A order of Bloodhunters dedicated to hunting dragons and dragon kind. From the small psuedodragons to the powerful and ancient Red dragons. Using blood rites to empower the damage they deal to draconic foes and special blood curses to rip them from the sky, even taking on aspects of their foes to better hunt their foes.

Rite of the Dragon Slayer

When you join this order at 3rd level, you learn the Draconic rite of the Dragon Slayer (detailed below).

Rite of the Dragon Slayer. Your rite turns your weapon into a Dragonslaying weapon as described in the Basic Rules (Pg 166). It becomes a +1 magic weapon and deals a extra 3d6 damage to Dragons and Draconic foes.

Upon reaching 11th level, any Draconic foe you hit with a Rited weapon of this time you can for it to make a Con save (8 + your wisdom modifier + your proficiency bonus). If it fails the save it loses a immunity to a damage type of your choice ( If you don't know any of it's immunities then the DM chooses at random and informs you of what it lost)

Draconic Blood Rite

Upon being inducted into the Order you are given the Draconic Blood rite allowing your Hunters bane ability to also work on Dragons. The rite normally entails the recruit consuming a concoction of dragons blood from different flights as well as a mixture of herbs often found in the Hunters bane potion. 

Draconic Aspect

Beginning at 7th level, Your Draconic tainted blood now allows you to take aspects of different dragons but at a cost. For each aspect you can take you will also inherit a portion of the dragons personality and it's flaw. You choose a aspect every morning and can change your aspect on a long rest.

  • Black - Your righted weapons gain a extra 1d6 as the aspect of the Black compels you to attack in the cruelest way possible. / Flaw: My attitude can be as cruel as my attacks.
  • Blue - You gain +2 to your intelligence score as the aspect drives you to talk methodically. / Flaw: I deep down genuinely do believe I'm better than everyone and I will challenge anyone who says otherwise.
  • Brass - You gain +4 to your persuasion skill as the aspect compels your to conversation. / Flaw: I won't stop talking about the most random things, even if I should really keep my mouth shut for whatever reason. 
  • Bronze- You gain +2 to Athletics and gain a swim speed equal to your movement speed as the aspect strengthens your stamina. / Flaw: I love fighting, especially when the odds are against me.
  • Copper-  You gain +4 to stealth as the aspect improves your ability to blend into your surroundings./ Flaw: I love pranking people, even if I accidentally hurt them. 
  • Gold- You gain +2 to your Wisdom score as the aspect opens your mind and strengthens your willpower. / Flaw: I LOVE GOLD but I hate spending it, I'd rather hoard it.
  • Green- You gain +2 to Deception and +2 to insight as the aspects gives you great cunning./ Flaw: I'm a compulsive liar even when I don't need to lie, I can't help it.
  • Red- You gain +4 to intimidation as the aspect drives you to dominate and enforce your will onto others./ Flaw: Everyone Should bow to me cause I am the strongest.
  • White- Your Intelligence drops to 8 and you gain Strength and Constitution equal to half of what you lost in intelligence each. You gain a constant rage and gain resistance to Bludgeoning, Piercing, and slashing damage but you can also not concentrate on spells./ Flaw: Arghhhhh!!
  • Silver- You gain the ability to cast Disguise Self at will/ Flaw: I love exploring places and going into building I don't belong and should stay out of.

Blood Curse of the Flightless.

Upon reaching 11th level, you’ve learned to use a unique blood curse known as Curse of the Flightless.

Blood Curse of The Flightless

 

As a Action, you can attempt to Rip an enemy from the air if they are flying and or hovering and are within 120ft of you. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or come down to the ground from their current place in the air, taking damage relative to the distance they fall.

Amplify. This curse becomes ongoing, The target takes extra damage equal to the crimson rite die damage you take to amplify this curse. Until the target is (healed for that damage total, takes a long rest, or benefits from the effect of a spell like Lesser Restoration) The target loses their fly speed as it becomes 0.

Enhanced Aspect

At 15th level, When you choose your Draconic aspect for the day you also gain a breath weapon of (5d6 damage) that dragon's damage type, You gain a flying speed of 30ft, you gain a +1 to your AC as you grow scales of the associated color around your vitals and you gain resistance to the damage type of the breath weapon.

Reject Fear

Upon reaching 18th level, you learn to not only reject fear but reflect it onto your foes. Whenever you would have been affected by a ability that would have cause you to take the Frightened condition you can use your reaction to force the creature to make a Wisdom save ( 8+ your wis modifier+ your proficiency). If it fails it becomes frightened of you for one minute. You have as many uses of this ability as your Wisdom modifier and regain them on a long rest.

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