The Order of the Wyrmguard is nearly as old as civilization itself and serves to protect the settlements of men from the whims of powerful dragons. Wyrmguard infuse themselves with draconic power through a ritual bath in dragon's blood, a variation of the ritual used to convert a creature into a half-dragon. Doing so inures them to the elemental breath of their quarry and arms them with powers to level the playing field.

While most sects of this order are unwilling to place their trust in any dragon, there are some who have chosen to ally themselves with one or more metallic dragons. Unlike the Wyrmguard of other sects, which take on the powers and appearances of slain foes, such blood hunters usually bear the gleaming scales of their metallic benefactor.

Dragon's Bane

Your order's teachings included special instructions on dealing with draconic creatures. When you take this subclass at 3rd level, the benefits of your Hunter's Bane feature apply to Dragons in addition to the listed creature types. You also learn to speak, read, and write Draconic.

The need to be able to cooperate with or vanquish any of the many different varieties of dragons has led this blood hunter order to adapt their practices. Anytime you learn an additional Primal Rite, you can choose it from the core list or from the following Primal Rites:

Rite of the Mire. Your rite damage is acid type.

Rite of the Fang. Your rite damage is poison type.

At 14th level, when you would learn an Esoteric Rite, you can choose to instead learn two Primal Rites.

Rite of the Fang

Your rite damage is poison type.

Rite of the Mire

Your rite damage is acid type

Primal Fury

At 3rd level your blood becomes suffused with primal energy. Whenever you activate a Primal Rite, you also gain resistance to the respective damage type until the rite fades.

Additionally, once per turn whenever you damage a creature with a Primal Rite, you can roll your rite die an additional time and add it to the damage.

Upon reaching 11th level, the extra rite die can be rolled anytime you damage a creature with your Primal Rite instead of just once per turn.

Draconic Adaptation

At 7th level, the dragon blood running through your veins has altered your form, sharpening your senses and strengthening your body. While you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier + your Wisdom modifier. You can use a shield and still gain this benefit.

Your body begins to display draconic features such as patches of scales, horns, or a dragon's tail. You determine the extent to which your appearance is altered by these mutations.

You also gain one adaptation of your choice.

At 13th level, you gain a second adaptation of your choice.

Amphibious

You can breath both air and water, and you gain a swim speed equal to your walking speed.

Dominating Presence

Your presence instills fear and awe in others. You have advantage on Wisdom (Insight) checks to determine if a creature is being truthful. Additionally, you can add your Wisdom modifier to your Charisma (Persuasion) and Charisma (Intimidation) checks.

Keen Eye

 You gain proficiency in Perception, or expertise if you were already proficient. Additionally, you can take the Search action as a bonus action.

(You will need to manually apply the Skill Proficiency Level through the "Customize" option when clicking the skill)

Limited Flight

You have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Tough Hide

Your hit point maximum increases by an amount equal to your level. Each time you gain a level in this class, your hit point maximum increases by 1.

Scalebreaker

At 11th level, the damage of your Primal Rites ignores resistance, and creatures with immunity to it take half damage instead of none.

Blindsight

At 15th level you no longer need to rely on sight alone to track your adversaries. You now have 30 feet of blindsight.

Dragon Form

At 18th level you gain mastery over the dragonic power that lies in your blood and can unleash it to fuel a temporary transformation. While you have a Primal Rite active, you can use your action to transform into a dragon associated with that element. If you have multiple rites active then you must choose one Primal Rite to keep, and any other rites fade. This form lasts for 1 hour, though it will end early if you, drop to 0 hit points, die, or you choose to end it as an action. Once you use this feature, you can't use it again until you finish a long rest.

Whenever you enter your dragon form your active Primal Rite is transferred to your claws. If the rite is still active when you revert to your original form, it is transferred to the weapon in your primary hand. Transforming in this way is extremely taxing on your physical form. As such, you gain 1 level of exhaustion each time the transformation ends.

While you are in your dragon form, the following changes apply:

  • Your size is Large and your type is Dragon.
  • Your AC is 18 (natural armor).
  • Your Strength score becomes a 23.
  • You have a walk and fly speed of 40 feet.
  • You are immune the the damage type of the activating rite.
  • You immediately gain temporary hit points equal to your level. Any remaining temporary hit points go away when the transformation ends.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so
  • You cannot wield weapons or shields.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is possible for the new form to wear a piece of equipment, based on the creature's shape and size. Equipment that merges with the form has no effect until you leave the form.
  • You have claws which count as natural weapons. On a hit, they deal 2d6 + Strength slashing damage.
  • Whenever you take the attack action on your turn, you can use your bonus action to make a bite attack. The attack has a reach of 10 ft and on a hit it deals 2d10 + Strength piercing damage.
  • As an action, you can expend one use of your Blood Maledict to breathe destruction in a 30-foot cone. Each creature in the affected area must make a Dexterity saving throw, taking 6d6 damage on a failed save, or half as much damage on a successful one. The damage is of the same type as the activating rite.

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