User:ZarHakkar/Dragon's Blood (5e Class)
Dragon's Blood
...
Creating a Dragon's Blood
- Quick Build
You can make a Dragon's Blood quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Outlander background.
Class Features
As a Dragon's Blood you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Dragon's Blood level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Dragon's Blood level after 1st
- Proficiencies
Armor: light armor
Weapons: simple and martial weapons
Tools:
Saving Throws: Strength or Dexterity, Constitution
Skills: choose two from Athletics, Arcana, Nature, History
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) simple or martial melee weapon or (b) simple or martial ranged weapon and 40 ammunition
- dungeoneer's pack
- If you are using starting wealth, you have 3d4 X 10 in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Draconic Ancestor, Blood Choice |
2nd | +2 | Blood Marks, Dragon’s Adaption |
3rd | +2 | Draconic Strength |
4th | +2 | Ability Score Improvement, Fighting Style |
5th | +3 | Preferred Enemy |
6th | +3 | Blood Senses |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | Draconian Grasp |
10th | +4 | — |
11th | +4 | Draconic Presence |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | Blood Harvest |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | Dragon's Heart |
Draconic Ancestry
Pick a dragon type as your ancestor. This will affect the way abilities work in this class. You have resistance to your dragon ancestor's damage type.
- Dragon Types
Chromatics: Red, White, Black, Blue, Green... Metallics: Gold, Brass, Copper, Bronze, Silver...
You have an AC of 10 + proficiency + Dexterity modifier and learn the language Draconic, if you already have it you may replace it with another language.
Blood Choice
Your blood sings in one of 2 ways, the song of the Dragonsoul, or the Dragonslayer... At level 1, Pick a class option.
Blood Marks
Your blood calls for more, never satisfied. You use blood marks to use your abilities. You gain 2 BM (Blood Marks) from slaying a creature. You have no limit to the amount you may store.
Dragon’s Adaption
At 2nd level you have studied and dealt with dragon so enough to know how they slip through the minds of mortals undetected. You have advantage on Charisma rolls to hide your identity and otherwise deceive average humanoids (below wisdom 14) and you gain advantage and +2 bonus to discern a dragon in a different form.
Dragon Strength
At 3rd level, your ancestor boisters you with strength and as an action you can boost your strength by 10 (max of 30) and gain advantage on all strength checks for 10 minutes. While this ability is not active you get a +3 to strength to a maximum of 23 and have Powerful Build. Unarmed Strikes are now 1d4 bludgeoning.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Fighting Style
Your experience with dragons has taught you the combative forms that have been used for centuries. At level 4, choose a fighting style from the Fighter fighting styles
Preferred Enemy
Your preferred enemy is dragon. You have advantage on Wisdom (Survival) checks to track your favored enemy, as well as on Wisdom(Perception,Insight) involving your favored enemy and on Intelligence checks to recall information about them. You also gain a +2 bonus to damage with weapon attacks, which increases to +3 at 6th level, and +4 at 14th level. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemy.
Blood Senses
You can sense any living creature with blood within 100 feet of you as if it were within plain sight.
Draconian Grasp (10 BM)
As an action, that requires concentration, you reach out to grasp the blood of a creature you choose. They must make a Constitution saving throw, and if they succeed are unaffected. If they fail, they are paralyzed until you lose concentration.
Blood Feast
At level 10, you may spend a bonus action to consume a creature's blood (and sometimes flesh) to gain even more blood marks (Amount is based on enemy size; small is 1, medium is 2, large is 5, huge is 12, gargantuan is 20).
You no longer need to eat or drink for 24 hours after consuming an enemy, and don't need to sleep for 12 hours afterwards.
Draconic Presence
At level 11 you gain the ability to use a dragons frightful/awful presence as an action. Enemies within 30 ft of you must make a wisdom saving throw (DC 8 + Wis mod + proficiency bonus). On a fail they are either afraid of you or in awe of you (fear or charm) and on a successful save they are immune to it for 24 hours.
Blood Harvest
Starting at level 14 as an action, you're able to pull all of the blood from those around you. You gain the proper amount of blood marks for all dead creatures in 100 ft. You also pull on the blood of the living to feed your hunger. All living creatures in 100 ft must make a constitution saving throw, with the results depending on their roll; On a natural 20 they are totally unharmed, on a 11-19 their blood holds them in place and they're paralyzed, on a 2-10 their blood is pulled from their body causing them to take 2d20 damage and giving you blood marks based on size (as with blood feast), on a 1 their blood rushes from every pore and they take 2d100 damage, giving you double the blood marks you would gain with a 2-10 from them. You can use this a number of times equal to your Constitution modifier + 1 (minimum of 1). You regain all uses after a long rest.
Dragon's Heart
You have the "heart of a dragon". Pride, Greed, and Protectiveness are all traits you embody. You naturally cause normal people to be in awe, and wish to follow any call you make. Every creature within 150 ft of you is charmed, caught totally unawares. WHETHER YOU WANT IT OR NOT!
Dragonslayer
The blood in your veins calls for the death of all it's kin. You have an unnatural hatred for dragons, from birth, that nothing could undo.
Slayer's Weapons
Your weapon is one of the legendary Slayers, a weapon built for the destruction of dragons.
Starting at level 1, pick a weapon to be a Slayer. The weapon does normal damage to all non dragon creatures, and 3d20 extra damage to dragons. This weapon counts as magical for the purpose of overcoming Draconic resistances and being targeted by spells.
Strengthen
Starting at level 8, You force the blood in your body to move faster. For 10 blood marks, your speed doubles, and you have advantage on strength and dexterity checks. For 15 blood marks, you gain the prior benefits, and +3 to AC. This lasts for 3 minutes, and when over you gain a level of exhaustion. You do not need to complete a rest to use again, but be wary of how much exhaustion you have, It can kill you...
