White Dragon Emperor (5e Class)
Divine Divideing User[edit]
Also known as White Dragon Emperor's Wings of Light, it is one used by users of holy gears. Listed as one of the original thirteen Longinus, specifically a mid-level Longinus, he has the spirit of the White English dragon, Albion, residing within him.
In the past, Albion fought his arch-rival, the Welsh Dragon, Ddraig, in a battle that was interrupted by the Angels, Demons, and Fallen Angels who were at war at the time. The two dragons dared to attack the leaders of the Three Factions, which led to their two bodies being destroyed and their souls being sealed in two Sealed Sacred Gears, "Divine Divider" which is among the original 13 Longinus.
Albion Gwiber[edit]
Albion is one of the Two Heavenly Dragons and the arch-rival of Ddraig. He is called the White Dragon known as the Vanishing Dragon, Albion Gwiber, White Dragon Emperor and White Dragon Emperor of Supremacy, who resides within the Longinus, Divine Divideing wielded by his character. He is feared among Angels, Fallen Angels, Demons and the various other factions of the world for his destructive powers, said to be capable of killing gods and satan.
Creating a Divine Dividing User[edit]
The White Dragon Emperor spreading it's wings, [1] |
You have the power of a celestial dragon, or rather the strongest dragon of all, were you born with that power? was chosen by him? Did the gods give this power? or was it irony of fate that you were born with it? Well now what are you going to do with the power that not only defeats gods and higher beings but also changes the course of everything, will you be someone who will save the world or improve it in divine destruction, will you win against the great Red or will you lose?
- Quick Build
You can make a Creating a Divine Dividing User quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second Intelligence, choose the Athlete background.
Class Features
As a Empowered you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Empowered level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Empowered level after 1st
- Proficiencies
Armor: none
Weapons: Improvised weapons, simple Weapons, martial weapons
Tools: Two of your choice
Saving Throws: Constitution, Strength and Intelligence
Skills: Choose two skills from: Acrobatics, Athletics, Intimidation, Performance, Perception, Persuasion, History, Insight, Investigation, and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Longsword or (b) Shortsword and shield or (c) Dagger and leather armor
- (a) Smith's tools or (b) Woodcarver's Tools or (c) Alchemist supplies
- (a) dungeoneer's pack, common clothes and a bottle of blood or (b) explorer's pack, fine clothes with hood
- If you are using starting wealth, you have 5d4 × 10 in funds.
Two Critical Divisions[edit]
Starting at 1st level you have awaken your Sacred Gear, which is summoned when you roll for initiative. The sacred gear is a small vest in your back. While active, you will gain a +1 to all attack rolls. As a reaction whenever you touch, are attacked or attack a creature you can roll half the damage dice from the creature's strongest attack (minimum of 1) adding the damage to your next attack and subtracting from the creature's earning 1 division point. You can have as many division points as shown in the Divine Dividing table.
Martial Arts[edit]
At 1st level, your martial arts practice gives you mastery of combat styles that use unarmed strikes. You gain the following benefits while unarmed:
- You can roll 1d4 + your Strength modifier in place of your normal unarmed strike damage. This die changes as you gain user levels of white dragon emperor, as shown in the unarmed strike column of the divine dividing users table.
- When you use the Attack action with an unarmed strike, you can make an unarmed strike as a bonus action.
Unarmored Defense[edit]
Starting at 1st level, while you are not wearing armor and not wielding a shield, your AC is equal to 10 + your Strength and Constitution modifier.
Two Critical Divisions Plus[edit]
At 2nd level, your sacred gear increases in power and now has small wings with light coming out of them. When you roll initiative, your Two Critical Divisions will give all previous benefits in addition to a +1 to your AC until the end of your next turn. You may expend 1 Divison Point to retain the +1 to your AC until the end of your next turn after the first turn in initiative. You may also start floating as a free action.
Divine Dividing[edit]
At 3rd level, the true power of your sacred gear awakens and explodes. Your Divine Divideing equipment takes the form of a pair of white Dragon wings on the wearer's back, with eight "feathers" of energy.
Your companion Albion can now communicate telepathically with you. When you activate your Two Critical Divisions in addition to all previous benefits you will gain a +1 to your AC, attack rolls, you can use hit table increase to increase your attack rolls. You will also gain flying speed equal to your movement speed.
Power of the Vanishing Dragon[edit]
At 3rd level, thanks to Albion, you have learned how to use dragon power, making you cast spells or dragon attacks. You can also learn random spells that the GM allows.
