Blood Hunters of this order hunt dragons so as to prevent the calamity they bring. This is not to say they attack dragons on sight, this Order recognizes the existence of good dragons but are always cautious of them

Invade the Lair

At 3rd level when you join this Order you add Dragons to the list of creatures included as a part of the Hunter's Bane feature.

Additionally, while in a creature's lair you can add your Wisdom modifier to any Stealth checks. If the owner of the lair is a Dragon you also have advantage.

Inured to the Flames

At 3rd level when you join this Order you gain resistance to either fire, cold, lightning, acid, poison or radiant damage. During a short rest you can change which damage type you resist by reducing your maximum hit points by 2. Also whenever you finish a long rest you may choose a new resistance without depleting your maximum hit points.

Blood Curse of Rupturing

At 7th level you learn the blood curse, Blood Curse of Rupturing (detailed below).

Blood Curse of Rupturing . Whenever a creature within 60 feet of you attempts to use an internally generated ability such as a breath weapon, administer venom, roar or scream, cast a spell with vocal components or a bodily reaction occurs like a Venom Troll's Poison Splash. You can use your Reaction to mitigate the damage. The creature must make a Constitution saving throw; on a fail it takes 2d8 necrotic damage and the damage from its ability is halved before saving throws occur. On success they take half damage and the damage they deal with the ability is only reduced by the necrotic damage dealt.

Amplify. This curse prevents the use of and ability to recharge the attack for 1d6 turns.

Rite of Dragon's Bane

At 7th level you learn the esoteric rite, Rite of Dragon's Bane (detailed below).

Rite of Dragon's Bane. Your rite damage is force type.

If you hit a Dragon creature with your Rite of Dragon's Bane, it suffers additional force damage equal to twice your Wisdom modifier. 

Upon reaching 11th level, any creature you attack while this Rite is active receives Wisdom modifier force damage. 

Shatter the Scales

At 11th level you strike with enough force to break a creatures natural armor. When you hit a creature that has natural armor with a weapon attack and your Rite of Dragon's Bane is active, you can use your Blood Maledict to have the creature make a Constitution saving throw; Dragons make the save at disadvantage. On a fail its AC is lowered by 1d6 (to a minimum of 10).

Expert Delver

At 15th level while tracking a creature inside its lair, you can make a DC20 Intelligence check (at advantage if Hunter's Bane applies). If you succeed, you have advantage against all saves made against the creature's Lair Actions.

Blood Curse of Tyranny

At 18th level you attempt to bind a dying creature to your will by exploiting its exhaustion. You learn the Blood Curse of Tyranny

Blood Curse of Tyranny

When a creature you can see is not at its maximum hit points, you can use your Blood Maledict as an Action to attempt to gain control of it. This blood curse's effectiveness changes based on how damaged the creature is.

  • 100%: The Blood Curse fails automatically
  • 67-99%: The creature has advantage on the save
  • 34-66%: The creature makes a normal roll.
  • 1-33%: The creature makes the save at disadvantage

The creature makes a Wisdom saving throw. On a fail it is considered under the effects of the Dominate Monster spell for a number of hours equal to your Wisdom modifier, you are considered concentrating on this effect. You can extend the time of this control by expending further uses of your Blood Maledict. On a successful save or whenever the Blood Curse ends on the creature, it takes 5d10 psychic damage and is immune to this blood curse for 24 hours.

Amplify. The creature takes 3d8 psychic damage before it makes its save, if it drops into a lower tier the creature rolls with the new modifier. If the creature dies due to this damage the Blood Maledict is not expended.

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