Order of the Dragon (5e Subclass)

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Order of the Dragon[edit]

Blood Hunter Subclass

Across the ages, the mighty dragon has been both idolized and feared. Regardless of the perception, it is irrefutable that dragons are brilliant creatures to be learned from. Power, survival, and intellect, all are words that can describe dragons. As such, the Order of the Dragon spends years using their power of Hemocraft to manifest aspects of dragons. The Trial of Hibernation is the final step to becoming a member of this order and fully understanding its teachings. The trial involves sneaking into a dragon's lair and residing there, hidden, and absorbing the ambient magic that exudes from the lair.

Just as dragon are separated between chromatic, metallic, and gem, the Order of the Dragon is split into smaller sects. Depending on which dragons they learn from, members will have different values and goals.

Draconic Senses

When you choose this archetype at 3rd level, you senses heighten to levels similar to a dragon's. You gain blindsight out to 10ft.

Form of the Dragon

Also at 3rd level, you learn to manifest draconic traits. As a bonus action, you transform into a draconic form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.

Once you use this feature, you must finish a short or long rest before you can use it again. While you are transformed, you gain the following features:

  • Draconic Hide. You have resistance to the same damage as your active Crimson Rite. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.
  • Breath Weapon. Once per transformation, you can use your action to release a breath weapon in a 15ft cone. Each creature in the cone must make a Dexterity saving throw, taking two rolls of your Hemocraft die + your Blood Hunter level in the damage type of your active Crimson Rite on a failure, or half as much on a success.
  • Frightful Presence. When you transform, a number of creatures of your choice up to your Hemocraft modifier within 60ft must make a Wisdom saving throw. On a failure, a creature is frightened of you while you remain transformed. A creature can repeat the save at the end of each of its turns, ending the effect and becoming immune to this ability for the next 24 hours on a success.
Growing Form

At 7th level, you become one step closer to taking on a dragon's likeness. You can use your Form of the Dragon feature twice, regaining all expended uses when you finish a short or long rest. In addition, your Draconic Hide now grants you resistance to the damage types of all your known Crimson Rites while transformed, whether they are active or not.

Brand of the Overwhelming

At 11th level, your Breath Weapon increases to 30ft. Additionally, your Brand of Castigation can now instill debilitating awe in your foes. While in your draconic form, a creature branded by you has disadvantage on attack rolls against you and saving throws to resist your Breath Weapon and Frightful Presence.

Blood Curse of the Lair

At 15th level, you can mark your enemies as intruders on your territory. You gain the Blood Curse of the Lair for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Lair. As an action, you can mark a 300ft radius area as your lair for 1 minute. While active, you know the location of any creature that is present and you have advantage on Charisma (Intimidation) checks against creatures that are in your lair.

Amplify. The curse lasts for 10 minutes. In addition, if you are in your lair during combat, you can make a single weapon attack against a creature that is marked by your Brand of the Overwhelming on initiative count 20, losing ties.

Flight of the Dragon

At 18th level, you call forth the full majesty of the dragon and take flight. You can use your Form of the Dragon feature an unlimited number of times, and your draconic form lasts until you revert to your normal form, fall unconscious, or die. In addition, your transformation gains the following improvements:

  • You gain a flying speed equal to your walking speed.
  • Your blindsight increases to 30ft.
  • If you used your breath weapon, roll a d6 at the end of your turn. If you roll a 5 or 6, you can use it again.
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