Dragon Skill save DC = 8 + your proficiency bonus + your Intelligence modifier.
Dragon Skill attack modifier = your proficiency bonus + your intelligence modifier.
At some levels, you will gain a feature from the Dragon skill list.
Astounding Powers[edit]
At 3rd level, you begin learning to control your strength, allowing you to gain impressive abilities or techniques known as Astounding Powers.
You gain a power of your choice. Your power options are detailed at the end of the class description. When you gain certain empowered levels, you gain additional powers of your choice, as shown in the Powers Known column of the Empowered table.
Additionally, when you gain a level in this class, you can choose one of the powers you know and replace it with another power that you could learn at that level. If an astounding power has prerequisites, you must meet them to learn it. You can learn the power at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Power Manifestation[edit]
Once your reach 3rd level, your unique powers begin to truely manifest. The manifestation you choose grants you features at 3rd level and again at 7th, 11th, and 18th level.
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.
The Silver Power[edit]
At 5th level, as you and Albion aim to defeat Ddraig the Red Dragon Emperor, you begin to train your magic power to be able to create magic weapons.
You can create magical weapons like bows and swords with the power Albion has granted you. (Requires Smith Tools)(Work with GM)
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 17th level in this class.
Divine Dividing's Balance Breaker[edit]
At 6th level, you sell your arm to Albion to get a fraction of its power, you can use the Scale Mail cloak and as an action or bonus action for 2 Dragon Energy Points you will gain the following benefits:
- You can add your Proficiency bonus to all damage rolls you make.
- Increases your AC by 2(+4 total).
- Your divine point maximum increases by 1 while on balance breaker.
- Your flying speed doubles.
- You retain the benefits of Two Critical Divisions and it's upgrades.
You can end your transformation early on your turn as a bonus action or if you fall unconscious. It lasts the entire fight, you can only use this feature once per short or long rest. At 10th level, now you can use it as many times as you want, and it doesn't desactivate once you are reduced to 0 hit points.
The Rays of a True Celestial[edit]
At 7th level, you compress your energy and can use lightning with magic energy around you, making you gain the following benefits:
- White Emperor's Gauntlet
Every hit you make against Celestials deals an extra 2d4 lightning damage, at 14th level it increases to 2d8.
The Little White Emperor[edit]
Starting on the 7th level, as you grow stronger in power you gain one ability originating from Albion:
- A little white
Your body has grown used to immense heat and higher temperatures, which gives you resistance to fire and radiant damage. In addition, you will roll with advantage to resist the effects of extremely hot weather.
At 18th level, you will now gain immunity to fire and radiant damage. In addition, you are now immune against the effects of extremely hot weather.
The White Emperor's Ambition[edit]
At 9th level now getting used to your power and that of Albion, you are driven by your ambitions and motivations. In a moment of crisis, that you or someone reminds you of your ideals, ambitions or motivations you explode from emotion fueling your Sacred Gear gaining 1 or 2 of the following effects determined by the GM:
- You can steal 3 damage dice gaining 3 division points in one action
- You can get back up with 1 hit point.
- You can make two attacks without spending any kind of action or use an dragon skill or form while skipping all requirements.
To use this, you must have told to your GM about your motivations and ambitions, so that he allows it depending on if the action that motivated your emotion was consistent with your character and knowledge.
Presence of A Real Dragon[edit]
At 10th level, Albion's power and your power are almost one and the same. That makes you exude an aura that makes all frightened enemies at least unsafe against you.
Whenever a creature tries to attack you with an opportunity attack, they have disadvantage on the roll, if the attack misses, you can expend 2 Divison Points to frighten the creature for 1 minute
In addition, you can gain an Aura that extends within 30ft of you, if a creature misses an attack against you, you take one of their highest damage die, adding it to your own damage, and gaining a divison point.
Juggernaut Drive[edit]
Now at 11th level, because of some tragic event that leaves you lost in anger, rage, or sadness due to lack of power, you have unlocked this ability. Now that the seal is temporarily removed you gain a transformation to surpass even the gods, so you recite the chant and become domination itself. As an action, you spend half of your current hit points and recite the chant, making you transform and become the White Dragon of Supremacy for 3 minutes.
