https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Buddy18181&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T11:59:23ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Dragon_Heir_(5e_Class)&diff=1202363Dragon Heir (5e Class)2019-08-11T02:30:25Z<p>Buddy18181: /* Dragon Slayer Secret Art */ changeing it back but will leave the ki cost 4 instead of 2. Haveing it as just a powered up roar sounds like it's a buff when using dragon force.</p>
<hr />
<div>=Dragon Slayer (Variant Monk Class)=<br />
<br />
Dragon slayers, or dragon monks, are a unique type of monk. They are taught by dragons elemental martial arts when they are young. They become a master of whatever element they are taught. They can produce and control their element from any part of their body, which can be used in the form of both melee and ranged combat. The generated element can be manipulated in a wide variety of ways, but their “type” is fixed. However, they can be given a material manifestation. Due to their draconian mentors, they possess keener senses such as sight, hearing, and smell. They also have some defining physical characteristics such as reptilian pupils, sharper canines, or dragon scales in various places.<br />
<br />
===Creating a Dragon Slayer===<br />
A dragon slayer is a master of using his/her own body as a weapon. They are masters of unarmed combat, amplifying their own natural power with elemental magic. Their power is that of a dragons, which is where they draw their namesake.<br />
<br />
To quick build a dragon slayer, make {{5a|str}} your highest ability score followed by {{5a|con}} then {{5a|wis}}. Take the Outlander or Hermit background.<br />
<br />
{{5e Class Features<br />
|name=Dragon Slayer<br />
|summary=Powerful monks who were taught by dragons to use ki to become as powerful as the dragons themselves.<br />
|hd=8<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=None<br />
|weapons=Simple weapons, shortswords<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}<br />
|saves={{5a|str}}, {{5a|con}}<br />
|skills=Choose two from {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Survival}}, {{5s|Insight}}, {{5s|Nature}}, and {{5s|Intimidation}}<br />
|item1a=a {{5e|Shortsword}}<br />
|item1b=any simple weapon<br />
|item2a=a [[5e SRD:Equipment Packs#Dungeoneer's Pack|dungeoneer's pack]]<br />
|item2b=an [[5e SRD:Equipment Packs#Explorer's Pack|explorer's pack]]<br />
|item3a=A gift from the dragon that raised and taught you (trinket of choice)<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|item5a=<br />
|item5b=<br />
|classfeatures1=[[#Draconic Parent|Draconic Parent]], [[#Martial Arts|Martial Arts]], [[#Draconic Resilience|Draconic Resilience]]<br />
|classfeatures2=[[#Ki|Ki]], [[#Unarmored Movement|Unarmored Movement]] [[#Elemental Mastery|Elemental Mastery]] , [[#Deflect Missiles|Deflect Missiles]]<br />
|classfeatures3=[[#Dragon Slayer Tradition|Dragon Slayer Tradition]], [[#Draconic Senses|Draconic Senses]]<br />
|classfeatures4=[[#Slow Fall|Slow Fall]]<br />
|classfeatures5=[[#Extra Attack|Extra Attack]], [[#Elemental Strike|Elemental Strike]]<br />
|classfeatures6=[[#Ki-Empowered Strikes|Ki-Empowered Strikes]], [[#Dragon Slayer Tradition|Dragon Slayer Tradition feature]]<br />
|classfeatures7=[[#Evasion|Evasion]], [[#Stillness of Mind|Stillness of Mind]]<br />
|classfeatures8=<br />
|classfeatures9=[[#Unarmored Movement|Unarmored Movement improvement]], [[#Elemental Mastery|Elemental Mastery improvement]]<br />
|classfeatures10=[[#Dragon Slayer Secret Art|Dragon Slayer Secret Art]]<br />
|classfeatures11=[[#Dragon Slayer Tradition|Dragon Slayer Tradition feature]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Dragon Force|Dragon Force]]<br />
|classfeatures14=[[#Diamond Soul|Diamond Soul]]<br />
|classfeatures15=[[#Timeless Body|Timeless Body]]<br />
|classfeatures16=<br />
|classfeatures17=[[#Dragon Slayer Tradition|Dragon Slayer Tradition feature]], [[#Dragon Wings|Dragon Wings]]<br />
|classfeatures18=[[#Dragon Presence|Dragon Presence]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Dragon's Might|Dragon's Might]]<br />
<br />
|extrasonleft=3<br />
|extra1_name=Martial Arts(Iron Strike)<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d4<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d6<br />
|extra1_8=1d6<br />
|extra1_9=1d6<br />
|extra1_10=1d6<br />
|extra1_11=1d8<br />
|extra1_12=1d8<br />
|extra1_13=1d8<br />
|extra1_14=1d8<br />
|extra1_15=1d8<br />
|extra1_16=1d8<br />
|extra1_17=1d10<br />
|extra1_18=1d10<br />
|extra1_19=1d10<br />
|extra1_20=1d10<br />
|extra2_name=Ki Points<br />
|extra2_1=&mdash;<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Unarmored Movement<br />
|extra3_1=&mdash;<br />
|extra3_2=+10 ft.<br />
|extra3_3=+10 ft.<br />
|extra3_4=+10 ft.<br />
|extra3_5=+10 ft.<br />
|extra3_6=+15 ft.<br />
|extra3_7=+15 ft.<br />
|extra3_8=+15 ft.<br />
|extra3_9=+15 ft.<br />
|extra3_10=+20 ft.<br />
|extra3_11=+20 ft.<br />
|extra3_12=+20 ft.<br />
|extra3_13=+20 ft.<br />
|extra3_14=+25 ft.<br />
|extra3_15=+25 ft.<br />
|extra3_16=+25 ft.<br />
|extra3_17=+25 ft.<br />
|extra3_18=+30 ft.<br />
|extra3_19=+30 ft.<br />
|extra3_20=+30 ft.<br />
|extra4_name=Dragon's Roar<br />
|extra4_1=1d10<br />
|extra4_2=2d10<br />
|extra4_3=2d10<br />
|extra4_4=2d10<br />
|extra4_5=3d10<br />
|extra4_6=3d10<br />
|extra4_7=3d10<br />
|extra4_8=3d10<br />
|extra4_9=4d10<br />
|extra4_10=4d10<br />
|extra4_11=4d10<br />
|extra4_12=4d10<br />
|extra4_13=5d10<br />
|extra4_14=5d10<br />
|extra4_15=5d10<br />
|extra4_16=5d10<br />
|extra4_17=6d10<br />
|extra4_18=6d10<br />
|extra4_19=6d10<br />
|extra4_20=6d10<br />
}}<br />
<br />
==== Draconic Resilience ====<br />
<br />
Beginning at 1st level, while you are wearing no {{5e|Armor|armor}} and not wielding a {{5e|Shield (Armor)|shield}}, your AC equals 10 + your {{5a|dex<br />
}} modifier + your {{5a|wis}} modifier.<br />
<br />
==== Martial Arts ====<br />
<br />
At 1st level, your practice of martial arts gives you mastery of combat styles that use {{5e|Unarmed Strike|unarmed strikes}} and monk weapons, which are {{5e|Shortsword|shortswords}} and any simple melee weapons that don't have the two-handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a {{5e|Shield (Armor)|shield}}:<br />
<br />
*Iron Strike: You may add your {{5a|dex}} modifier to the damage of your {{5e|Unarmed Strike|unarmed strikes}} and monk Weapons.<br />
*Iron Strike: You can roll a d4 in place of the normal damage of your {{5e|Unarmed Strike|unarmed strike}} or monk weapon. This die changes as you gain Dragon Slayer levels, as shown in the Martial Arts column of the Dragon Slayer table.<br />
*When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a club, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.<br />
<br />
Certain monasteries use specialized forms of the monk weapons. For example, you might use a {{5e|Club}} that is two lengths of wood connected by a short chain (called a nunchaku) or a {{5e|Sickle}} with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.<br />
<br />
==== Draconic Senses ====<br />
<br />
As you become more in tune with your Draconic bloodline, your senses become more keen. Particularly your senses of smell and hearing. You gain a +2 to your Passive {{5a|wis}} ({{5s|Perception}}). To gain this benefit, you can't be {{5c|Blinded}}, {{5c|Deafened}}, or {{5c|Incapacitated}}.<br />
<br />
Additionally at 6th level, you also gain advantage in {{5a|int}} ({{5s|Nature}}) and {{5a|int}} ({{5s|investigation}}) skill checks that involve the use of scent or hearing.<br />
<br />
==== Draconic Parent ====<br />
At 1st level, As dragon blood flows through your body, it causes physical traits of your dragon parent to emerge. Part of your skin is covered by a thin sheen of dragon-like scales, you choose one type of element that was of your dragon parent. The damage type associated with each dragon is used by features you gain later.<br />
