Order of the Drake
The Great Sundering and the Draconic Crusades made an enemy of the dragons. In their slaughter and war, they find unity in each other, and a enemy of the world. Ways to prepare for another war against beasts, and they are never ethical.
The Order of the Drake is one that is veiled in Secrecy. Coehiem's military secretly finding ways to kill the dragons. Sometimes you have become the beast to beat them.
Dragon Lore
Beginning at the 3rd level, you have gained a wealth of knowledge about dragons. You have proficiency in History, Nature and Perception checks when the check involves dragons, and you add the Draconic language to your known languages. The benefits of your hunter's bane feature apply to dragons as well as your usual creature types.
Type of Dragon Blood
Also, choose a type of dragon whose blood flows through you. You gain the features according to its type, (refer to the dragon type table.)
Draconic Rite. You automatically learn the Crimson Rite associated with your dragon's damage type. If you already know this rite, you may pick another rite of your choice.
Empowered Element. While using the Rite associated with your dragon, you can roll the damage die twice and take the higher number.
Additional Crimson Rites Exclusive to Order of the Drake
Some Dragon Rites are unique to the Order of the Dragon. The rites of Corrosive, Sickness, and Heaven are detailed:
Rite of Corrosive: Your Rite Damage is Acid Damage
Rite of Sickness: Your Rite Damage is Poison Damage
Rite of Heaven: Your Rite Damage is Radiant Damage
Rite of Opposition: Your Rite Damage is Force Damage
| Dragon | Damage Type |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Red | Fire |
| White | Ice |
| Green | Poison |
| Brass | Fire |
| Copper | Acid |
| Bronze | Lightning |
| Sliver | Cold |
| Gold | Fire |
| Sapphire | Thunder |
| Emerald | Psychic |
| Crystal | Radiant |
| Amethyst | Force |
| Topaz | Necrotic |
| Breath Weapon |
|---|
| 5 by 30 ft. Line (Dex Save) |
| 5 by 30 ft. Line (Dex Save) |
| 15 ft. Cone (Dex Save) |
| 15 ft. Cone (Con Save) |
| 15 ft. Cone (Dex Save) |
| 5 by 30 ft. Line (Dex Save) |
| 5 by 30 ft. Line (Dex Save) |
| 5 by 30 ft. Line (Dex Save) |
| 15 ft. Cone (Con Save) |
| 15 ft. Cone (Dex Save) |
| 15 ft. Cone (Con Save) |
| 15 ft. Cone (Int Save) |
| 15 ft. Cone (Con Save) |
| 15 ft. Cone (Str Save) |
| 15 ft. Cone (Con Save) |
Dragon Vein
Also at 3rd level, you learn to control the injected Dragon Blood that courses through your veins. Scales start to form on parts of your body. As a bonus action, you transform parts of your body for up to 1 minute. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die. While a body part transformed is "active", you gain its effects. Only one body part effect can be active at a time.
Frightful Might. Your arm(s) morph into that of a dragon's claw. While this body part is active, you have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.
Also, while this body part is active, you can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level.
Additionally, while this body part is active, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.
Jump. Your legs turn into that of a dragon's leg. While this body part is active, your speed increases by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance.
As a action, while this body part is active, you leap up to 30ft. into the air and land on a creature within 15ft. of your starting position. The creature makes a Dexterity saving throw against your Hemocraft DC, taking your weapon damage and bonus 1d6 damage on a failure, and half as much on a success. This bonus damage is increased to 2d6 at the 5th level, 3d6 at the 11th level and 4d6 at the 18th level.
You may not use Jump on a creature who is higher than 30ft. nor does not have at least 5ft. of space above their head. After finishing your Jump, select an empty space adjacent to the target creature to land on. If the creature's size is Huge or larger, you may choose to attempt to land on the creature instead by making a Dexterity saving throw of a difficulty decided by the DM.
You do not take fall damage as a result of using the Jump feature. Movement using the Jump feature does not provoke attacks of opportunity.
Breath of the Dragon. Your head starts to morph into that of a dragon, resembling the type of the blood that was injected into you. While this body part is active, you have advantage on Intimidation checks. As part this bonus action, and only when this body part is active, when you use a crimson rite, you can cast the Dragon's Breath spell on yourself at the 2nd level. At 9th level you cast this spell at the 3rd level, and at the 17th level you cast this spell at the 4th level. Intelligence is your spell casting ability for this spell. The type of the damage and area is based on which type of dragon's blood flows through you.
Wing Clipper
At 7th level, You learn bring down flying creatures. When you hit a creature with a flying speed, it is reduced to 0ft. If the creature was airborne, it must succeed a Dexterity saving through equal to your Hemocraft DC or fall prone
Brand of Vengeance
At 11th level, your expertise at battling dragons has provided you techniques to battle them.
When you are subjected to an effect that requires you to make a Dexterity saving throw by your target of Brand of Castigation to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage is you fail. Additionally your attacks against dragons of your Brand of Castigation deals 3d6 extra damage as you are able to pin point their most vulnerable areas. Against non-dragon creatures your blows still carry extra precision, dealing an additional 1d6 damage.
Only Justice
At 15th level, your dragon blood is starting to manifest further. An additional body part as part of your Dragon Vein Feature may be selectable. Like with Dragon Vein, only one body part effect may be active at a time.
• Wings of Deliverance Your scales envelop on your back. While this body part is active, you have resistance to your Dragons damage type. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC. While this part is active, as a action, you grow wings that propel you into the air in a line toward that creature.
While traveling in this line, you are considered flying and you elevate above any creatures that would block your path. Opportunity attacks made against you as you move in this line are made with disadvantage. When you reach the targeted creature, you slam into it with devastating force and the creature makes a Dexterity saving throw against your rite DC, taking 2d6 damage of your dragon blood and 2d6 force damage on on a failed save, and half as much damage on a successful one.
O' Mighty Man and Dragon
At 18th level, you have mastered your inner dragon. Using your Dragon Vein feature, you can now use all effects of Dragons Veins active at once, becoming this feature, transforming all parts of your body into a dragon. Your hybrid form lasts one minute or until you revert to your normal form, fall unconscious, or die or end it yourself as part of a bonus action. You can only use this feature once per short or long rest, and if you do use this feature, you cannot use the Dragon Vein Feature again until you do a short or long rest.
Depending on the type of dragon's blood that is in you, gain one of the following
• Chromatic: Wills Unbending. When you take damage associated with your dragon's blood, you can use your reaction to make yourself immune to that damage until the start of your next turn. On your next turn, if you use a crimson rite associated with that damage type, you can add an extra damage die to it. But it must be used your next turn you take the damage, otherwise, the benefit fades.
• Metallic: Stone Defending. Your wings can shield you or others. When you or another creature you see within 10 ft is hit by an attack roll, you can use your reaction to use your wings to grant bonus AC to your target equal to your proficiency bonus. You can use this reaction equal times to your Proficiency bonus. You regain uses on a long rest.
• Gem: Faith Unending. When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw beating your Rite DC. On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Changelog
- Reblanced and swapped 11th and 15th level features so the 11th level feature fits with Blood Hunter 6th level feature.
- Rebalanced 18th and 15th level feature
- Rebalanced and reworded Dragon Vein Feature, 15th and 18th level feature