While on this state you will lose control of your actions and your objective is destruction and Domination. After entering this state you will do anything to kill the creature that is the target of your rage. After you reduce that creature to 0 hit points, then you will attack all creatures around you, except creatures you love. You may try to end this state early by making a Wisdom saving throw DC17. On a success the transformation ends and you will revert back to your normal form with 10 hit points with 1 level of exhaustion. After the first use, to use it again you must spend 1d10 of your maximum hit points permanently. You gain the same abilities but you can only stay in this form for two rounds, now being able to control it. You can recover your lost hit points permanently using vital energy or spending 2 entire days resting.
Reflect Of The White Dragon[edit]
At 12th level, due to more dangerous opponents appearing, Albion teaches you an ancient power that he uses to defend himself in combat.
- Reflect Mode Defense
As an action for 2 Dragon Energy Points, you conjure a shield that will defend all attacks received by you. The shield will reflect everything, when you receive damage from an outside source you're forced to make a Constitution Saving Throw DC13. On a success you take no damage, on failure you take half damage. The shield lasts for a number of rounds equal to your Intelligence modifier.
Half Dimension[edit]
At 13th level, you learned one of your most powerful abilities, the Half Dimension. As an action while under Balance Breaker and spending 5 Dragon Energy Points, you will make every hostile creature within 60 feet of you lose 1d10 + your Intelligence modifier hit points. They will also be forced to make an Constitution saving throw against your Dragon Skill DC, on a failure they will take 4d8 force damage and you will steal the highest damage dice they pocess. If they succeed they take half force damage and you won't take their damage dice.
You can only use this feature again after a long rest. At 15th level, you can now use it without having to be on Balance Breaker and you may use this once per short or long rest.
Celestial Poison Reduction[edit]
At 14th level, Albion tries to unlock its most powerful poison, capable of killing gods as its poison destroys even the soul without leaving a trace. You can use these poisons in 3 ways, like a roar, in an unarmed strike and clear in a column of venom.
The poison deal extra 2d8 poison damage at 14th 4d8 at 16th 6d8 at 19th.
This poison cannot be consumed by anything no matter the class, the only exception is of course if the bearer wants to do something about it.
This poison does not work on Great Red, Dragon God of Infinity and Ddraig.
Empíreo Juggernaut Overdrive[edit]
At 15th level, you managed to fully seal the conscience of the old users and discovered together with Albion how to get rid of the curse of Divine Dividing. Now you have managed to unleash your hidden potential by rewriting the Juggernaut Drive chant, you can release more power and this is your answer to this power without harming your body and losing control. As an action for 4 Dragon Energy points while on Balance Breaker, you will gain the following benefits:
- You become the White Dragon of Supremacy.
- Your hit points increases by 50.
- Your size is Enormous.
- Your Division limit is increased by 6.
- For each divide you use you will gain 2 divide points, taking all damage dice, instead of half damage dice.
You have complete control of the form, and may use it's features in any way you want. The transformation lasts for 1 minute, at 17th level it loses its duration, but you gain 1 level of exhaustion after the end of combat.
The True Divine Division[edit]
At 15th level, you can increase the power of your division and now you can decrease curses and negative effects from you and your allies. As an action, you may spend 1 Division Point to remove one condition currently affecting an ally within touch range, you may choose to spend additional Division Points to remove conditions from other allies within range or to remove more conditions from the same ally.
In addition, you may use your action spending 5 Dragon Energy points to decrease the effects of curses by half, and double the amount of time it takes for the curse to takw it's effects. In some your GM may allow you to completely erase the curse.
Dividing Wyvern Fairy[edit]
Now at 17th level, you and albion found a way to get enough power to beat Ddraig and his user. You have managed to acquire Dividing Wyvern Fairy. Now you can create Mini Wyverns to aid you in combat, but you can create up to 3 Dividing Wyvern Fairy.
Lucifer Dragon Diabolos[edit]
At 18th level, you are facing gods and even ancient beings as if they were normal enemies. With the bond with the Dragon god of infinity and friendship with Albion, you can assume your true power, releasing your last form that it has the aura of Satan and dragon, thus being able to conquer everything and everyone. As an action for 7 Dragon Energy points and 5 division points while on your balance breaker, you gain the following benefits:
- You regain all of your Dragon Energy points.
- You have advantages on any kind of rolls.
When a creature attacks you with magic of any kind you are forced to roll 1d20, if you roll more than 16 you completely overcome all of the magic and completely negates it. If you roll more than 12 you take half damage and is immune to the spell's condition. If you roll lower you will suffer the effects as normal.
- Your current and maximum hit points increase by 169.
- Your scores are changed to: Str=38,Dex=16,Con=34,Int=20,Wis=20,char=30
- Your AC becomes 28.
- You can use all Dragon skills.
- You can use the attacks and features of all previous transformations.
- Your size is Large.
- Your Divide cap is increased by 10.
- For each divide you use you will now gain 3 Division points, taking all damage dice, instead of half damage dice.
You can keep this transformation for 5 of your rounds. When you leave this transformation, you go back to the amount of Dragon Energy points you had before transforming. You may only use this form once per long rest.
At 20th level, it increases to 10 rounds. In addition you can now use it once per short rest. Depending on the campaign it has no duration but you gain 1 level at exhaustion.
Law of the Infernal Silver Paradise[edit]
At 19th level, you have a perfect mastery of your power and can combine with Albion, creating a metaphysical representation of your power and essence. You create an area where you are an entity that dominates everything, the place is surrounded by poison and miasma called Reduce, and all who have sins are judged. As an action for 6 Dragon Energy Points while under the Lucifer Dragon Diabolos state, you may activate this for the remaining time of the Lucifer Dragon Diabolos. You gain the following benefits:
- Your attacks will always hit no matter what.
- Your critical rate is now considered from 18-20.
- All of your attacks ignores resistance and immunity.
- Your blows reach the opponent's soul, making it so that whenever you deal damage of any kind they will have their maximum hit points reduced as well.
Invocation of the White Emperor[edit]
Finally at 20th level, you unlock the Power to bring supremacy in your ancient form, you have acquired full power being able to unleash the great and mighty celestial dragon Albion Gwiber. As an action for half your Dragon Energy points and spending 1d20 of your Maximum Hit Points while you are on your Lucifer Dragon Diabolos state you may summon Albion.
Albion will have a minimum of 3 rounds on the battle, and a maximum of 8 unless your GM wants to increase it. He will always go first than his host, even if his initiative is lower.
Dragon skill[edit]
You will be able to learn all of the Divine Dividing user's attacks. each spell will be learned at certain levels. in each level you will learn a new attack on the table that says dragon skill.
- Dragon Shot
Costs 2 Dragon Energy Points
Starting at 3rd level, as an action you concentrate all your power in a small sphere and shoot in a single direction within a range of 30 to 120 feet. Every creature in that area is forced to make a Dexterity saving throw against your Dragon Skill DC, on a failure they take 2d8 force damage and will be knocked prone, on a success the creature takes half damage and is not knocked prone.
- Silver Thunder Disappeared
- Reflect Reaction
1 Dragon Energy Point
1 Division Point
Starting at 12th level, as an reaction to an attack roll or being hit by an attack, you may summon a shield with the same effects as Reflect Mode Defense. Although this shield will only last until the end of your next turn. This cannot be used while being affected by Reflect Mode Defense.
- The Compression Divider skill
- You gain can use this power only in ways that say you can.
- Longinus Smasher
his skill is a beam of supreme power fired from his chest, they say it takes the name Longinus because he was a soldier who killed a divine being, this blow is destructive you damage in a 20d8 cone of radiant damage and necrotic, every creature must make a dexterity check to receive half the blow, bag fails at the GM's discretion to say the conditions. must spend 8 dragon energy points.
- Astounding Powers
- Vanishing Blow
Starting at 3rd level, you can channel the power of the Vanishing Dragon into your strikes. When you hit a creature with a melee attack, you can choose to teleport them up to 10 feet in any direction. If they are moved into an obstacle or another creature, they take an additional 2d6 force damage. At 7th level: The teleportation distance increases to 20 feet, and the force damage increases to 3d6. At 11th level: The teleportation distance increases to 30 feet, and the force damage increases to 4d6. Additionally, if the target is teleported into another creature, both creatures take the force damage. At 15th level: The teleportation distance increases to 40 feet, and the force damage increases to 5d6. If the target is teleported into an obstacle, they are also restrained until the end of their next turn.
- White Dragon's Roar
Starting at 5th level,as an action, you can unleash a powerful roar imbued with dragon magic. All creatures within a 30-foot cone must make a Constitution saving throw against your Dragon Skill DC or take 4d10 thunder damage and be pushed back 20 feet. On a successful save, they take half damage and are not pushed. At 9th level, the damage increases to 5d10 thunder damage. At 13th level, the damage increases to 6d10 thunder damage, and an additional 2d6 lightning damage. At 17th level, the thunder damage increases to 7d10, and the lightning damage increases to 4d6.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the White Dragon Emperor class, you must meet these prerequisites:
Proficiencies. When you multiclass into the White Dragon Emperor class, you gain the following proficiencies:
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