who fails the save takes damage of the type associated with your dragon blood equal to four rolls of your hemocraft die + your blood hunter level. A creature who succeeds on the save takes half damage from your breath weapon.
Disorienting. You exhale a wave of psychic dissonance. Each creature in the area must succeed on an Intelligence saving throw or take psychic damage equal to two rolls of your hemocraft die + half your blood hunter level, and until the end of its next turn, when the creature makes an attack roll or ability check, it must roll a d4 and reduce the total by the number rolled.
Paralyzing. You exhale paralyzing gas. Each creature in the area must succeed on a Constitution saving throw or become paralyzed until the end of its next turn or until it takes damage. A creature that doesn’t need to breathe can choose to succeed on the saving throw without rolling.
Repulsion. You exhale repulsion energy. Each creature in the area must succeed on a Strength saving throw or be pushed 30 feet away from you and be knocked prone. Each unsecured object in the area that isn’t being worn or carried is also pushed 30 feet away from you.
Scintillating. You exhale a burst of brilliant radiance. Each creature in the area must succeed on a Constitution saving throw or take radiant damage equal to two rolls of your hemocraft die + half your blood hunter level. You then gain temporary hit points equal to half the damage roll.
Singularity. You exhale gravitational force. Each creature in the area must succeed on a Strength saving throw or take force damage equal to two rolls of your hemocraft die + half your blood hunter level and have its speed reduced to 0 until the end of its next turn or until it takes damage.
Sleep. You exhale sleep gas. Each creature in the area must succeed on a Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if it takes damage or if a creature within 5 feet of the unconscious creature uses an action to wake it. A creature that doesn’t need to breathe can choose to succeed on the saving throw without rolling.
Slowing. You exhale gas that makes those who breathe it sluggish. Each creature in the area must make a Constitution saving throw or become subject to the breath weapon’s effects until the start of your next turn. On a failed save, the target can’t use reactions, its speed is halved, and it can’t make more than one attack during its turn. In addition, the creature can use either an action or a bonus action on its turn, not both. A creature that doesn’t need to breathe can choose to succeed on the saving throw without rolling.
Weakening. You exhale gas that weakens the muscles of those who breathe it. Each creature in the area must succeed on a Constitution saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effects on a successful save. A creature that doesn’t need to breathe can choose to succeed on the saving throw without rolling.
Level 11: Brand of Plummeting
Your Brand of Castigation binds its target to the ground. A creature branded by you loses any flying speed it has and can’t gain one for the duration.
Level 15: Improved Breath Weapon
When you use your breath weapon, you can choose to unleash it in a 30-foot cone originating from you.
Additionally, you can now use your breath weapon twice, regaining all expended uses when you finish a short or long rest.
Level 18: Blood Curse of the Scale
You can use the dragon blood in your veins to grow protective scales over your body. You gain the Blood Curse of the Scale for your Blood Maledict feature. This does not count against your number of blood curses known.
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