Follower of Marutuk (5e Class)

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Follower of Marutuk[edit]

Rushing across the battlefield, the Saint of Marutuk deftly dodges the attacks of any enemies that attempt to stop him from rushing to his ally. Once in position, he unleashes a myriad of maneuvers and techniques to assist his allies and quell his enemies. Determined to stop this flexible fighter, his enemies call forth a mighty dragon to terrify and destroy him. However, a grin of audacity pierces through his once icy calm, and the Saint appears reinvigorated. He leaps across the battlefield and proceeds to annihilate the dragon with one overwhelming strike. Killing it seems to fill him with greater power and, as his gaze meets those of his enemies, everyone realizes that he was merely holding back. And now that he's unleashed his full power, there is no stopping him.

The clattering of bones grabs the attention of the entire camp of slavers. As they ready their crossbows and take aim, some crossbows begin to droop and, eventually, fall from the loose grips of the slavers. The Servant of Marutuk steps into the light adorned in a full plate armor, and with necklaces that clatter against it at every step. All of it is made of the same impossible to deny material - dragon bone. With leisurely composure, she lifts an arm toward the slaver's camp, and a tiny orange bead manifests in the center of their camp. A moment later, lightning strikes two of the slavers, their charred corpses falling to the ground. The crossbows fire, but the bolts can do nothing to her armor. One of the slavers charges forward, his sword raised overhead in a maddened fury. Before he can even get within arm's reach, her spear punches through his chest, and acid begins to burn through the gaping hole that's left behind as she yanks her spear out of his now collapsing body. Just as some of the slavers throw their weapons down to run the other way, the bead explodes in a deafening fire ball. The few that were at the edge of the camp manage to rise to their feet and flee from the woman, but find themselves facing a small army of undead beasts, humanoids, and even a few giants and horrors. None escape alive... and a few are even brought back into her service as undead slaves themselves.

The screams of their fellows echo along the cavern walls, causing the remaining bandits to clutch their weapons and staves more tightly. Their leader reminds them not to break formation, but his voice is drowned out once again by the dying screams of their fellow men. The screams stop, and now only heavy footfalls echo in the distance, like an unending heartbeat. Bowstrings tense as the archers prepare to unleash a volley at whatever comes around the corner. The footfalls are a thundering drum now, and an armored form turns the corner. Arrows fly. The armored form surges forward— crashing through the arrows in midair! With a crunch of steel and leather, it lands amidst the men and begins flailing a blur of steel into their ranks. Blood rains in this thundering storm of steel and screams. A bandit's head is sent flying in the melee— the Sadist smiles. An archer's abdomen is torn open, his intestines pour out onto the cavern floor— the Sadist smiles. Turning around in an attempt to flee, one of the men is stabbed in the spine, and crumples to the ground— the Sadist smiles. Some arrows and blades manage to find their way into the Sadist's flesh but, through it all, the Sadist smiles. Their leader throws his hands up and finishes chanting a spell, sending a spiraling swirl of magical energy to stop the Sadist in his tracks. Turning toward the bandit leader, the Sadist smiles. Only now, looking into those dark eyes, can the bandit leader tell that the Sadist's fury is inevitable and insatiable.

Creating a Follower of Marutuk[edit]

When creating a Follower of Marutuk, ask yourself the following questions: Do I seek to slay dragons? If yes, then that may be enough for you to choose this class. As a Follower of Marutuk, you are always driven to emulate the hero Marutuk and slay dragonkind wherever you may find them. However, what is the source of your drive? Is it duty? Perhaps hatred? Or is it simply necessity or a morbid curiosity? This may inform you of which path your character may choose as a Follower of Marutuk.

Quick Build

You can make a Follower of Marutuk quickly by following these suggestions. If you're going to be a Saint or Servant of Marutuk, then Strength should be your highest ability score, followed by Charisma. If you're going to be a Sadist of Marutuk, then Strength and Constitution should be your highest ability scores, followed by Charisma. Second, choose the Soldier background.

Class Features

As a Follower of Marutuk you gain the following class features.

Hit Points

Hit Dice: 1d10 per Follower of Marutuk level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Follower of Marutuk level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Glaive, Halberd, Javelin, Lance, Pike, Quarterstaff, Spear, Trident
Tools: None.
Saving Throws: Constitution, Charisma
Skills: Choose two from the following: Acrobatics, Animal Handling, Athletics, History, Intimidation, Nature, Perception, or Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Chain Mail or (b) Scale Mail
  • (a) A spear and shield or (b) Two martial weapons
  • Explorer's Pack and five javelins
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Follower of Marutuk

Level Proficiency
Bonus
Features Dragon's Bane Score Maximum
1st +2 Follower's Path,Dragon's Bane, Marutuk's Resilience 1
2nd +2 Marutuk's Blessings, Fighting Style 2
3rd +2 Follower's Path Feature 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack, Follower's Path Feature 4
6th +3 Marutuk's Leap 4
7th +3 Into the Maw 5
8th +3 Ability Score Improvement 5
9th +4 Follower's Path Feature 6
10th +4 Marutuk's Courage 6
11th +4 Strike-through 7
12th +4 Ability Score Improvement 7
13th +5 Follower's Path Feature 8
14th +5 Marutuk's Flight 8
15th +5 Follower's Path Feature 9
16th +5 Ability Score Improvement 9
17th +6 Follower's Path Feature 10
18th +6 Vanquisher of the Dragonkind 10
19th +6 Ability Score Improvement 10
20th +6 Follower's Path Feature 10

Follower's Path[edit]

At 1st Level, you choose which path of Marutuk’s teachings to follow. Choose the path of the Saint, Servant, or Sadist, all of which are detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 5th, 9th, 13th, 17th, 20th level.

Dragons' Bane[edit]

At 1st level, you are the sworn enemy of dragons and the whole dragonkind: which includes creatures with the dragon type and creatures more loosely related to dragons, like the dragon born or dragon origin sorcerer.

Due to this enmity, you are skilled at the art of killing dragons, and empowered by it. Whenever you kill or help to kill a dragonkind, your Dragon's Bane score increase by 1.

Your Dragon's Bane score maximum can't be higher than the amount shown on the Dragon's Bane column on the Follower's of Marutuk table. Some of your features will refer to that score.

In addition, you know how to speak, read and write draconic, and have advantage on all your Wisdom (Survival) checks made to track dragons and Intelligence checks to recall information about them.

Marutuk’s Resilience[edit]

At 1st level, you gain Marutuk’s Resilience. You can use a bonus action to gain temporary hit points equal to your Constitution Modifier + a number of d4s equal to your Dragon's Bane score.

Once you use this feature, you must finish a short or a long rest before you can use it again.

Fighting Style[edit]

At 2nd level choose a Fighting style from the following:

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Marutuk Acolyte

You learn one precept of your choice from among those available to the Saint of Marutuk archetype. If a precept you use requires your target to make a saving throw to resist the precept's effects, the saving throw DC equals 8 + your proficiency bonus + your Charisma modifier.

You gain one devotion die, which is a d6, or a d8 against dragonkind (this die is added to any devotion dice you have from another source). This die is used to fuel your precepts. A devotion die is expended when you use it. You regain your expended devotion dice when you finish a short or long rest.

Marutuk's Blessings[edit]

At 2nd level, you gain the incantations of Ea and Anu. Some of your powers will require creatures to make Saving Throws against your Spell Save DC. You can calculate your DC as follows: Blessing Save DC = 8 + your Proficiency bonus + your Charisma modifier

Ea Agu

Inciting the power of Ea, and forgoing the material component cost, you can cast the spells from the list below, if you have the appropriated level. Once you use this feature to cast a spell from that list, you can't do it again until you finish a long rest. The spell is cast at its minimum level.

Ea Agu Spells
Follower of Marutuk Level Spell
3rd create or destroy water
7th tidal wave
13th control water
19th maelstrom
20th tsunami
Anu Karābu

Calling upon the assistance of the divine Anu, you may speak a myriad of incantations to bolster your versatility in combat. You have a number of charges equal to your Charisma Modifier + the amount of dragonkind creatures you have killed (to a maximum equal to your Follower of Marutuk level). When you spend a charge, you regain its use after finishing a long rest. Each incantation costs one charge, unless otherwise stated. The incantations are as follows:

Addānika. You may perform the Search action as a bonus action, with a bonus modifier equal to the number of charges you spend on this incantation.
Kaṣû Azmarû. You change the damage type of your next weapon attack to Cold.
Birqu Azmarû. You change the damage type of your next weapon attack to Lightning.
Rigmu Azmarû. You change the damage type of your next weapon attack to Thunder.
Šāru. You may cast feather fall.
Dārutu. You may cure any creature upon touch, as a bonus action, of any disease or poison for one charge each.

Ability Score Improvement[edit]

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. Alternatively, you can instead take one feat of your choice.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Marutuk's Leap[edit]

Starting at 6th Level, you can spend a bonus action to gain 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.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after completing a long rest.

Into the Maw[edit]

At 7th level, you gain resistance to piercing damage from natural weapons. In addition, whenever you make a Dexterity or Constitution check to reduce the damage of an effect that causes acid, cold, fire, lightning or poison to half, you take no damage on a success, and only half damage on a failure.

Marutuk's Courage[edit]

At 10th level, you and friendly creatures within 10 feet of you can no longer be Frightened by dragonkind.

Strike-through[edit]

At 11th level, all of your attacks with polearms now have have an extra 5’ of reach, and do damage to all targets in their line of range. Each target can only be hit once by each attack. The following weapons count as polearms: Javelin, Spear, Glaive, Halberd, Lance, Pike, Trident.

Marutuk's Flight[edit]

Beginning at 14th level, you can use Marutuk's Leap at will.

Vanquisher of the Dragonkind[edit]

At 18th level, you have resistance to any damage caused by a dragonkind creature. This includes innate traits, class features, items and spells used by dragonkind and any other form of damage that has them as a source.

In addition, you have advantage on all saving throws against effects imposed by dragonkind creatures.

Saint of Marutuk[edit]

The Saint is an enduring survivor. Life is a series of trials and tribulations, and they come prepared. Following the Precepts and Edicts of the Saints, they are able to assist allies in a variety of ways on and off the battlefield, allowing flexibility for both offense and support. Although their attacks and techniques can be used to subdue any threat, their true focus and overwhelming strength exist to purge dragonkind's evil from the world.

Saint's Tenacity

Starting at 1st level, you can use the Dash action as a Bonus Action.

In addition, if you can see at least one dragonkind, you can use the Dash action on in each turn, without requiring an action.

Saint Precepts

When you choose this archetype at 3rd level, you learn sacred precepts that are fueled by special dice called devotion dice.

Precepts. You learn three precepts of your choice. Many precepts enhance an attack in some way. You can use only one maneuver per attack. You learn two additional precepts of your choice at 7th, 10th, and 15th level. Each time you learn new precepts, you can also replace one precept you know with a different one.
Devotion Dice. You have four devotion dice, which are d8s (or d12s against dragonkind). A devotion die is expended when you use it. You regain all of your expended devotion dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your precepts require your target to make a saving throw to resist the precept's effects. The saving throw DC is calculated as follows: Precept save DC = 8 + your proficiency bonus + your Charisma modifier.
Sanctity

At 5th level, your piousness focuses your mind and surrounds you with a heavenly calm. You gain proficiency in Wisdom Saving Throws. If you already have this proficiency, you gain proficiency in Intelligence saving throws.

Zeal

At 9th level, you can no longer be Charmed or Frightened by any creatures. Furthermore, when Exhausted you count as one level lower when determining the effects of Exhaustion, excepting death, up to the minimum effect of one level of Exhaustion.

Enduring Ferocity

At 13th Level you immediately restore one Precept Die upon the death of a dragonkind within 300 feet that has received at least 1 damage from you within the last hour.

Saint Edicts

At 17th Level, you learn powerful special techniques called Saint Edicts. You have two Saint Souls, a special resource that fuel your Saint Edicts. When you spend a saint soul, it is lost until you finish a long rest. You also regain 1 saint soul when you kill or help to kill a dragonkind. The edicts are the following:

Dragon Sheathe. When you hit any dragonkind with a melee weapon, you can spend a Saint Soul to bury your weapon into the dragon’s body (melee or thrown weapon). You cause additional damage equal to 5 x your Dragon's Bane score.
Savage Storm. By spending a Saint Soul as an action, you make a number of strikes equal to your Dragon's Bane score against any targets within melee range of your weapon. The strikes can all be made against the same target, or distributed amongst any you choose in reach. Roll a separate attack roll for each target. You can't apply precepts or edicts to these attacks.
Sanctified Strikes.Upon spending a Saint Soul by using an action, you mark a target. For the next minute, all your attacks against that target have Advantage, and you score critical rolls on a 17 or 20 against it.
Exalted Edicts

When you reach the 20th level, you truly become a dragon hunter saint. You gain two additional Saint Souls. In addition, you learn two special techniques called Exalted Edicts. They are the following:

Unbroken. When you are reduced to 0 hit points, you can spend two Saint Souls to keep fighting. For a number of minutes equal to your Dragon's Bane score, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your Unbroken state ends, and you die then only if you still have 0 hit points.
Zealous Spirit. You can Spend one Saint Soul as a bonus action to grant yourself, or a creature you touch, temporary hit points equal to 10 x your Dragon's Bane Score.

Saint Precepts List[edit]

Here are your list of Saint Precepts to choose. Whenever you use a saint precept against a dragon, use a d12, rather than a d8. In alphabetical order, they are as follows:

Virtue

When you fail a Saving Throw, you may choose to expend and roll a superiority die and add its value to your total.

Camaraderie

You may take the Help Action as a Bonus Action and, when you do, you expend and roll one devotion die and add its value to the attack roll of the allied creature's attack.

Duty

You can expend a devotion die to spend 1 uninterrupted minute in concentration (as if you were concentrating on a spell). You can sense whether any dragonkind are present within 100 feet, plus 100 feet x your Dragon's Bane score. This feature reveals what species of dragonkind are present, their numbers, and the creatures' general direction and distance from you.

During a short or a long rest, you can roll your devotion die and add to your passive Wisdom (Perception) for the remainder of the rest. When the rest ends, one devotion die is spent.

Humility

During a Short Rest, you may expend and roll a devotion die to ask another creature to help dress your wounds. The allied creature makes a Medicine (Wisdom) check, and you regain hit points equal to the number rolled on the die + 1 hit point for each 5 in the result of the check.

Also, during a short rest, you may also tend the wounds of a number of creatures, other than yourself, up to your proficiency bonus. You restore hit points equal to a roll of your superiority die + your Wisdom modifier for each creature, and when you finish the rest, you lose a superiority die per chosen creature.

Independence

Whenever you make an unassisted Ability Check that doesn't use Charisma, you may choose to expend and roll one superiority die and add its value to the check. By expending one superiority die, and if you are fighting one dragonkind and no other creatures are within 20’ of either of you, then you gain advantage on all of your attacks against that target. This bonus becomes temporarily suspended if any creatures come within 20' of either of you.

Mirth

You may expend one superiority die to temporarily suspend the effects of Exhaustion for a number of chosen creatures equal to your Charisma Modifier for one hour. The chosen creatures must be able to see and hear you. During a Long Rest, you may spend at minimum one hour with a chosen ally to bolster the restorative effects of a completed Long Rest for both yourself and the chosen ally. You may absolve a number of levels of Exhaustion equal to the same number of superiority dice expended.

Patience

When another creature damages you with a melee attack, you can use your reaction and expend and roll one superiority die to reduce the damage by the number you roll on your superiority die + your Strength modifier. The value of the superiority die is doubled if the aggressor is a dragonkind.

When a creature misses you with a melee attack, you can use your reaction to expend and roll one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. The value of the superiority die is doubled if the target is a dragonkind.
Prudence

When a creature provokes an opportunity attack from you, you can expend and roll a superiority die and add it to the attack roll. If you hit, you may move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks. The value of the superiority die is doubled if the target is a dragonkind.

When you hit a creature with a weapon attack, you can expend and roll one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. The value of the superiority die is doubled if the target is a dragonkind.
Responsibility

If a spell or condition or other effect would require you to make a Saving Throw at the end of your turn, then you may expend a superiority die to perform the Save at the beginning of your turn instead. You gain Advantage if there is still a living dragonkind combatant involved in the encounter.

Sincerity

You may expend and roll a superiority die and add its value to any Intimidation or Persuasion checks to interact socially with a number of creatures equal to your Charisma Modifier + X within your line of sight. You get advantage on the ability checks if the creatures' moral alignment is the same as your own.

Servant of Marutuk[edit]

A Servant of Marutuk serves mostly to support their allies with beneficial Bone Charms at the cost of their own personal defense. Typically, they'll interpose themselves as a buffer between the allied back line and enemy forces. Servants of Marutuk have the most to gain by slaying dragons, and experience the greatest growth and benefits from the X bonus.

Servant's Diligence

Starting at 1st level, you can use the Dodge action as a Bonus Action as a bonus action. You can use this feature once, and gain additional uses equal to your Dragon's Bane score.

You regain spent uses after finishing a long rest.

Bone Charm

At 3rd level, you can spend one hour to perform a ritual on a dragon bone, which turns the bone into a charm. Each bone charm drains 1 AC while its enchantment is maintained, as tampering with dragons' bones brings bad luck. You may maintain the enchantments on a number of bone charms equal to X. The enchantments for each bone charm depend on which dragonkind it came from, and which charm ritual was used to enchant it. A creature cannot receive benefits from more than one enchantment of the same ritual type.

Each bone charm requires a ritual in which the Servant and the recipient meditate, undisturbed, for an hour. After completing this ritual, the bone charm becomes attuned to the recipient. The attunement can be maintained as long as the charms are on the same plane of existence as the Servant who made them. If the charms and Servant are on separate planes for more than an hour, then they will no longer be enchanted or attuned and must be so again.

There are 18 True Dragon types, divided into the Chromatic and Metallic types, as well as multiple Other Dragon subraces, that can all be used to create various charms depending on the corresponding ritual used.

  • Only one bone charm can be made from each dragon slain, or else the magic fails when used on a separate bone from the same dragon. However, the same bone charm can be changed from one charm type to another, as long as the hour long ritual is performed to re-enchant & re-attune it.
  • The Mind Ritual provides a bonus equal to half of your Follower of Marutuk level (rounded down) to the listed skill.
  • Bone charms are nigh indestructible. They cannot be damaged by non-magical sources, have an AC of 10 + X, and HP equal to 5(X); however, if the Bone charm is not destroyed in one blow, then it automatically regenerates to its max HP after being attacked.
  • If broken, the Bone charm turns to dust, its magic is lost, and it cannot be reformed.
Saving Throws

If a non-native spellcaster gets a Bone Charm that allows them to cast spells, then the spell save DC and spell attack can be calculated as follows:

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

Spell attack bonus: your proficiency bonus + your Charisma modifier

Chromatic Dragonkind. There are nine Chromatic Dragonkind whose bones can be utilized with the respective rituals as listed below:
Chromatic Dragon Type Fang Ritual Wing Ritual Claw Ritual Scale Ritual Mind Ritual
Black Ingesting 5mL of Acid heals you for 4d4+4 HP Automatically Hide from surface creatures while submerged in liquid +(Proficiency Bonus) acid damage to all weapon attacks Immune Acid Damage Stealth
Blue +2d6 to all Lightning Damage Spells Can cast Fly on self once/dawn +(Proficiency Bonus) lightning damage to all weapon attacks Resist Lightning Damage Persuasion
Brown x2 damage for all Acid attacks Gain +20’ Burrow Speed Automatically Hide from surface creatures while burrowed underground Immune Heat Exhaustion Stealth
Gray/Fang x2 damage for all weapon attacks +2 Languages spoken (not literate) Can use Reaction to reroll any Missed weapon attack Resist all weapon attacks Intimidation
Green Drinking poison causes you to regain 1 HP at the start of your turns for 1 hour Advantage on Stealth checks in forests; cannot get lost in forests Can spend 1 minute to coat your weapon (or 5 ammo) with magic poison secreted from your palms that lasts for 1 min; creatures must succeed on a DC (8+X) Constitution Save or else be Poisoned for 24 hours Poison Immunity Deception
Purple Can cast Dissonant Whispers once/minute Climbing no longer costs additional movement & you gain advantage on Athletics checks to climb Gain Darkvision 120’ or +30’ Darkvision if already have it Can Hide as a Bonus Action Arcana
Red x2 damage for all fire attacks Advantage on Dexterity & Constitution Saves +(Proficiency Bonus) fire damage to all individual damage rolls Immune to Fire damage & Heat Exhaustion Perception & Persuasion
White Can cast Cone of Cold once/dawn Resist Cold damage Treading snow or ice no longer costs additional movement Immune Cold Exhaustion & advantage on Perception & Survival in arctic conditions History
Yellow +2d6 weapon damage if you attack with advantage +10' movement Can cast Freedom of Movement on self once/dawn +30' swim speed Survival
Metallic Dragonkind. There are nine Chromatic Dragonkind whose bones can be utilized with the respective rituals as listed below:
Metallic Dragon Type Fang Ritual Wing Ritual Claw Ritual Scale Ritual Mind Ritual
Brass Advantage on Performance & Persuasion checks +2 languages spoken (not literate) +2 languages spoken (not literate) Can Dash as a Bonus Action; +20' movement when Dashing Persuasion
Bronze +3 to attack rolls against Evil creatures +30' Swim Speed +1d4 slashing damage for melee attacks Cant cast Alter Self twice/dawn Animal Handling
Copper Can cast Vicious Mockery as a Bonus Action 5x/dawn Can Disengage as a Bonus Action Can cast Tasha's Hideous Laughter once/dawn Can cast Slow once/dawn Performance
Gold Can cast Delayed Blast Fireball once/day Can cast Maze once/day Can cast Globe of Invulnerability once/day Can cast True Polymorph on self once/day Insight & Intimidation
Iron x2 damage for all weapon attacks Can cast Shield 3x/dawn Expand critical hit range by 1 value (e.g. from 20, to 19 & 20) Resist all weapon attacks History & Investigation
Mercury Can cast Chaos Bolt as a 5th level spell 1d4 times/day Immune to charms & enchantment effects Can cast Heroes’ Feast once/day Can cast Shapechange once/day Sleight of Hand
Platinum If you fail a saving throw, you can choose to succeed instead up to 3/dawn Advantage on Wisdom & Charisma Saves Expand critical hit range by 2 (e.g. from only 20, to 18, 19, and 20) Immune to Cold damage & Radiant damage & Shadow damage Insight & Perception
Silver Can cast Hold Monster once/dawn Gain the benefits of Protection from Evil & Good spell vs Fiends & Undead Can cast Cone of Cold once/dawn Resist Cold Damage Nature & Medicine
Steel Can cast Suggestion 3x/dawn Can cast Modify Memory once/dawn Can cast Word of Recall once/dawn Immune to Acid damage & Resist Poison Damage Stealth & History
Other Dragonkind. There are seven Other Dragonkind whose bones can be utilized with the respective rituals as listed below:
Dragon Type Fang Ritual Wing Ritual Claw Ritual Scale Ritual Mind Ritual
Elemental Drake +1d4 of corresponding element to weapon attacks +1 AC Can expend one Hit Die and add its result to your weapon attack roll Resist associated element Initiative
Other Drakes Use Reaction to nullify disadvantage for one of your attacks +1 AC Can expend one Hit Die and add its result to your weapon damage roll Gain Temporary HP equal to your Proficiency Bonus at the start of each round Initiative
Dragonturtle For 1 min, you roll three times the number of dice for melee weapon damage rolls once/dawn Resist Fire & Slashing & Piercing & Bludgeoning damage When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. This can only occur once, and is refreshed by completing a long rest You gain temporary HP equal to half your max HP every dawn History
Wyvern Add your Proficiency bonus to the damage of all of your weapon attacks Advantage on Initiative Climbing doesn't cost you extra movement Resist Poison damage & advantage on Saving Throws against being Poisoned Intimidation
Pseudo-dragon Can spend 1 minute to coat your weapon (or 5 ammo) with magic poison secreted from your palms that lasts for 1 min; creatures must succeed on a DC 11 Con Sav or else be Poisoned for 1 hour Can cast Guidance on self When rolling weapon damage, you may reroll any 1’s once, but must use the value of the new roll While Hiding, if you move no more than 10’ per round, creatures have disadv on Perception checks to spot you that rely on sight Can telepathically communicate with any other creatures in possession of a Pseudo -dragon Mind Charm within 100ft
Sea Wyrm Can cast Sleep at will Can simultaneously Disengage & Dash as a Bonus Action while swimming Advantage on grapple checks Can breathe underwater & gain +30' swim speed Animal Handling
Kobold Can speak Draconic and Undercommon (not literate) Can Disengage as a Bonus Action Gain Pack Tactics Gain Darkvision 60' (or nothing if you already have Darkvision) Advantage for checks against traps
Servant's Aide

Beginning at 5th level, as an action, you can choose up to three creatures within 30ft and increase their current and maximum hit points by 5 + X for 8 hours at the cost of 2 AC. The hit points are increased by an additional 5 for each point of AC sacrificed above 2. Your AC lost this way is restored once the duration of Servant’s Aide ends. You can only sacrifice a total amount of AC equal to half your Follower of Marutuk level (rounded down). You can use this feature once without incurring Exhaustion before you must complete a long rest. Each time you use this feature without an intervening long rest you will accumulate one level of Exhaustion.

Steadfast Servant

Upon reaching 7th level, you can increase your AC by X for up to one minute. You can use this feature once without adverse effects before you must complete a short or long rest to use it again. Each time you use this feature without an intervening short or long rest you will accumulate one level of Exhaustion.

Boneweave

Starting at 9th level, you can spend one minute to take up to five of your Dragon Bones and patch them together into a single weave, draining only 1 AC per attuned Boneweave. Each Boneweave can only have one charm of each ritual type attached to it.

Bone Servant

Beginning at 13th level, you can spend one hour performing a ritual over the corpse of a beast, giant, humanoid, or monstrosity. By expending a number of Dragon Bones equal to the size of the corpse (DM’s discretion), you then raise that creature as your servant. You can have a number of Bone Servants equal to your Charisma Modifier.

  • A Bone Servant only has half of its total hit points, but need not eat, drink, or sleep. A Bone Servant cannot recall any history of its prior life, but has the same skills, powers, and abilities. A Bone Servant remembers whatever languages it knew in life, but speaks only when spoken to and will favor brevity in its speech. A Bone Servant counts as undead in addition to the species it was in life. If a Bone Servant's HP falls to 0, it will instantly die and turn to dust.

You can mentally command a Bone Servant as a bonus action if it is within 120ft of you. You can command multiple at once if you issue the same command. You decide what action the Bone Servant will take and where it will move during its next turn, or issue a general command. If you issue no commands, the Bone Servant only defends itself against hostile creatures. Once given an order, the Bone Servant will follow it until its task is complete.

  • The Bone Servant is under your control for a year and a day. Afterward, they will die and turn to dust. Alternatively, you can command the Bone Servant to die, and it will turn to dust.
Bone Armor

Starting at 17th level, you can take Boneweaves (composed of 5 separate Dragon Bone Charms) and merge them into one of two armors or a shield. You can attune to, and benefit from, these creations as you would a single Boneweave:

  • Bone Breastplate takes 2 hours and 4 Boneweaves to craft. It provides AC 14 + Dexterity Modifier (max 2), counts as Medium Armor, and weighs 20lbs.
  • Bone Plate takes 4 hour and 8 Boneweaves to craft. It provides AC 18, requires a minimum Strength of 15, counts as Heavy Armor, imposes disadvantage on Stealth checks, and weighs 65lbs.
  • Bone Shield takes 1 hour and 2 Boneweaves to craft. It provides +2 AC, and weighs 6lbs.
Zealot's Armor

At 20th level, each individual Boneweave for the Bone Armor you’ve crafted can now function separately. You also can spend 1 minute of concentration, just as if you were concentrating on a spell, to switch between different attuned Boneweaves on your person. For instance, a Bone Shield can confer the benefits of 1 attuned Boneweave, and leave the other inert; you can then spend 1 minute to switch to the other Boneweave that the Bone Shield is composed of. However, each attuned Boneweave still drains 1 AC.

Sadist of Marutuk[edit]

Willing to sacrifice their own life just for another chance to attack their enemies, the Sadist is all about offense. Their fighting style revolves around gaining and losing hit points. Overwhelming their enemies is their surest way to victory.

Sadomasochism

At 1st level, you can lose a number of hit points equal to your Proficiency Bonus to regain the use of your reaction.

Sadist's Satiation

At 3rd level, once per turn when you hit a creature with a melee weapon, you gain temporary hit points equal to half the damage dealt.

These temporary hit points last until the start of your next turn.

Blood for Blood

Beginning at 5th level, when you hit a creature with a melee weapon attack, you can lose a number of hit points up to half your Follower of Marutuk level (rounded down), adding the amount loss to the damage.

All of your attacks that are empowered by your Blood for Blood count as magical for the sake of overcoming resistances and immunities to non-magical damage.

Due Suffering

Starting at 7th level, when you take the Attack action, you can use your reaction to make one additional attack as part of that action.

You can use this reaction a number of times equal to your Constitution modifier (minimum once) and regain your uses after completing a long rest, unless you spend a hit die to do so again.

Methods of Brutality

Starting at 9th level, you become capable of using new attacks. You may use any of the Methods as a substitute for each of your attacks and extra attacks. The specific Method must be called before the attack roll is made, with the exception of Decapitate. Each Method can only be used once per turn. You can only use the Methods a number of times equal to your Follower of Marutuk level before you must finish a Long Rest to regain use of them.

Minimum weapon damage is: 1 + the weapon's damage modifier (typically Strength or Dexterity)
Half weapon damage is: half the total value of the weapon's damage dice + the weapon's damage modifier (typically Strength or Dexterity)
Maximum weapon damage is: the total value of the weapon's damage dice + the weapon's damage modifier (typically Strength or Dexterity)
Saving Throws

Some of your Methods require your target to make a saving throw to resist the Method's effects. The saving throw DC is calculated as follows:

Brutality save DC: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Insatiable Hatred

Starting at 9th level, you may activate your Insatiable Hatred as a bonus action on your turn. You can maintain this state for a number of rounds equal to your Proficiency Bonus. You can choose to end it early by using a bonus action on your turn. You may use this feature only once before you must restore it via completing a Short or Long Rest. You gain an additional charge at 17th level.

During Insatiable Hatred, the following rules apply
  • You can use Due Suffering an unlimited number of times.
  • Every use of Due Suffering will lower your maximum HP by your Proficiency Bonus. Your maximum HP that is lost this way can only be restored via finishing a Long Rest.
  • The effects of the following conditions are suspended: Charm, Fatigue, Frightened, Paralyze, Poisoned, and Stunned. After Insatiable Hatred ends, then you will suffer any and all conditions previously suspended during Insatiable Hatred.
  • After Insatiable Hatred ends, you will suffer one level of Exhaustion.
  • If you kill any dragonkind while in this state, then your Insatiable Hatred ends, you do not suffer Exhaustion, your maximum HP resets to its ordinary value, and you regain the ability to use Insatiable Hatred. However, you must be the source of the damage that causes the dragonkind to drop to 0 HP for this to take effect.
Resentful Sadist

At 13th level, whenever a creature within your melee range damages you, you can use your Reaction to counterattack. You make a melee weapon attack against the creature and, if you hit, add necrotic damage equal to the damage it dealt to you, and lower its maximum HP by an equal amount. Maximum HP that is lost this way can only be restored via completing a Long Rest or a spell like Greater Restoration. You may only use this against each creature once until the end of your next turn, which refreshes this feature.

Sadist's Cruelty

Beginning at 15th level, for every instance you damage another creature, gain 1 bonus maximum HP. Bonus maximum HP gained this way can reach a value equaling your ordinary maximum HP, effectively doubling your total health pool. This feat does not raise your current HP to match that of the value of bonus maximum HP. However, each time dragonkind within eyesight take damage, you are restored 2 HP. This bonus maximum HP persists until the completion of your next Long Rest.

Agony of Joy

At 17th level, choose a type of Savored Enemy: aberrations, beasts, celestials, fey, fiends, giants or humanoids. They provide the same benefits as dragonkind when determining the effects of any of your powers and abilities (i.e. Insatiable Hatred refreshing its use when reducing this enemy type to 0 HP, etc.)

Methods of Brutality[edit]

In alphabetical order, they are as follows:

  • Carve: In place of an attack made with the Attack action, you can instead opt to carve into your own flesh to try and Frighten your opponents. You suffer your minimum weapon damage as slashing damage, and each non-friendly creature that can see you must make a Charisma Saving Throw against your Brutality DC + X. Upon success, the creature is completely unaffected, and cannot be affected by Carve for 1 minute. Upon failure, the creature is Frightened of you. It can repeat this Saving Throw at the beginning of each of its turns to recover from the condition. However, a creature is immune to this effect if it is undead, cannot feel fear or has no consciousness, has legendary actions, or the DM decides that the creature is too stupid/bloodthirsty to care about your self-harming practices. Such a creature may yawn in boredom in response.
  • Decapitate: When you Attack a creature that has at least one head and roll a 20 on the Attack roll, you can choose to cut off one of the creature's heads. The creature dies if it can't survive without the lost head. However, you must not have called out any other Methods of Brutality for the attack, and can only perform it once per turn. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big/tough for its head to be cut off with this weapon attack. Such a creature may instead take an extra 6d8 slashing damage from the hit.
  • Fracture: In place of an attack made with the Attack action, you can instead attempt to fracture the target creature’s cranium by focusing all your force into a single point on its skull. The affected creature must make a Constitution Saving Throw against your Brutality DC. Upon success, they take damage equal to half your maximum weapon damage as bludgeoning damage. Upon failure, they take damage equal to your maximum weapon damage and become Stunned until the end of your next turn. However, a creature is immune to this effect if it is immune to bludgeoning damage, doesn’t have a skull or need a brain, has legendary actions, or the DM decides that the creature is too big/tough/other to be reasonably affected by this weapon attack. Such a creature only suffers your minimum weapon damage.
If they were previously affected by Fracture, they remain Stunned and must roll a Constitution Saving Throw at the end of each of their turns while Stunned by Fracture. Upon success, they recover from the condition. Otherwise, they remain Stunned and, if they accumulate 3 consecutive failures, they instantly fall unconscious and must make Death Saving Throws.
  • Gouge: In place of an attack made with the Attack action, you can instead attempt to gouge out one of the target’s eyes. It must succeed on a Dexterity Saving Throw against your Brutality DC. Upon success, you completely miss and the creature suffers no damage or adverse effects. Upon failure, the creature loses one of its eyes and suffers your maximum weapon damage. If the creature no longer has any functional eyes left, then it is permanently Blinded until cured of the condition via magic like Lesser Restoration or Regeneration. This attack cannot be made against creatures without eyes.
  • Puncture: In place of two attacks made with the Attack action, you can instead puncture the lungs of the creature you attack. On a successful attack, the creature must roll a Constitution Saving Throw against your Brutality DC at the start of each of its turns. If it accumulates a total number of fails equal to its Constitution Modifier (minimum of 1), then it immediately falls unconscious and must start making Death Saving Throws. A creature making Death Saves due to Puncture can only be stabilized via magic, or by restoring its Hit Points with magic. However, a creature is immune to this effect if it is immune to piercing damage, doesn’t have or need lungs or air, has legendary actions, or the DM decides that the creature is too big/tough for its lungs to be reasonably affected by this weapon attack. Such a creature instead takes double your maximum weapon damage upon a successful hit.
  • Rend: In place of an attack made with the Attack action, you can instead attempt to rend open the target creature’s flesh. The affected creature must make a Dexterity Saving Throw against your Brutality DC. Upon success, they take half your maximum weapon damage, and suffer no further effects. Upon failure, they take your maximum weapon damage, and take 1d6 damage from blood loss.
They must then make a Constitution Saving Throw against your Brutality DC at the end of each of their turns or else take an ongoing 1d6 damage from blood loss. Upon success, the bleeding stops, but the next time they must make Constitution Saving Throws against Rend, the DC increases by 2. Every successful Rend effect is cumulative, increasing the total blood loss damage by 1d6. However, a creature is immune to this effect if it is immune to piercing and slashing damage, doesn’t have or need blood, has legendary actions, or the DM decides that the creature is too big/tough for its flesh to be cut open with this weapon attack. Such a creature instead suffers your maximum weapon damage.
  • Spinal Tap: In place of an attack made with the Attack action, you can instead skillfully maneuver to stab the creature at one of three key points in the spine. You can choose which point after making the attack roll. However, a creature is immune to this effect if it is immune to piercing damage, doesn’t have or need a spine, has legendary actions, or the DM decides that the creature is too big/tough for its spine to be reasonably affected by this weapon attack. Such a creature instead takes the listed damage:
    • Cervical: Your attack roll must equal or exceed a value totaling double the affected creature’s AC. Upon a successful hit, the affected creature is Paralyzed. The affected creature can only be cured of this condition by magic, or supernatural regeneration. If the creature cannot be affected by Spinal Tap, it instead takes double your maximum weapon damage as piercing damage.
    • Thoracic: Your attack roll must equal or exceed a value totaling the affected creature’s AC + 10. Upon a successful hit, the affected creature is Incapacitated. The affected creature can only be cured of this condition by magic. If a creature cannot be affected by Spinal Tap, it instead takes your maximum weapon damage as piercing damage.
    • Lumbar: Your attack roll must equal or exceed a value totaling the affected creature’s AC + 10 minus X. Upon a successful hit, the affected creature is Restrained. The affected creature can only be cured of this condition by magic. If a creature cannot be affected by Spinal Tap, it instead takes half your maximum weapon damage as piercing damage.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Follower of Marutuk class, you must meet these prerequisites: Strength or Dexterity Score of 13 or higher; Constitution Score of 13 or higher; a reason to slay dragons

Proficiencies. When you multiclass into the Follower of Marutuk class, you gain the following proficiencies: Glaive, Halberd, Javelin, Lance, Pike, Quarterstaff, Spear, Trident


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