Heart of Hatred
Starting at 14th level, your hatred of dragons and their kin fuels you. If you reduce anything of draconic origin to 0 hit points then you gain advantage on all attacks, a bonus +4 to AC, and heal one free hit dice and gain the same amount of temporary hit points. If you consume it’s heart then you may gain a +6 AC, +10 to all attacks, and heal double the amount and gain double the temporary hit points. This effect lasts for 15 minutes and can only be used an amount equal to your Constitution modifier per long rest.
Reaper Seal
Starting at level 20, you gain the most powerful ability available to dragonslayers, the Reaper Seal... You may imprison a draconic creature when you are in dire straits. You may make an attack against a draconic creature, if you hit it doesn't take damage, instead it is imprisoned, as with the spell imprisonment. This ability may only be used once by you, and will causes you to die within 3d4 days...
Dragonsoul
Your blood is yours no more, your body is forever changed, and your soul is no longer the same. Your soul is now that of a dragon, causing you to become vicious and enraged. As you feast on the blood and flesh of your enemies, you grow in power, and your hunger grows.
Blood Hunt
You start off with blood feast at level 1 when you choose this class feature. You also have the ability to track anything marked with your blood anywhere on the same plane as you. At 4th level you get Blood Harvest
Breath Weapon
Starting at level 3 you gain the ability to exhale magical energies. You can now use your action to exhale destructive energy. Your draconic ancestry determines the size, shape and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw. the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes full damage on a failed save, and half as much damage on a successful one.
The amount of damage on a failed save is determined by how many blood marks are spent, increasing the more blood marks are spent.
3 BM - 3d6, 6 BM - 6d6, 12 BM - 4d12, 18 BM - 4d20
Dragon, Damage Type, Breath Weapon
Black, Acid, 5 by 30 ft. line (Dex. save)
Blue, Lightning, 5 by 30 ft. line (Dex. save)
Brass, Fire, 5 by 30 ft. line (Dex. save)
Bronze, Lightning, 5 by 30 ft. line (Dex. save)
Copper, Acid, 5 by 30 ft. line (Dex. save)
Gold, Fire, 15 ft. cone (Dex. save)
Green, Poison, 15 ft. cone (Con. save)
Red, Fire, 15 ft. cone (Dex. save)
Silver, Cold, 15 ft. cone (Con. save)
White, Cold, 15 ft. cone (Con. save)
Dragon Shape
Your body uses blood marks to cause permanent changes to your body (The blood marks are consumed permanently). Starting at level 4 you may activate the following abilities in order. It takes the original value for the first time and a fifth of the cost afterwards to activate it and it is free to have the effect retract back into your body. Becoming a dragon is permanent and is your true form after that.
- Dragon's Claws (10 Blood Marks) (2 Blood Marks after)
You grow claws on both hands, that you are proficient in. They are finesse weapons, that you may duel-wield and have the light property, and they deal 1d6 slashing damage each.
- Battle Form (25 Blood Marks) (5 Blood Marks after)
You shift your body into a more draconic form. You grow horns, pointed teeth, wings and a tail. You have a fly speed of 35 ft, and you have a walking speed of 40 ft. You have the ability to bite for 1d6 of your draconic ancestor's damage type, and your claws now deal 1d10 slashing damage each. You are able to take 2 attacks with your claws, and 1 with your bite.
- Wyrmling (55 Blood Marks) (11 Blood Marks after)
With the tearing of flesh and cracking of bone you change into a draconic wyrmling... You have the stats of your draconic ancestor's wyrmling stage, and you have all of it's attacks, features, and abilities.
- Young (135 Blood Marks)
You consume more flesh and blood, and your body grows into a young dragon, of your ancestor's color, with all of it's stats, attacks, features, and abilities (Aside from legendary Actions). You have Change Shape, as stated below...
Change Shape. The dragon magically polymorphs into any creature that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). · In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form , except any class features or legendary actions of that form.
- Adult (345 Blood Marks)
Your draconic form grows further with the consumption of even more blood, you shift into an adult dragon, of your ancestor's color, with all of it's stats, attacks, features, and abilities (Aside from legendary Actions). You have Change Shape, as stated above...
- Ancient (640 Blood Marks)
With the consumption of magnificent amounts of blood, you shift into an ancient dragon, of your ancestor's color, with all of it's stats, attacks, features, and abilities. You have Change Shape, as stated above...
Sympathetic Shaping
At 13th level, you may shift into any willing dragon that your character has seen and spent a 1 hour ritual studying. If you find the dragon dead it takes 4 hours to fully understand it’s power from the corpse. This means that a Dragon Souls that is related to the Black Dragon can shift into a Copper Dragon.
Secondary Chromatic Dragon Ancestors
The following are other available draconic ancestors available to you, their breath weapon, and other such info...
- Gray Dragons
- You have resistance to nonmagical weapon damage, and Your bite attack does 1d4 piercing damage, and causes paralysis on a failed constitution save (as with breath weapon). Your breath weapon (It is a 15 ft. cone, & costs 3 blood marks) does no damage, but on a failed constitution save, all inside are paralyzed. On a success they are unharmed. If paralyzed they must make another con save on their next turn, and if they fail, are petrified for 12 hours. A success ends this effect...
- Purple Dragons
- ..... To come soon......
Secondary Metallic Dragon Ancestors
The following are other available draconic ancestors available to you, their breath weapon, and other such info...
- ..... to come soon......
Back to Main Page → 5e Homebrew → Classes