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Blood Hunter: Vow of the Drakesbane

Dragon’s Blood Infusion


When you take this bow at 3rd level, choose the type of dragon blood you have drunk from the Dragon
Blood table. The damage type and breath weapon associated with each dragon blood are used by
features you gain later from this order. If you have a vial of blood from a different type of dragon, you
can drink it as a Use an Object action, replacing your previous dragon blood with a new one.

Dragon Blood
Dragon Damage Type Breath Weapon

Amethyst Force Singularity


Black Acid Destructive
Blue Lightning Destructive
Brass Fire Sleep
Bronze Lightning Repulsion
Copper Acid Slowing
Crystal Radiant Scintillating
Emerald Psychic Disorienting
Gold Fire Weakening
Green Poison Destructive
Red Fire Destructive
Sapphire Lightning Debilitating
Silver Cold Paralyzing
White Cold Destructive
Topaz Necrotic Desiccating

Draconic Leap
Starting at 3rd level, instead of moving normally on your turn, you can choose to launch yourself
from the ground into the air, landing in an unoccupied space on the ground within a range equal
to your walking speed.
When you do, launch yourself vertically a number of feet up to five times your blood
hunter level. Opportunity attacks provoked by the leap have disadvantage, and you don’t suffer
falling damage as a result of the leap.
Wyrm Slayer
At 3rd level, you gain the following benefits:
• You learn to read, write, and speak Draconic.
• The benefits from your Hunter’s Bane feature also apply to dragons.
• When attacking a creature within 5 feet of you with a lance, you can choose to change its
damage die to a d8 instead of having disadvantage on your attack roll.
Breath Weapon
Starting at 7th level, as an action, you can unleash the breath weapon associated with your
Dragon Blood in a 15-foot cone originating from you. Once you do so, you can’t use this feature
again until you finish a short or long rest.
Debilitating. You exhale a pulse of high-pitched, nearly inaudible sound. Each creature in the
area must succeed on a Constitution saving throw or take thunder damage equal to two rolls of
your hemocraft die + half your Blood Hunter level and be incapacitated until the end of its next
turn, or until it takes damage.
Desiccating. You exhale necrotic energy. Each creature within the area must succeed on a
Constitution saving throw or take necrotic damage equal to two rolls of your hemocraft die + half
your Blood Hunter level and deal half damage on weapon attacks that rely on strength until the
end of its next turn.
Destructive. You exhale a blast of elemental power. Each creature within the area must succeed
on a Dexterity saving throw. Each object in the area that isn’t being worn or carried and each
creature who fails the save takes damage of the type associated with your dragon blood equal to
two rolls of your hemocraft die + half your Blood Hunter level. A creature who succeeds on the
save takes half damage from your breath weapon.
Disorienting. You exhale a wave of psychic dissonance. Each creature in the area must succeed
on an Intelligence saving throw or take psychic damage equal to two rolls of your hemocraft die
+ half your Blood Hunter level, and until the end of its next turn, when the creature makes an
attack roll or ability check, it must roll a d4 and reduce the total by the number rolled.
Paralyzing. You exhale paralyzing gas. Each creature in the area must succeed on a Constitution
saving throw or become paralyzed until the end of its next turn or until it takes damage. A
creature that doesn’t need to breathe can choose to succeed the saving throw without rolling.
Repulsion. You exhale repulsion energy. Each creature in the area must succeed on a Strength
saving throw or be pushed 30 feet away from you and be knocked prone. Each unsecured object
in the area that isn’t being worn or carried is also pushed 30 feet away from you.
Scintillating. You exhale a burst of brilliant radiance. Each creature within the area must succeed
on a Constitution saving throw or take radiant damage equal to two rolls of your hemocraft die +
half your Blood Hunter level. You then gain temporary hit points equal to half the damage roll.
Singularity. You exhale gravitational force. Each creature within the area must succeed on a
Strength saving throw or take force damage equal to two rolls of your hemocraft die + half your
Blood Hunter level and have its speed reduced to 0 until the end of its next turn or until it takes
damage.
Sleep. You exhale tiring gas. Each creature in the area must succeed on a Constitution saving
throw or fall unconscious for 1 minute. This effect lasts for a creature if it takes damage or if a
creature within 5 feet of the unconscious creature uses an action to wake it. A creature that
doesn’t need to breathe can choose to succeed the saving throw without rolling.
Slowing. You exhale gas that makes those who breathe it sluggish. Each creature in the area
must succeed on a Constitution saving throw or become subject to the breath weapon’s effects
until the start of your next turn. On a failed save, the target can’t use reactions, its speed is
halved, and it cannot utilize any multiattack features. In addition, the creature can utilize either
an action or a bonus action, not both. A creature that doesn’t need to breathe can choose to
succeed the saving throw without rolling.
Weakening. You exhale gas that weakens the muscles of those who breathe it. Each creature in
the area must succeed on a Constitution saving throw or have disadvantage on strength checks,
and strength saving throws for 1 minute. A target can repeat the saving throw at the end of each
of its turns, ending the effects on a successful save. A creature that doesn’t need to breathe can
choose to succeed the saving throw without rolling.
Infrangible Scales
Starting at 7th level, you have begun to tap into the cycle of life and death, and adjust that pattern
as you see fit. You gain the following special use of your blood maledict feature:
Blood Curse of Infrangible Scales (Blood Maledict)
As an action, scales of the color associated with your dragon blood coat your body for 1 minute.
For the duration, you gain resistance to the damage type associated with your dragon blood, and
your AC can’t be less than 14 + your Constitution modifier + your Intelligence modifier,
regardless of the type of armor you’re wearing.
Amplify. You gain immunity to the damage type associated with your dragon blood, and upon
taking an instance of the damage type associated with your dragon blood equal or greater to your
proficiency bonus, gain temporary hit points equal to your proficiency bonus.
Brand of Reverse Exposure
Upon reaching 11th level, when you apply your brand of castigation to a dragon, the target takes
an amount of extra damage equal to half your blood hunter level + your Intelligence modifier of
the same type as the rite damage used to sear the brand into the target. In addition, while the
brand is applied to a target, the branded creature does not benefit from resistance to your chosen
damage type from the Dragon Blood table, and when you damage the target with that damage
type, they reduce the result of all Wisdom (Perception) checks by your Intelligence modifier
until the start of your next turn.
Rite of Hoarders

At 14th level, you have mastered the intricate natural balance between life and the afterlife. You
learn the following crimson rite:
Rite of Hoarders
While the rite is active, you gain the following benefits:
• Your rite damage type is the type you chose from the Draconic Features table.
• While this rite is active, you can see all forms of currency and magical items through
walls, magical darkness, and the ethereal plane. Additionally, currency and magical items
glow in darkness to you.
Improved Breath Weapon

At 15th level, when you use your breath weapon, you can choose to unleash it in a 30-foot cone
originating from you. Additionally, you can now use your breath weapon twice, regaining all
expended uses when you finish a short or long rest.
Garnering Greed

At 18th level, when gaining temporary hit points, you can cumulatively add them to your current
temporary hit points to a maximum total of half of your maximum hit points.

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