Choose from one of the following elements/damage types: acid, poison, cold, fire, lightning, necrotic, radiant. You are resistant to the chosen element. While enemies with your parents elements are not longer resistant, and immune becomes resistance. <br />
Another benefit to being raised by dragons is learning their language. You can read, write, and speak Draconic.<br />
<br />
<br />
==== Ki ====<br />
<br />
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your Dragon Slayer level determines the number of points you have, as shown in the Ki Points column of the Dragon Slayer table.<br />
<br />
You can spend these points to fuel various ki features. You start knowing four such features: Dragon's Roar, Devour Element, Step of the Wind and Steel Punch Spree. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:<br />
<br />
<code><tt>Ki save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<br />
;Dragon's Roar<br />
As an action, at the cost of 2 ki points, you can exhale destructive energy. Your draconic parent element that you chose determines the damage type of the exhalation. When you use your breath weapon, each creature in a line of 30ft or cone of 15ft of the exhalation must make a {{5a|dex}} save. A creature takes 1d10 damage on a failed save, and half as much damage on a successful one.<br />
<br />
;Devour Element<br />
When you are targeted by an effect of the same element as your draconic parentage's element, as a reaction, you can spend 1 ki point to consume the element of an attack, negating the damage and granting you {{5e|Temporary Hit Points}} equal to your dragon slayer level for 1 minute.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the {{5e|Disengage Action|Disengage}} or {{5e|Dash Action|Dash}} action as a bonus action on your turn, and your jump distance is doubled for the turn.<br />
<br />
;Steel Punch Spree<br />
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two {{5e|Unarmed Strike|unarmed strikes}} as a bonus action.<br />
==== Elemental Mastery ====<br />
Starting at 2nd level, you have resistance to your chosen element, and your chosen elemental damage ignores resistance.<br />
<br />
At 9th level, you have Immunity to your chosen element , and your chosen elemental damage ignores Immunity<br />
<br />
==== Unarmored Movement ====<br />
<br />
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a {{5e|Shield (Armor)|shield}}. This bonus increases when you reach certain Dragon Slayer levels, as shown in the Dragon Slayer table.<br />
<br />
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.<br />
<br />
<br />
==== Dragon Slayer Style ====<br />
Choose a Focus Style, which describes how you trained your innate draconian power: Dragon Spirit or Dragon Aspect, both detailed at the end of the class description.<br />
<br />
Your choice grants you features when you choose it at 3rd level and again at 6th, 11th, and 17th level.<br />
<br />
<br />
==== Deflect Missiles ====<br />
<br />
Starting at 2nd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your {{5a|dex}} modifier + your dragon slayer level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.<br />
<br />
==== Slow Fall ====<br />
<br />
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your dragon slayer level.<br />
<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
<br />
==== Elemental Strike ====<br />
<br />
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt an elemental strike. Your unarmed attacks do elemental damage equal to the element of your dragon parent till your end turn. A creature takes 2d10 elemental damage on a failed {{5a|Con}} saving throw , and half as much damage on a successful one. This damage is increased to 4d10 at 15th level.<br />
<br />
==== Ki-Empowered Strikes ====<br />
<br />
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
<br />
==== Evasion ====<br />
<br />
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a [[5e SRD:Fireball|''fireball'']] spell. When you are subjected to an effect that allows you to make a {{5a|dex}} saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
==== Stillness of Mind ====<br />
<br />
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be {{5c|Charmed}} or {{5c|Frightened}}.<br />
<br />
<br />
==== Dragon Slayer Secret Art ====<br />
<br />
At 10th level, you gain the ability to use a 6th level sorcerer spell of your dragon parents element, it can be used one per day and costs 4 ki points. At 17th level it can be used twice per day.<br />
<br />
==== Dragon Force ====<br />
<br />
At 13th level, you are able to draw on the full power of a dragon. When you are below 50% of your maximum hit points, as a bonus action, you may spend 4 ki points to enter into Dragon Force. This effect lasts for 2 minutes, or until you dismiss it and grants you the following benefits:<br />
<br />
*Your AC increases by 5.<br />
<br />
*You may use your Dragon's Roar feature as a bonus action. <br />
<br />
*When you hit a target with a {{5e|Unarmed Strike|unarmed strike}} that target takes an extra damage equal your Martial Arts damage die.<br />
<br />
Immediately after this transformation ends, you must succeed on a DC 15 {{5a|con}} saving throw or suffer one level of {{5c|Exhaustion}} as your body was pushed past it's limit. Once you use this feature, you can not use it again until you finish a long rest.<br />
<br />
==== Dragon Soul ====<br />
<br />
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.<br />
<br />
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.<br />
<br />
<br />
==== Timeless Body ====<br />
<br />
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.<br />
<br />
<br />
==== Dragon Wings ====<br />
At 17th level, you gain the ability to sprout a pair of dragon wings from your back using your parents element, gaining a 40 foot flying speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.<br />
<br />
==== Dragon Presence ====<br />
Beginning at 18th level, you can spend 4 ki points to channel the dread presence of your dragon parent, causing those around you to become {{5c|Charmed}} or {{5c|Frightened}}. As an action, you can exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute, each hostile creature that starts its turn in this aura must succeed on a {{5a|wis}} saving throw or be {{5c|Charmed}} (if you chose charm) or {{5c|Frightened}} (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.<br />
<br />
==== Dragon's Might====<br />
At 20th level, you embody the power and will of the dragon. Your {{5a|dex}} or {{5a|con}} score increase by 4. Your maximum for that score is increased by 4 as well.<br />
Additionally when you roll for initiative and have no ki points remaining, you may gain 4 ki points.<br />
<br />
== Dragon Spirit ==<br />
Focusing the magic of your parent dragon into yourself has begun to alter your heart, mind, and soul. As you walk along this path, you will learn to channel your magic along with your parent's into specialized techniques.<br />
<br />
;{{#anc:Dragons Blast}}<br />
At 3rd level, you have learned to attack enemies from afar. You may use Dragon Roar once for free. You regain use of this feature after you finish a short rest.<br />
<br />
;{{#anc:Draconic Resonance}}<br />
At 6th level, you have learned to draw upon the spirits of other dragons. You may choose 1 other element and infuse that into a single unarmed strike. Your attack deals an extra 2d8 damage of chosen element. At 11th level it becomes 4d8, and at 17th level it becomes 6d8. You may use this feature twice and you regain use of this feature after you finish a long rest.<br />
<br />
;{{#anc:Overcharged}}<br />
Starting at 17th level, you can increase the power of your breath weapon or spell. This feature causes your next Dragon's Roar to deal max damage. You may use this feature twice and you regain use of this feature after you finish a long rest.<br />
<br />
== Dragon Aspect ==<br />
You have been practicing every day, and through your rigorous training, the magic power of the dragons flows through you and has brought change to your body, making you stronger and tougher.<br />
<br />
;{{#anc:Draconic Restoration}}<br />
You have learned to draw upon your draconic power to cure yourself. Starting at 3rd level, you can use a bonus action to regain 1d10 + {{5a|con}} modifier hit points. At 6th level this increases to 2d10, 11th to 3d10, and 17th to 4d10. You may use this effect twice, and you regain all uses of this feature after you finish a long rest.<br />
<br />
;{{#anc:Dragon Fist}}<br />
Starting at 6th level, you have learned how to draw out the strength of the dragon to hone your Iron Strike. Your attack deals an extra 2d8 force damage of chosen element. At 11th level it becomes 3d8, and at 17th level it becomes 4d8. You may use this feature twice and you regain use of this feature after you finish a long rest.<br />
<br />
;{{#anc:Unyielding Body}}<br />
Starting from 17th level, your {{5a|str}} score, your {{5a|con}} score, and your {{5e|Hit Points|hit point}} maximum cannot be reduced and anytime you come under the effect of {{5c|Exhaustion}} you can treat it as one level less then it actually is. You may also can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. <br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the dragon slayer class, you must meet these prerequisites:13 {{5a|dex}} and 13 {{5a|con}}.<br />
<br />
'''Proficiencies.''' When you multiclass into the dragon slayer class, you gain the following proficiencies: one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}. <br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Buddy18181https://www.dandwiki.com/w/index.php?title=Talk:Dragon_Heir_(5e_Class)&diff=1200882Talk:Dragon Heir (5e Class)2019-08-05T22:00:59Z<p>Buddy18181: /* Change to dragon slayer secret art */</p>
<hr />
<div>If I could recommend an idea for this class, I would get rid of possibly one of the mid level abilities, such as purity of body. Then replace it with Dragon Slayer Secret Arts.it would give you access to one 6th level sorcerer spell that is the same as your element. You could use it once per day and would require 2 ki points.It would increase to two uses at a later level. That would just make more sense for this class.<br />
<br />
Just a little hiccup I noticed, but the Timeless Body feature and the Endurable feature both do the same thing of making it so you no longer require food or drink to survive. I don't have any suggestions as to what to change that focus style ability to, but it was just something I thought I would point out--[[User:Jacklinkz92|Jacklinkz92]] ([[User talk:Jacklinkz92|talk]]) 00:12, 15 June 2018 (MDT)<br />
<br />
Dragon Force question. Do Attack rolls and damage rolls also gain advantage since they would be under Strength and or Dexterity?--[[User:Jacklinkz92|Jacklinkz92]] ([[User talk:Jacklinkz92|talk]]) 14:31, 15 June 2018 (MDT)<br />
:They only give you advantage on {{5a|str}} and {{5a|con}} checks/saving throws, not attack or damage rolls since those are sperate things. For instance, you would gain advantage on {{5a|str}} ({{5s|Athletics}}) checks or any other skills checks linked to said ability score(though Athletics is the only skill for those two ability scores).--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 16:35, 15 June 2018 (MDT)<br />
<br />
== Feature Editing ==<br />
<br />
Hey Trollmeister, I undid earlier edits of Ki and Dragon Force because they seem above par for balance, in my opinion at least. Reasons being is that this edit here [[https://www.dandwiki.com/w/index.php?title=Dragon_Slayer,_Monk_Variant_(5e_Class)&diff=prev&oldid=1062518]] gives temp. HP beyond what is normally expected even higher levels. At level 20 this is 40 hp shield. WILD! even 20 HP shield is might strong. The UA mystic uses ability modifier or prof. bonus meaning you wouldn't expect more than 5-6 at most. The other issue was this edit here [[https://www.dandwiki.com/w/index.php?title=Dragon_Slayer,_Monk_Variant_(5e_Class)&diff=next&oldid=1062518]], gaining advantage on all attacks for 1 minute surpasses any condition for advantage. If it were one round then sure, not too bad but 1 minute makes this feature too strong compared to core rules. Love to hear your thoughts, or get other peoples opinions from the community on this. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 12:32, 9 July 2018 (MDT)<br />
<br />
== Change to dragon slayer secret art ==<br />
<br />
So was wondering what the reason was for makeing dragon slayer secret art a powered up roar? That in my eyes makes no sense. --[[User:Buddy18181|Buddy18181]] ([[User talk:Buddy18181|talk]]) 16:00, 5 August 2019</div>Buddy18181https://www.dandwiki.com/w/index.php?title=Talk:Dragon_Heir_(5e_Class)&diff=1200880Talk:Dragon Heir (5e Class)2019-08-05T22:00:21Z<p>Buddy18181: /* Change to dragon slayer secret art */</p>
<hr />
<div>If I could recommend an idea for this class, I would get rid of possibly one of the mid level abilities, such as purity of body. Then replace it with Dragon Slayer Secret Arts.it would give you access to one 6th level sorcerer spell that is the same as your element. You could use it once per day and would require 2 ki points.It would increase to two uses at a later level. That would just make more sense for this class.<br />
<br />
Just a little hiccup I noticed, but the Timeless Body feature and the Endurable feature both do the same thing of making it so you no longer require food or drink to survive. I don't have any suggestions as to what to change that focus style ability to, but it was just something I thought I would point out--[[User:Jacklinkz92|Jacklinkz92]] ([[User talk:Jacklinkz92|talk]]) 00:12, 15 June 2018 (MDT)<br />
<br />
Dragon Force question. Do Attack rolls and damage rolls also gain advantage since they would be under Strength and or Dexterity?--[[User:Jacklinkz92|Jacklinkz92]] ([[User talk:Jacklinkz92|talk]]) 14:31, 15 June 2018 (MDT)<br />
:They only give you advantage on {{5a|str}} and {{5a|con}} checks/saving throws, not attack or damage rolls since those are sperate things. For instance, you would gain advantage on {{5a|str}} ({{5s|Athletics}}) checks or any other skills checks linked to said ability score(though Athletics is the only skill for those two ability scores).--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 16:35, 15 June 2018 (MDT)<br />
<br />
== Feature Editing ==<br />
<br />
Hey Trollmeister, I undid earlier edits of Ki and Dragon Force because they seem above par for balance, in my opinion at least. Reasons being is that this edit here [[https://www.dandwiki.com/w/index.php?title=Dragon_Slayer,_Monk_Variant_(5e_Class)&diff=prev&oldid=1062518]] gives temp. HP beyond what is normally expected even higher levels. At level 20 this is 40 hp shield. WILD! even 20 HP shield is might strong. The UA mystic uses ability modifier or prof. bonus meaning you wouldn't expect more than 5-6 at most. The other issue was this edit here [[https://www.dandwiki.com/w/index.php?title=Dragon_Slayer,_Monk_Variant_(5e_Class)&diff=next&oldid=1062518]], gaining advantage on all attacks for 1 minute surpasses any condition for advantage. If it were one round then sure, not too bad but 1 minute makes this feature too strong compared to core rules. Love to hear your thoughts, or get other peoples opinions from the community on this. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 12:32, 9 July 2018 (MDT)<br />
<br />
== Change to dragon slayer secret art ==<br />
<br />
So was wondering what the reason was for makeing dragon slayer secret art a powered up roar? That in my eyes makes no sense. --[[User:Buddy18181|Buddy18181]] ([[User talk:Buddy18181|talk]]) 16:00, 5 August 2019 (MDT)Budd18181</div>Buddy18181https://www.dandwiki.com/w/index.php?title=Talk:Dragon_Heir_(5e_Class)&diff=1200515Talk:Dragon Heir (5e Class)2019-08-04T23:23:53Z<p>Buddy18181: /* Change to dragon slayer secret art */</p>
<hr />
<div>If I could recommend an idea for this class, I would get rid of possibly one of the mid level abilities, such as purity of body. Then replace it with Dragon Slayer Secret Arts.it would give you access to one 6th level sorcerer spell that is the same as your element. You could use it once per day and would require 2 ki points.It would increase to two uses at a later level. That would just make more sense for this class.<br />
<br />
Just a little hiccup I noticed, but the Timeless Body feature and the Endurable feature both do the same thing of making it so you no longer require food or drink to survive. I don't have any suggestions as to what to change that focus style ability to, but it was just something I thought I would point out--[[User:Jacklinkz92|Jacklinkz92]] ([[User talk:Jacklinkz92|talk]]) 00:12, 15 June 2018 (MDT)<br />
<br />
Dragon Force question. Do Attack rolls and damage rolls also gain advantage since they would be under Strength and or Dexterity?--[[User:Jacklinkz92|Jacklinkz92]] ([[User talk:Jacklinkz92|talk]]) 14:31, 15 June 2018 (MDT)<br />
:They only give you advantage on {{5a|str}} and {{5a|con}} checks/saving throws, not attack or damage rolls since those are sperate things. For instance, you would gain advantage on {{5a|str}} ({{5s|Athletics}}) checks or any other skills checks linked to said ability score(though Athletics is the only skill for those two ability scores).--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 16:35, 15 June 2018 (MDT)<br />
<br />
== Feature Editing ==<br />
<br />
Hey Trollmeister, I undid earlier edits of Ki and Dragon Force because they seem above par for balance, in my opinion at least. Reasons being is that this edit here [[https://www.dandwiki.com/w/index.php?title=Dragon_Slayer,_Monk_Variant_(5e_Class)&diff=prev&oldid=1062518]] gives temp. HP beyond what is normally expected even higher levels. At level 20 this is 40 hp shield. WILD! even 20 HP shield is might strong. The UA mystic uses ability modifier or prof. bonus meaning you wouldn't expect more than 5-6 at most. The other issue was this edit here [[https://www.dandwiki.com/w/index.php?title=Dragon_Slayer,_Monk_Variant_(5e_Class)&diff=next&oldid=1062518]], gaining advantage on all attacks for 1 minute surpasses any condition for advantage. If it were one round then sure, not too bad but 1 minute makes this feature too strong compared to core rules. Love to hear your thoughts, or get other peoples opinions from the community on this. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 12:32, 9 July 2018 (MDT)<br />
<br />
== Change to dragon slayer secret art ==<br />
<br />
So was wondering what the reason was for makeing dragon slayer secret art a powered up roar? That in my eyes makes no sense. Budd18181</div>Buddy18181https://www.dandwiki.com/w/index.php?title=Talk:Dragon_Heir_(5e_Class)&diff=1200514Talk:Dragon Heir (5e Class)2019-08-04T23:23:20Z<p>Buddy18181: /* Change to dragon slayer secret art */</p>
<hr />
<div>If I could recommend an idea for this class, I would get rid of possibly one of the mid level abilities, such as purity of body. Then replace it with Dragon Slayer Secret Arts.it would give you access to one 6th level sorcerer spell that is the same as your element. You could use it once per day and would require 2 ki points.It would increase to two uses at a later level. That would just make more sense for this class.<br />
<br />
Just a little hiccup I noticed, but the Timeless Body feature and the Endurable feature both do the same thing of making it so you no longer require food or drink to survive. I don't have any suggestions as to what to change that focus style ability to, but it was just something I thought I would point out--[[User:Jacklinkz92|Jacklinkz92]] ([[User talk:Jacklinkz92|talk]]) 00:12, 15 June 2018 (MDT)<br />
<br />
Dragon Force question. Do Attack rolls and damage rolls also gain advantage since they would be under Strength and or Dexterity?--[[User:Jacklinkz92|Jacklinkz92]] ([[User talk:Jacklinkz92|talk]]) 14:31, 15 June 2018 (MDT)<br />
:They only give you advantage on {{5a|str}} and {{5a|con}} checks/saving throws, not attack or damage rolls since those are sperate things. For instance, you would gain advantage on {{5a|str}} ({{5s|Athletics}}) checks or any other skills checks linked to said ability score(though Athletics is the only skill for those two ability scores).--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 16:35, 15 June 2018 (MDT)<br />
<br />
== Feature Editing ==<br />
<br />
Hey Trollmeister, I undid earlier edits of Ki and Dragon Force because they seem above par for balance, in my opinion at least. Reasons being is that this edit here [[https://www.dandwiki.com/w/index.php?title=Dragon_Slayer,_Monk_Variant_(5e_Class)&diff=prev&oldid=1062518]] gives temp. HP beyond what is normally expected even higher levels. At level 20 this is 40 hp shield. WILD! even 20 HP shield is might strong. The UA mystic uses ability modifier or prof. bonus meaning you wouldn't expect more than 5-6 at most. The other issue was this edit here [[https://www.dandwiki.com/w/index.php?title=Dragon_Slayer,_Monk_Variant_(5e_Class)&diff=next&oldid=1062518]], gaining advantage on all attacks for 1 minute surpasses any condition for advantage. If it were one round then sure, not too bad but 1 minute makes this feature too strong compared to core rules. Love to hear your thoughts, or get other peoples opinions from the community on this. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 12:32, 9 July 2018 (MDT)<br />
<br />
== Change to dragon slayer secret art ==<br />
<br />
So was wondering what the reason was for makeing dragon slayer secret art a powered up roar? That in my eyes makes no sense. <br />
----<br />
Buddy18181</div>Buddy18181https://www.dandwiki.com/w/index.php?title=Talk:Dragon_Heir_(5e_Class)&diff=1200513Talk:Dragon Heir (5e Class)2019-08-04T23:22:09Z<p>Buddy18181: /* Change to dragon slayer secret art */ new section</p>
<hr />
<div>If I could recommend an idea for this class, I would get rid of possibly one of the mid level abilities, such as purity of body. Then replace it with Dragon Slayer Secret Arts.it would give you access to one 6th level sorcerer spell that is the same as your element. You could use it once per day and would require 2 ki points.It would increase to two uses at a later level. That would just make more sense for this class.<br />
<br />
Just a little hiccup I noticed, but the Timeless Body feature and the Endurable feature both do the same thing of making it so you no longer require food or drink to survive. I don't have any suggestions as to what to change that focus style ability to, but it was just something I thought I would point out--[[User:Jacklinkz92|Jacklinkz92]] ([[User talk:Jacklinkz92|talk]]) 00:12, 15 June 2018 (MDT)<br />
<br />
Dragon Force question. Do Attack rolls and damage rolls also gain advantage since they would be under Strength and or Dexterity?--[[User:Jacklinkz92|Jacklinkz92]] ([[User talk:Jacklinkz92|talk]]) 14:31, 15 June 2018 (MDT)<br />
:They only give you advantage on {{5a|str}} and {{5a|con}} checks/saving throws, not attack or damage rolls since those are sperate things. For instance, you would gain advantage on {{5a|str}} ({{5s|Athletics}}) checks or any other skills checks linked to said ability score(though Athletics is the only skill for those two ability scores).--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 16:35, 15 June 2018 (MDT)<br />
<br />
== Feature Editing ==<br />
<br />
Hey Trollmeister, I undid earlier edits of Ki and Dragon Force because they seem above par for balance, in my opinion at least. Reasons being is that this edit here [[https://www.dandwiki.com/w/index.php?title=Dragon_Slayer,_Monk_Variant_(5e_Class)&diff=prev&oldid=1062518]] gives temp. HP beyond what is normally expected even higher levels. At level 20 this is 40 hp shield. WILD! even 20 HP shield is might strong. The UA mystic uses ability modifier or prof. bonus meaning you wouldn't expect more than 5-6 at most. The other issue was this edit here [[https://www.dandwiki.com/w/index.php?title=Dragon_Slayer,_Monk_Variant_(5e_Class)&diff=next&oldid=1062518]], gaining advantage on all attacks for 1 minute surpasses any condition for advantage. If it were one round then sure, not too bad but 1 minute makes this feature too strong compared to core rules. Love to hear your thoughts, or get other peoples opinions from the community on this. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 12:32, 9 July 2018 (MDT)<br />
<br />
== Change to dragon slayer secret art ==<br />
<br />
So was wondering what the reason was for makeing dragon slayer secret art a powered up roar? That in my eyes makes no sense</div>Buddy18181https://www.dandwiki.com/w/index.php?title=Dragon_Heir_(5e_Class)&diff=1107233Dragon Heir (5e Class)2018-11-23T04:26:17Z<p>Buddy18181: </p>
<hr />
<div>=Dragon Slayer (Variant Monk Class)=<br />
<br />
Dragon slayers, or dragon monks, are a unique type of monk. They are taught by dragons elemental martial arts when they are young. They become a master of whatever element they are taught. They can produce and control their element from any part of their body, which can be used in the form of both melee and ranged combat. The generated element can be manipulated in a wide variety of ways, but their “type” is fixed. However, they can be given a material manifestation. Due to their draconian mentors, they possess keener senses such as sight, hearing, and smell. They also have some defining physical characteristics such as reptilian pupils, sharper canines, or dragon scales in various places.<br />
<br />
===Creating a Dragon Slayer===<br />
A dragon slayer is a master of using his/her own body as a weapon. They are masters of unarmed combat, amplifying their own natural power with elemental magic. Their power is that of a dragons, which is where they draw their namesake.<br />
<br />
To quick build a dragon slayer, make {{5a|str}} your highest ability score followed by {{5a|con}} then {{5a|wis}}. Take the Outlander or Hermit background.<br />
<br />
{{5e Class Features<br />
|name=Dragon Slayer<br />
|summary=Powerful monks who were taught by dragons to use ki to become as powerful as the dragons themselves.<br />
|hd=8<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=None<br />
|weapons=Simple weapons, shortswords<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}<br />
|saves={{5a|str}}, {{5a|con}}<br />
|skills=Choose two from {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Survival}}, {{5s|Insight}}, {{5s|Nature}}, and {{5s|Intimidation}}<br />
|item1a=a {{5e|Shortsword}}<br />
|item1b=any simple weapon<br />
|item2a=a [[5e SRD:Equipment Packs#Dungeoneer's Pack|dungeoneer's pack]]<br />
|item2b=an [[5e SRD:Equipment Packs#Explorer's Pack|explorer's pack]]<br />
|item3a=A gift from the dragon that raised and taught you (trinket of choice)<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|item5a=<br />
|item5b=<br />
|classfeatures1=[[#Draconic Parent|Draconic Parent]], [[#Martial Arts|Martial Arts]], [[#Draconic Resilience|Draconic Resilience]]<br />
|classfeatures2=[[#Ki|Ki]], [[#Unarmored Movement|Unarmored Movement]]<br />
|classfeatures3=[[#Dragon Slayer Tradition|Dragon Slayer Tradition]], [[#Deflect Missiles|Deflect Missiles]], [[#Draconic Senses|Draconic Senses]]<br />
|classfeatures4=[[#Slow Fall|Slow Fall]]<br />
|classfeatures5=[[#Extra Attack|Extra Attack]], [[#Elemental Strike|Elemental Strike]]<br />
|classfeatures6=[[#Ki-Empowered Strikes|Ki-Empowered Strikes]], [[#Dragon Slayer Tradition|Dragon Slayer Tradition feature]]<br />
|classfeatures7=[[#Evasion|Evasion]], [[#Stillness of Mind|Stillness of Mind]]<br />
|classfeatures8=<br />
|classfeatures9=[[#Unarmored Movement|Unarmored Movement improvement]]<br />
|classfeatures10=[[#Dragon Slayer Secret Art|Dragon Slayer Secret Art]]<br />
|classfeatures11=[[#Dragon Slayer Tradition|Dragon Slayer Tradition feature]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Dragon Force|Dragon Force]]<br />
|classfeatures14=[[#Diamond Soul|Diamond Soul]]<br />
|classfeatures15=[[#Timeless Body|Timeless Body]]<br />
|classfeatures16=<br />
|classfeatures17=[[#Dragon Slayer Tradition|Dragon Slayer Tradition feature]], [[#Dragon Wings|Dragon Wings]]<br />
|classfeatures18=[[#Dragon Presence|Dragon Presence]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Dragon's Might|Dragon's Might]]<br />
<br />
|extrasonleft=3<br />
|extra1_name=Martial Arts(Iron Strike)<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d4<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d6<br />
|extra1_8=1d6<br />
|extra1_9=1d6<br />
|extra1_10=1d6<br />
|extra1_11=1d8<br />
|extra1_12=1d8<br />
|extra1_13=1d8<br />
|extra1_14=1d8<br />
|extra1_15=1d8<br />
|extra1_16=1d8<br />
|extra1_17=1d10<br />
|extra1_18=1d10<br />
|extra1_19=1d10<br />
|extra1_20=1d10<br />
|extra2_name=Ki Points<br />
|extra2_1=&mdash;<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Unarmored Movement<br />
|extra3_1=&mdash;<br />
|extra3_2=+10 ft.<br />
|extra3_3=+10 ft.<br />
|extra3_4=+10 ft.<br />
|extra3_5=+10 ft.<br />
|extra3_6=+15 ft.<br />
|extra3_7=+15 ft.<br />
|extra3_8=+15 ft.<br />
|extra3_9=+15 ft.<br />
|extra3_10=+20 ft.<br />
|extra3_11=+20 ft.<br />
|extra3_12=+20 ft.<br />
|extra3_13=+20 ft.<br />
|extra3_14=+25 ft.<br />
|extra3_15=+25 ft.<br />
|extra3_16=+25 ft.<br />
|extra3_17=+25 ft.<br />
|extra3_18=+30 ft.<br />
|extra3_19=+30 ft.<br />
|extra3_20=+30 ft.<br />
|extra4_name=Dragon's Roar<br />
|extra4_1=1d10<br />
|extra4_2=1d10<br />
|extra4_3=1d10<br />
|extra4_4=1d10<br />
|extra4_5=2d10<br />
|extra4_6=2d10<br />
|extra4_7=2d10<br />
|extra4_8=2d10<br />
|extra4_9=3d10<br />
|extra4_10=3d10<br />
|extra4_11=3d10<br />
|extra4_12=3d10<br />
|extra4_13=4d10<br />
|extra4_14=4d10<br />
|extra4_15=4d10<br />
|extra4_16=4d10<br />
|extra4_17=5d10<br />
|extra4_18=5d10<br />
|extra4_19=5d10<br />
|extra4_20=5d10<br />
}}<br />
<br />
==== Draconic Resilience ====<br />
<br />
Beginning at 1st level, while you are wearing no {{5e|Armor|armor}} and not wielding a {{5e|Shield (Armor)|shield}}, your AC equals 10 + your {{5a|con}} modifier + your {{5a|wis}} modifier.<br />
<br />
<br />
==== Martial Arts ====<br />
<br />
At 1st level, your practice of martial arts gives you mastery of combat styles that use {{5e|Unarmed Strike|unarmed strikes}} and monk weapons, which are {{5e|Shortsword|shortswords}} and any simple melee weapons that don't have the two-handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a {{5e|Shield (Armor)|shield}}:<br />
<br />
*Iron Strike: You may add your {{5a|str}} modifier to the damage of your {{5e|Unarmed Strike|unarmed strikes}} and monk Weapons.<br />
*Iron Strike: You can roll a d4 in place of the normal damage of your {{5e|Unarmed Strike|unarmed strike}} or monk weapon. This die changes as you gain Dragon Slayer levels, as shown in the Martial Arts column of the Dragon Slayer table.<br />
*When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a club, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.<br />
<br />
Certain monasteries use specialized forms of the monk weapons. For example, you might use a {{5e|Club}} that is two lengths of wood connected by a short chain (called a nunchaku) or a {{5e|Sickle}} with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.<br />
<br />
<br />
==== Draconic Senses ====<br />
<br />
You gain a +2 to your Passive {{5a|wis}} ({{5s|Perception}}). You also gain an advantage to smell and hearing checks. To gain this benefit, you can't be {{5c|Blinded}}, {{5c|Deafened}}, or {{5c|Incapacitated}}.<br />
<br />
==== Draconic Parent ====<br />
At 1st level, As dragon blood flows through your body, it causes physical traits of your dragon parent to emerge. Part of your skin is covered by a thin sheen of dragon-like scales, you choose one type of element that was of your dragon parent. The damage type associated with each dragon is used by features you gain later.<br />
Choose from one of the following elements/damage types: acid, poison, cold, fire, lightning, necrotic, radiant. You are resistant to the chosen element. While enemies with your parents elements are not longer resistant, and immune becomes resistance. <br />
Another benefit to being raised by dragons is learning their language. You can read, write, and speak Draconic.<br />
<br />
<br />
==== Ki ====<br />
<br />
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your Dragon Slayer level determines the number of points you have, as shown in the Ki Points column of the Dragon Slayer table.<br />
<br />
You can spend these points to fuel various ki features. You start knowing four such features: Dragon's Roar, Devour Element, Step of the Wind and Steel Punch Spree. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:<br />
<br />
<code><tt>Ki save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
;Dragon's Roar<br />
As an action, at the cost of 2 ki points, you can exhale destructive energy. Your draconic parent element that you chose determines the damage type of the exhalation. When you use your breath weapon, each creature in a line of 30ft or cone of 15ft of the exhalation must make a ki save, the type of which is determined by your draconic ancestry. A creature takes 1d10 damage on a failed save, and half as much damage on a successful one. Every time the damage increases as shown on the Dragon Slayer Table, this cost increases by 1.<br />
<br />
;Devour Element<br />
When you are targeted by an effect of the same element as your draconic parentage's element, as a reaction, you can spend 1 ki point to consume the element of an attack, negating the damage and granting you {{5e|Temporary Hit Points}} equal to your dragon slayer level for 1 minute.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the {{5e|Disengage Action|Disengage}} or {{5e|Dash Action|Dash}} action as a bonus action on your turn, and your jump distance is doubled for the turn.<br />
<br />
;Steel Punch Spree<br />
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two {{5e|Unarmed Strike|unarmed strikes}} as a bonus action.<br />
<br />
==== Unarmored Movement ====<br />
<br />
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a {{5e|Shield (Armor)|shield}}. This bonus increases when you reach certain Dragon Slayer levels, as shown in the Dragon Slayer table.<br />
<br />
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.<br />
<br />
<br />
==== Dragon Slayer Style ====<br />
Choose a Focus Style, which describes how you trained your innate draconian power: Dragon Spirit or Dragon Aspect, both detailed at the end of the class description.<br />
<br />
Your choice grants you features when you choose it at 3rd level and again at 6th, 11th, and 17th level.<br />
<br />
<br />
==== Deflect Missiles ====<br />
<br />
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your {{5a|dex}} modifier + your dragon slayer level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.<br />
<br />
<br />
==== Slow Fall ====<br />
<br />
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your dragon slayer level.<br />
<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
<br />
==== Elemental Strike ====<br />
<br />
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt an elemental strike. Your unarmed attacks do elemental damage equal to the element of your dragon parent till your end turn. A creature takes 1d10 elemental damage on a failed Constitution saving throw , and half as much damage on a successful one.<br />
<br />
==== Ki-Empowered Strikes ====<br />
<br />
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
<br />
==== Evasion ====<br />
<br />
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a [[5e SRD:Fireball|''fireball'']] spell. When you are subjected to an effect that allows you to make a {{5a|dex}} saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
==== Stillness of Mind ====<br />
<br />
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be {{5c|Charmed}} or {{5c|Frightened}}.<br />
<br />
<br />
==== Dragon Slayer Secret Art ====<br />
<br />
At 10th level, you gain the ability to use a 6th level sorcerer spell of your dragon parents element, it can be used one per day and costs 2 ki points. At 17th level it can be used twice per day.<br />
<br />
==== Dragon Force ====<br />
<br />
At 13th level, you are able to draw on the full power of a dragon. When you are below 50% of your maximum hit points, as a bonus action, you may spend 4 ki points to enter into Dragon Force. This effect lasts for 1 minute, or until you dismiss it and grants you the following benefits:<br />
<br />
*Your AC increases by 2.<br />
<br />
*You may use your Dragon's Roar feature as a bonus action. <br />
<br />
*When you hit a target with a {{5e|Unarmed Strike|unarmed strike}} that target takes an extra damage equal your Martial Arts damage die.<br />
<br />
Immediately after this transformation ends, you take 2d10 base damage, which can not be avoided or reduced in any way, and you must succeed on a DC 15 {{5a|con}} saving throw or suffer one level of {{5c|Exhaustion}} as your body was pushed past it's limit. Once you use this feature, you can not use it again until you finish a long rest.<br />
<br />
==== Dragon Soul ====<br />
<br />
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.<br />
<br />
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.<br />
<br />
<br />
==== Timeless Body ====<br />
<br />
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.<br />
<br />
<br />
==== Dragon Wings ====<br />
At 17th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a 40 foot flying speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.<br />
<br />
==== Dragon Presence ====<br />
Beginning at 18th level, you can spend 4 ki points to channel the dread presence of your dragon parent, causing those around you to become {{5c|Charmed}} or {{5c|Frightened}}. As an action, you can exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute, each hostile creature that starts its turn in this aura must succeed on a {{5a|wis}} saving throw or be {{5c|Charmed}} (if you chose charm) or {{5c|Frightened}} (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.<br />
<br />
==== Dragon's Might====<br />
At 20th level, you embody the power of the dragon. Your {{5a|str}} or {{5a|con}} score increase by 4. Your maximum for that score is increased by 4 as well.<br />
<br />
== Dragon Spirit ==<br />
Focusing the magic of your parent dragon into yourself has begun to alter your heart, mind, and soul. As you walk along this path, you will learn to channel your magic along with your parent's into specialized techniques.<br />
<br />
;{{#anc:Dragons Blast}}<br />
At 3rd level, you have learned to attack enemies from afar. You may use Dragon Roar once for free. You regain use of this feature after you finish a long rest.<br />
<br />
;{{#anc:Draconic Resonance}}<br />
At 6th level, you have learned to draw upon the spirits of other dragons. You may choose 1 other element and infuse that into a single unarmed strike. Your attack deals an extra 2d8 damage of chosen element. At 11th level it becomes 3d8, and at 17th level it becomes 4d8. You may use this feature twice and you regain use of this feature after you finish a long rest.<br />
<br />
;{{#anc:Overcharged}}<br />
Starting at 17th level, you can increase the power of your breath weapon or spell. This feature causes your next Dragon's Roar deals max damage. You regain use of this feature after you finish a short or long rest.<br />
<br />
== Dragon Aspect ==<br />
You have been practicing every day, and through your rigorous training, the magic power of the dragons flows through you and has brought change to your body, making you stronger and tougher.<br />
<br />
;{{#anc:Draconic Restoration}}<br />
You have learned to draw upon your draconic power to cure yourself. Starting at 3rd level, you can use a bonus action to regain 1d10 + {{5a|con}} modifier hit points. At 6th level this increases to 2d10, 11th to 3d10, and 17th to 4d10. You may use this effect twice, and you regain all uses of this feature after you finish a long rest.<br />
<br />
;{{#anc:Dragon Fist}}<br />
Starting at 6th level, you have learned how to draw out the strength of the dragon to hone your Iron Strike. Your attack deals an extra 2d8 force damage of chosen element. At 11th level it becomes 3d8, and at 17th level it becomes 4d8. You may use this feature twice and you regain use of this feature after you finish a long rest.<br />
<br />
;{{#anc:Unyielding Body}}<br />
Starting from 17th level, your {{5a|str}} score, your {{5a|con}} score, and your {{5e|Hit Points|hit point}} maximum cannot be reduced and anytime you come under the effect of {{5c|Exhaustion}} you can treat it as one level less then it actually is. You may also can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. <br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the dragon slayer class, you must meet these prerequisites:13 {{5a|str}} and 13 {{5a|con}}.<br />
<br />
'''Proficiencies.''' When you multiclass into the dragon slayer class, you gain the following proficiencies: one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}. <br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Buddy18181https://www.dandwiki.com/w/index.php?title=Dragon_Heir_(5e_Class)&diff=1105316Dragon Heir (5e Class)2018-11-18T02:49:04Z<p>Buddy18181: Changed purity of body to dragon slayer secret art as it made more sense because of unyielding body and timeless body</p>
<hr />
<div>=Dragon Slayer (Variant Monk Class)=<br />
<br />
Dragon slayers, or dragon monks, are a unique type of monk. They are taught by dragons elemental martial arts when they are young. They become a master of whatever element they are taught. They can produce and control their element from any part of their body, which can be used in the form of both melee and ranged combat. The generated element can be manipulated in a wide variety of ways, but their “type” is fixed. However, they can be given a material manifestation. Due to their draconian mentors, they possess keener senses such as sight, hearing, and smell. They also have some defining physical characteristics such as reptilian pupils, sharper canines, or dragon scales in various places.<br />
<br />
===Creating a Dragon Slayer===<br />
A dragon slayer is a master of using his/her own body as a weapon. They are masters of unarmed combat, amplifying their own natural power with elemental magic. Their power is that of a dragons, which is where they draw their namesake.<br />
<br />
To quick build a dragon slayer, make {{5a|str}} your highest ability score followed by {{5a|con}} then {{5a|wis}}. Take the Outlander or Hermit background.<br />
<br />
{{5e Class Features<br />
|name=Dragon Slayer<br />
|summary=Powerful monks who were taught by dragons to use ki to become as powerful as the dragons themselves.<br />
|hd=8<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=None<br />
|weapons=Simple weapons, shortswords<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}<br />
|saves={{5a|str}}, {{5a|con}}<br />
|skills=Choose two from {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Survival}}, {{5s|Insight}}, {{5s|Nature}}, and {{5s|Intimidation}}<br />
|item1a=a {{5e|Shortsword}}<br />
|item1b=any simple weapon<br />
|item2a=a [[5e SRD:Equipment Packs#Dungeoneer's Pack|dungeoneer's pack]]<br />
|item2b=an [[5e SRD:Equipment Packs#Explorer's Pack|explorer's pack]]<br />
|item3a=A gift from the dragon that raised and taught you (trinket of choice)<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|item5a=<br />
|item5b=<br />
|classfeatures1=[[#Draconic Parent|Draconic Parent]], [[#Martial Arts|Martial Arts]], [[#Draconic Resilience|Draconic Resilience]]<br />
|classfeatures2=[[#Ki|Ki]], [[#Unarmored Movement|Unarmored Movement]]<br />
|classfeatures3=[[#Dragon Slayer Tradition|Dragon Slayer Tradition]], [[#Deflect Missiles|Deflect Missiles]], [[#Draconic Senses|Draconic Senses]]<br />
|classfeatures4=[[#Slow Fall|Slow Fall]]<br />
|classfeatures5=[[#Extra Attack|Extra Attack]], [[#Elemental Strike|Elemental Strike]]<br />
|classfeatures6=[[#Ki-Empowered Strikes|Ki-Empowered Strikes]], [[#Dragon Slayer Tradition|Dragon Slayer Tradition feature]]<br />
|classfeatures7=[[#Evasion|Evasion]], [[#Stillness of Mind|Stillness of Mind]]<br />
|classfeatures8=<br />
|classfeatures9=[[#Unarmored Movement|Unarmored Movement improvement]]<br />
|classfeatures10=[[#Purity of Body|Purity of Body]]<br />
|classfeatures11=[[#Dragon Slayer Tradition|Dragon Slayer Tradition feature]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Dragon Force|Dragon Force]]<br />
|classfeatures14=[[#Diamond Soul|Diamond Soul]]<br />
|classfeatures15=[[#Timeless Body|Timeless Body]]<br />
|classfeatures16=<br />
|classfeatures17=[[#Dragon Slayer Tradition|Dragon Slayer Tradition feature]], [[#Dragon Wings|Dragon Wings]]<br />
|classfeatures18=[[#Dragon Presence|Dragon Presence]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Dragon's Might|Dragon's Might]]<br />
<br />
|extrasonleft=3<br />
|extra1_name=Martial Arts(Iron Strike)<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d4<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d6<br />
|extra1_8=1d6<br />
|extra1_9=1d6<br />
|extra1_10=1d6<br />
|extra1_11=1d8<br />
|extra1_12=1d8<br />
|extra1_13=1d8<br />
|extra1_14=1d8<br />
|extra1_15=1d8<br />
|extra1_16=1d8<br />
|extra1_17=1d10<br />
|extra1_18=1d10<br />
|extra1_19=1d10<br />
|extra1_20=1d10<br />
|extra2_name=Ki Points<br />
|extra2_1=&mdash;<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Unarmored Movement<br />
|extra3_1=&mdash;<br />
|extra3_2=+10 ft.<br />
|extra3_3=+10 ft.<br />
|extra3_4=+10 ft.<br />
|extra3_5=+10 ft.<br />
|extra3_6=+15 ft.<br />
|extra3_7=+15 ft.<br />
|extra3_8=+15 ft.<br />
|extra3_9=+15 ft.<br />
|extra3_10=+20 ft.<br />
|extra3_11=+20 ft.<br />
|extra3_12=+20 ft.<br />
|extra3_13=+20 ft.<br />
|extra3_14=+25 ft.<br />
|extra3_15=+25 ft.<br />
|extra3_16=+25 ft.<br />
|extra3_17=+25 ft.<br />
|extra3_18=+30 ft.<br />
|extra3_19=+30 ft.<br />
|extra3_20=+30 ft.<br />
|extra4_name=Dragon's Roar<br />
|extra4_1=1d10<br />
|extra4_2=1d10<br />
|extra4_3=1d10<br />
|extra4_4=1d10<br />
|extra4_5=2d10<br />
|extra4_6=2d10<br />
|extra4_7=2d10<br />
|extra4_8=2d10<br />
|extra4_9=3d10<br />
|extra4_10=3d10<br />
|extra4_11=3d10<br />
|extra4_12=3d10<br />
|extra4_13=4d10<br />
|extra4_14=4d10<br />
|extra4_15=4d10<br />
|extra4_16=4d10<br />
|extra4_17=5d10<br />
|extra4_18=5d10<br />
|extra4_19=5d10<br />
|extra4_20=5d10<br />
}}<br />
<br />
==== Draconic Resilience ====<br />
<br />
Beginning at 1st level, while you are wearing no {{5e|Armor|armor}} and not wielding a {{5e|Shield (Armor)|shield}}, your AC equals 10 + your {{5a|con}} modifier + your {{5a|wis}} modifier.<br />
<br />
<br />
==== Martial Arts ====<br />
<br />
At 1st level, your practice of martial arts gives you mastery of combat styles that use {{5e|Unarmed Strike|unarmed strikes}} and monk weapons, which are {{5e|Shortsword|shortswords}} and any simple melee weapons that don't have the two-handed or heavy property.<br />
<br />
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a {{5e|Shield (Armor)|shield}}:<br />
<br />
*Iron Strike: You may add your {{5a|str}} modifier to the damage of your {{5e|Unarmed Strike|unarmed strikes}} and monk Weapons.<br />
*Iron Strike: You can roll a d4 in place of the normal damage of your {{5e|Unarmed Strike|unarmed strike}} or monk weapon. This die changes as you gain Dragon Slayer levels, as shown in the Martial Arts column of the Dragon Slayer table.<br />
*When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a club, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.<br />
<br />
