Base Class: Blood Hunter
The Order of the Dragonslayer is the youngest of the orders, using blood magic to counter and effectively combat dragons. Dragonslayers seek out and study dragons and draconic creatures, learning how to kill one that seeks to grow its hoard through bloodshed. Tuning their abilities to slay such creatures, these fearless blood hunters seek out evil dragons and destroy them.
Rite of the Dragon
When you join this order at 3rd level, your knowledge of Crimson Rites change. Due to the adaptability of dragons, when you finish a long rest, you can change your rite or rites to be any of the following Primal Rite options. At 7th level, instead of gaining a second Primal Rite, you instead have the option of choosing Esoteric Rites as your singular Crimson Rite, and you gain your second Crimson Rite at 14th level. Your rite does one additional hemocraft die of damage against dragons or draconic creatures, even if the creature does not have the dragon creature type, up to the DMs discretion.
Primal Rites
Choose from the following:
Rite of the Flame. Your rite damage is fire damage.
Rite of the Frozen. Your rite damage is cold damage.
Rite of the Storm. Your rite damage is lightning damage.
Rite of the Corrosion. Your rite damage is acid damage.
Rite of the Venom. Your rite damage is Poison damage.
Esoteric Rites
Choose from the following:
Rite of the Dead. Your rite damage is necrotic damage.
Rite of the Oracle. Your rite damage is psychic damage.
Rite of the Roar. Your rite damage is thunder damage.
Rite of the Muscle. Your rite damage is force damage.
Rite of the Dawn. Your rite damage is radiant damage.
Curse Specialist
Beginning at 3rd level, your ancient order teaches advanced mastery over blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.
Limited Dragonsight
Upon reaching 7th level, at the start of your turn, if you aren’t incapacitated, you can choose to magically unlock a limited version of a dragons Dragonsight, seeing echoes of yourself from across different worlds.
You have truesight for 60 feet, so you can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, you can see into the Ethereal Plane within the same range. Also, if you roll a natural 1 during the duration, you can choose to reroll it, but you must go with the new role. This feature lasts for a number of rounds equal to your Intelligence modifier (minimum of 1 round).
You can use this feature once. Beginning at 15th level, you can use your Limited Dragonsight feature twice between rests. You regain all expended uses when you finish a short or long rest.
Brand of Severance
Beginning at 11th level, your Brand of Castigation now exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite, your weapon deals one additional hemocraft die of rite damage. In addition, if the branded creature has a flying speed, it can only fly at half speed.
Blood Curse of the Dragonslayer
At 15th level, you’ve honed your hemocraft to tear wicked influence from your allies, punishing those who would infiltrate their body and mind. You gain the following Blood Curse of the Dragonslayer for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Dragonslayer
Prerequisite: 15th level, Order of the Dragonslayer
As a bonus action, you can choose as many creatures as your Intelligence modifier (minimum 1) that you can see within 30 feet of you and give them resistance to damage of a type that you have as your possible Crimson Rites
Amplify. The creatures you choose have immunity to the chosen damage type.
Mastery of Dragons
Upon reaching 18th level, you learn to harness the greatest power of dragons, their breath weapon, with blood magic. While a Crimson Rite is active, you can use an action to expel the magic of the rite out from your mouth like a dragons breath weapon. The DC for this saving throw equals 10 + your Constitution modifier + your proficiency bonus. On a failed save, the creature takes 8d8 damage of the type chosen by the Crimson Rite. You can use this feature as many times as equal to your intelligence modifier (minimum 1) before completing a short or long rest.
Previous Versions
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