Blood Hunter
Base Class: Blood Hunter

At present an order of just one, you, the Order of the Dragon involves Blood Hunters who decide not just to draw power from sacrificing their own vitality, but from the understanding that being an indirect descendant of Tiamat, the Scaled Tyrant herself, your blood contains incredible power and should not be squandered in petty ventures. Harnessing the power of your blood also allows you to cast spells using your rapport with your predecessors to channel magic through your blood.

Rites of Draconic Passage

When you join this order at 3rd level, you learn one of two additional primal rites (detailed below).

You learn another of these rites when you reach level 7 in this class

Furthermore, when a Blood Hunter Feature requires you to use your Intelligence Modifier, or make an Intelligence Ability Check or Saving Throw, you can use Charisma for all of those features instead.

Rite of the Caustic

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

 

Rite of the Noxious

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

 

Pact Magic

When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting.

Cantrips. You learn two cantrips of your choice from the ranger spell list. You learn an additional ranger cantrip of your choice at 10th level.

Spell Slots. The Order of the Dragon Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.

To cast one of your ranger spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Order of the Dragon table shows when you learn more ranger spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 11th level, for example, you learn a new ranger spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class and order, you can choose one of the ranger spells you know and replace iy with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your ranger spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

BLOOD HUNTER LEVEL

CANTRIPS
KNOWN

SPELLS
KNOWN

SPELL
SLOTS

SLOT
LEVEL

3rd

2

2

1

1st

4th

2

2

1

1st

5th

2

3

2

1st

6th

2

3

2

1st

7th

2

4

2

2nd

8th

2

4

2

2nd

9th

2

5

2

2nd

10th

3

5

2

2nd

11th

3

6

2

2nd

12th

3

6

2

2nd

13th

3

7

2

3rd

14th

3

7

2

3rd

15th

3

8

2

3rd

16th

3

8

2

3rd

17th

3

9

2

3rd

18th

3

9

2

3rd

19th

3

10

2

4th

20th

3

11

2

4th

 

Dragonscale Transformation

Upon choosing this archetype at 3rd level, you begin to learn to control the draconic force that permeates your blood. As an action, you can transform into a wyrmknight. This form lasts for 10 minutes. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.

You can access wyrmknight forms for which you have learnt the associated Primal Rites:

Rite of the Frozen - White Dragon Wyrmknight

Rite of the Flame - Red Dragon Wyrmknight

Rite of the Storm - Blue Dragon Wyrmknight

Rite of the Caustic - Black Dragon Wyrmknight

Rite of the Noxious - Green Dragon Wyrmknight

You can use this feature twice. You regain expended uses when you finish a short or long rest. While you are transformed, you gain the following features:

Draconic Charisma. You gain a bonus to melee attack and damage rolls equal to half your Charisma bonus (rounded up). You also have proficiency in Charisma Saving Throws which persist even when not transformed.

Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. You have resistance to the type of damage associated with the Wrymknight form you take. While you are not wearing heavy armor, you gain a +1 bonus to your AC.

Talon Strikes. Your unarmed strikes are considered a single weapon in regards to your crimson rite feature. When taking this transformation, you may also immediately apply the associated Crimson Rite to your unarmed attacks as a free action. Doing so in this manner allows you to take half the damage you would otherwise take when activating Crimson Rite.

Draconic Martial Arts. When you take the Attack action on your turn, you can make an unarmed strike as a bonus action.

Your unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 11th level, and 1d10 at 18th level.

Unfocused Mind. You cannot concentrate on spells while transformed with this feature.

 

Blood Magic

At 3rd Level, you gain the Blood Curse of the Mage for your Blood Maledict feature. This does not count against your blood curses known.

Blood Curse of the Mage. As a free action when you cast a spell of 1st level or higher, you can roll your crimson rite die and take double the number rolled in damage to cast the spell without consuming a Pact Magic slot. This feature only works if you have a Blood Hunter Pact Magic slot available, and casts the spell at the level of your Blood Hunter Pact Magic slot.

Amplify. A use of Blood Maledict isn't consumed if you amplify this curse. Note: The die rolled to amplify this curse is not doubled when using this feature.

 

Draconic Agility

At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, your Dragonscale Transformation gains the following features:

Improved Talon Strikes. When you have an active rite while in your wrymknight form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Developing Wings. While in your wrymknight form, if you happen to be falling for 10 feet or more, you can use your reaction to sprout your wings, slowing your falling speed to 60 feet per round. Once this reaction is taken, you will no longer take fall damage from this fall, even it if lasts for longer than the round you reacted on, as long as you remain transformed. Furthermore, on each round where you fall for 10 feet or more, you can glide horizontally up to half your movement speed. If you are wearing armor, this feature cannot be used unless the armor has been specially modified to allow your wings to unfurl and retract. If you are wearing clothing, it is destroyed when you use this feature unless it has been specially modified to allow your wings to unfurl and retract.

Aggressive Charge. You can take the Dash action as a bonus action. You may only do so if moving in this manner results in you being closer to a specific enemy than you were before.

 

Enhanced Dragonscale

Starting at 11th level, you learn to unleash and control more of the dragon within. You can now transform into your wyrmknight form as a bonus action, and your transformation now lasts for up to 30 minutes.

In addition, your wyrmknight form gains the Draconic Regeneration and Precision Strikes features.

Draconic Regeneration. At the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier (minimum of 1) if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Precision Strikes. You gain a bonus to melee attack rolls made with your unarmed strikes equal to half of your proficiency bonus (rounded down).

 

Untethered

Beginning at 15th level, you’ve developed fully grown wings. When you transform into your Wyrmknight Form, you also sprout Draconic Wings that provide you with a flying speed of 50 feet. If you are wearing armor, this feature cannot be used unless the armor has been specially modified to allow your wings to unfurl and retract. If you are wearing clothing, it is destroyed when you use this feature unless it has been specially modified to allow your wings to unfurl and retract.

In addition, your wyrmknight form gains the Pack Hunter feature.

Pack Hunter. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

 

Wyrmknight Ascension

At 18th level, you have wrestled your inner dragon and mastered it. You can now use your dragonscale transformation feature three times between rests.

You also gain resistance to cold, fire, acid, poison and lightning damage at all times, while your wyrmknight form gains immunity to its associated damage type.

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes