User:ZarHakkar/Dragon's Blood (5e Class)

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Dragon's Blood[edit]

Dragon's blood seems like a regular humanoid at first glance, with nothing that catches the attention of an unsuspecting onlooker. However, at a closer look, it is possible to see the marks of the gruesome alchemical process that those who receive the dragon blood have undertook. Their bodies have been infused with the blood of dragons, with grants them enhance strength, speed and the supernatural ability to manifest the power of dragons. Using the draconic fluid coursing through their veins, they can draw this power, at cost of their own vitality.

Origin of the Draconic Blood[edit]

Those with the dragon blood are rare, created by an ancient and long forgotten ritual. They are taken from their homes in a young age and brought to hidden monasteries, were they are trained in both martial and magical arts. The training is grizzly and cruel, and those lucky enough to survive this process must endure a long process of mutation, were blood and bones and parts of dragon organs are mixed with their own natural organs, along with a magical process to seamlessly merge both into a single organic construct of flesh, muscle and bone. Painful deaths are the most common outcome of this ritual, but for those who succeed, a great power is the reward.

Creating a Dragon's Blood[edit]

When creating a dragon blood, ask yourself how did you gained your powers? Do you remember your life before the mutation or just embraced your new life as a dragon blood? Do you have ties with the organization or cult who changed you or do you wander alone in seek of purpose for your newfound powers? Are you searching for meaning, gold or some greater purpose?

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.

Table: The Dragon's Blood

Level Proficiency
Bonus
Features
1st +2
2nd +2
3rd +2
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Dragon Grafts[edit]

Starting at 3rd level, your body have been infused with specially prepared draconic body parts, called draconic grafts, that enhance your abilities by granting you temporarily the power of dragons.

Using a draconic graft is a gruesomely painful process. When the duration of the graft ends, you suffer 1 temporary level of exhaustion. This temporary level of exhaustion ends when you finish a short or a long rest.

You have a number of grafts equal to the amount shown on the grafts column on the Dragon's Blood table.

Draconic Mutation[edit]

At 1st level, your body have undergone mutations with the implant of draconic tissue and infusion of dragon's blood on your body. These alter permanently your physiology, granting you the following characteristics:

  • Your body is covered by draconic scales, granting you an AC of 13 + your Dexterity modifier while unarmored.
  • Choose one damage type: acid, cold, fire, lightning or poison. This choice will define your future dragon's blood features.
  • You have darkvision up to a range of 30 feet. If you already have darkvision, your's grow further 30 feet.
  • You age much slower than normal members of your race. You only age 1 year for each 10 years passed.

Fundamentum[edit]

At 2nd level, the part of draconic fundamentum installed on your body finally awakens. You now can use specific draconic powers.

When you roll initiative, you can use a fundamentum feature once. After using a fundamentum feature, you must roll a d6 in each of your turns. On a roll of 5 or 6, you regain use of your fundamentum. At 11th level, you can use your fundamentum twice, before you need to recharge it.

You can use the following fundamentum features:

Breath Attack

When you first gain this feature, you must choose a shape for your breath attack, either a 15-foot cone or a 30-foot by 5 foot line. When you take the Attack action, you can forgo one of your attacks to use your breath attack, forcing all creatures in the area to make a Dexterity saving throw (for fire, lighting and acid damage) or Constitution saving throw (for cold or poison damage). On a failed save, the target takes 2d6 damage, or half as much on a success.

Reinforced Hide

You can increase the hardness of your scales. When you take the Attack action while not wearing armor, you can forgo one of your attacks to increase your AC by an amount equal to your Constitution modifier against the next attack you suffer within the next minute.

Dragon's Blood Cult[edit]

At 3rd level, you choose the cult in which the operations and procedures that have changed you into your new form have occurred. Your choices are described at the end of the class description. Your chosen cult grant you features at 3rd, and again at 7th, 10th and 14th levels.

Extra Attack[edit]

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

Breath Mastery[edit]

At 11th level, you achieve full control over the fragment of the fundamentum inside your body. Once in each of your turns you can use one of your fundamentum features without forgoing one of your attacks.

In addition, if you haven't used your fundamentum in this turn, you recharge your fundamentum without rolling the recharge die.

Cults[edit]

Cult of the Clawed Beasts[edit]

Members of the cult of the clawed beasts are the most feral of the Dragon Bloods. Their bodies are monstrous, and they bear the reptilian aspects of the monsters they have been fused with. With powerful claws and teeth, they lacerate their enemies.

Hardened Claws

At 3rd level, you gain the ability to make unarmed strikes with your natural weapons. You gain the following natural weapons:

Claw. Your claws are sharp as blades. You cause 1d6 damage on your unarmed strikes with your claws. In addition, if you make at least one unarmed strike with your claw as an action, you can make another one using your bonus action.
Bite. Your claws are long as knives. You cause 1d8 damage on your unarmed strikes with your bite. In addition, when you hit a creature with a bite, you can spend one use of your fundamentum to cause additional 1d6 damage. The damage is your choice from acid, cold, fire, lightning or poison.
Ferocity

At 7th level, you can dart forward towards your enemies, attacking with incredible ferocity. Whenever you end your movement within 30 feet of a hostile creature, you can use your bonus action and spend your fundamentum to make a powerful jump towards its direction, landing in a unoccupied space within 5 feet of that creature.

After landing, you can immediately make a bite attack against your opponent, as part of the same bonus action. On a hit, the opponent is also grappled by your mouth, if it is Large sized or smaller.

Elemental Saliva

At 10th level, your body can constantly produce a mystical fluid infused by the power of elements, that enhance your attacks. Choose one damage type from acid, cold, fire, lightning or poison. Your bite attacks cause additional 1d4 damage from the chosen type.

In addition, you can use your Breath Attack once per turn, without spending fundamentum.

Draconic Rage

When you reach the 14th level, when wounded your instincts release your draconic power. Once per turn when you are at half your maximum hit points or lower, you can make one additional attack using a natural weapon in each of your turns.

In addition, when you kill a creature, you can instantly use your Breath Weapon, without using an action or spending fundamentum.

Cult of the Scale[edit]

Members of the cult of the scale are the most resilient members of the Dragon's Blood. This cult was built as a place to train guardians and protectors of the secrets of the dragon blood.

Armored Monster

At 3rd level, your scales are harder and sturdier than anyone. While not wearing armor, your AC equals 13 + your proficiency bonus. You can use a shield and keep this benefit.

Hardened Scale

At 7th level, you can use your draconic blood to enhance the durability of your skin. You can use your fundamentum and spend a hit dice, gaining temporary hit points equal to the number rolled + your Charisma modifier (if positive).

Blood Resilience

When you reach the 10th level, you gain the true endurance of your dragon blood. Choose one damage type when you finish a long rest: acid, cold, fire, lightning or poison. You gain resistance to that damage type until the end of your next rest.

You can spend your fundamentum while in combat, using an Action, to change the resistance for a new one.

Bloodline Resistance

When you reach the 14th level, you gain proficiency in all saving throws.

In addition, whenever you fail a saving throw, you can spend an use of your fundamentum as a reaction to roll a d6, adding the number rolled to your saving throw result, potentially turning the failure into a success.

Cult of the Draconic Warriors[edit]

Followers of the cult of draconic warriors are masters in using the Dragon Blood flowing through their bodies to enhance their already well developed physical abilities. They are the order that most relies in weapons and armor, mostly using the dragon powers as a way to enhance mundane combat skills acquired through martial training.

Focused Strikes

Starting at 3rd level, the power of your fundamentum enhances the power of your strikes. If you have use of your fundamentum, your weapon attacks cause additional damage equal to 1d6.

You cause this additional damage only once in each turn.

Enhanced Body

At 7th level, your physical attributes are empowered by your fundamentum. As long as you have a use of fundamentum, you add a d6 to all your Strength, Dexterity and Constitution checks.

Supernatural Reflexes

At 10th level, whenever a creature hit you with an attack, you can use your reaction and spend your fundamentum to roll a d6, adding to your AC, potentially turning the hit into a miss.

Blood Surge

When you reach the 14th level, you can channel the power of your fundamentum to one of your natural abilities, enhancing its properties for 1 minute. You can spend two fundamentum uses to gain the following benefits:

Strength. For the duration, whenever you hit a creature with an melee weapon attack using Strength, the target must succeed on a Strength saving throw or is pushed 10 feet back and knocked prone.

Grafts[edit]

Chromatic Bone Infusion

The chromatic bone infusion allow you to infuse your attacks with elemental energy. As a bonus action, you can activate this graft, causing your attacks to deal additional damage equal to 1d4, from your mutation type, for 1 minute.


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