Certain monasteries use specialized forms of the monk weapons. For example, you might use a {{5e|Club}} that is two lengths of wood connected by a short chain (called a nunchaku) or a {{5e|Sickle}} with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.<br />
<br />
<br />
==== Draconic Senses ====<br />
<br />
You gain a +2 to your Passive {{5a|wis}} ({{5s|Perception}}). You also gain an advantage to smell and hearing checks. To gain this benefit, you can't be {{5c|Blinded}}, {{5c|Deafened}}, or {{5c|Incapacitated}}.<br />
<br />
==== Draconic Parent ====<br />
At 1st level, As dragon blood flows through your body, it causes physical traits of your dragon parent to emerge. Part of your skin is covered by a thin sheen of dragon-like scales, you choose one type of element that was of your dragon parent. The damage type associated with each dragon is used by features you gain later.<br />
Choose from one of the following elements/damage types: acid, poison, cold, fire, lightning, necrotic, radiant. You are resistant to the chosen element. While enemies with your parents elements are not longer resistant, and immune becomes resistance. <br />
Another benefit to being raised by dragons is learning their language. You can read, write, and speak Draconic.<br />
<br />
<br />
==== Ki ====<br />
<br />
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your Dragon Slayer level determines the number of points you have, as shown in the Ki Points column of the Dragon Slayer table.<br />
<br />
You can spend these points to fuel various ki features. You start knowing four such features: Dragon's Roar, Devour Element, Step of the Wind and Steel Punch Spree. You learn more ki features as you gain levels in this class.<br />
<br />
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.<br />
<br />
Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:<br />
<br />
<code><tt>Ki save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
;Dragon's Roar<br />
As an action, at the cost of 2 ki points, you can exhale destructive energy. Your draconic parent element that you chose determines the damage type of the exhalation. When you use your breath weapon, each creature in a line of 30ft or cone of 15ft of the exhalation must make a ki save, the type of which is determined by your draconic ancestry. A creature takes 1d10 damage on a failed save, and half as much damage on a successful one. Every time the damage increases as shown on the Dragon Slayer Table, this cost increases by 1.<br />
<br />
;Devour Element<br />
When you are targeted by an effect of the same element as your draconic parentage's element, as a reaction, you can spend 1 ki point to consume the element of an attack, negating the damage and granting you {{5e|Temporary Hit Points}} equal to your dragon slayer level for 1 minute.<br />
<br />
;Step of the Wind<br />
You can spend 1 ki point to take the {{5e|Disengage Action|Disengage}} or {{5e|Dash Action|Dash}} action as a bonus action on your turn, and your jump distance is doubled for the turn.<br />
<br />
;Steel Punch Spree<br />
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two {{5e|Unarmed Strike|unarmed strikes}} as a bonus action.<br />
<br />
==== Unarmored Movement ====<br />
<br />
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a {{5e|Shield (Armor)|shield}}. This bonus increases when you reach certain Dragon Slayer levels, as shown in the Dragon Slayer table.<br />
<br />
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.<br />
<br />
<br />
==== Dragon Slayer Style ====<br />
Choose a Focus Style, which describes how you trained your innate draconian power: Dragon Spirit or Dragon Aspect, both detailed at the end of the class description.<br />
<br />
Your choice grants you features when you choose it at 3rd level and again at 6th, 11th, and 17th level.<br />
<br />
<br />
==== Deflect Missiles ====<br />
<br />
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your {{5a|dex}} modifier + your dragon slayer level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.<br />
<br />
<br />
==== Slow Fall ====<br />
<br />
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your dragon slayer level.<br />
<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
<br />
==== Elemental Strike ====<br />
<br />
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt an elemental strike. Your unarmed attacks do elemental damage equal to the element of your dragon parent till your end turn. A creature takes 1d10 elemental damage on a failed Constitution saving throw , and half as much damage on a successful one.<br />
<br />
==== Ki-Empowered Strikes ====<br />
<br />
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
<br />
==== Evasion ====<br />
<br />
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a [[5e SRD:Fireball|''fireball'']] spell. When you are subjected to an effect that allows you to make a {{5a|dex}} saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
==== Stillness of Mind ====<br />
<br />
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be {{5c|Charmed}} or {{5c|Frightened}}.<br />
<br />
<br />
==== Dragon Slayer Secret Art ====<br />
<br />
At 10th level, you gain the ability to use a 6th level sorcerer spell of your dragon parents element, it can be used one per day and costs 2 ki points.at 17th level it can be used twice per day.<br />
<br />
<br />
==== Dragon Force ====<br />
<br />
At 13th level, you are able to draw on the full power of a dragon. When you are below 50% of your maximum hit points, as a bonus action, you may spend 4 ki points to enter into Dragon Force. This effect lasts for 1 minute, or until you dismiss it and grants you the following benefits:<br />
<br />
*Your AC increases by 2.<br />
<br />
*You may use your Dragon's Roar feature as a bonus action. <br />
<br />
*When you hit a target with a {{5e|Unarmed Strike|unarmed strike}} that target takes an extra damage equal your Martial Arts damage die.<br />
<br />
Immediately after this transformation ends, you take 2d10 base damage, which can not be avoided or reduced in any way, and you must succeed on a DC 15 {{5a|con}} saving throw or suffer one level of {{5c|Exhaustion}} as your body was pushed past it's limit. Once you use this feature, you can not use it again until you finish a long rest.<br />
<br />
==== Dragon Soul ====<br />
<br />
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.<br />
<br />
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.<br />
<br />
<br />
==== Timeless Body ====<br />
<br />
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.<br />
<br />
<br />
==== Dragon Wings ====<br />
At 17th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a 40 foot flying speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.<br />
<br />
==== Dragon Presence ====<br />
Beginning at 18th level, you can spend 4 ki points to channel the dread presence of your dragon parent, causing those around you to become {{5c|Charmed}} or {{5c|Frightened}}. As an action, you can exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute, each hostile creature that starts its turn in this aura must succeed on a {{5a|wis}} saving throw or be {{5c|Charmed}} (if you chose charm) or {{5c|Frightened}} (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.<br />
<br />
==== Dragon's Might====<br />
At 20th level, you embody the power of the dragon. Your {{5a|str}} or {{5a|con}} score increase by 4. Your maximum for that score is increased by 4 as well.<br />
<br />
== Dragon Spirit ==<br />
Focusing the magic of your parent dragon into yourself has begun to alter your heart, mind, and soul. As you walk along this path, you will learn to channel your magic along with your parent's into specialized techniques.<br />
<br />
;{{#anc:Dragons Blast}}<br />
At 3rd level, you have learned to attack enemies from afar. You may use Dragon Roar once for free. You regain use of this feature after you finish a long rest.<br />
<br />
;{{#anc:Draconic Resonance}}<br />
At 6th level, you have learned to draw upon the spirits of other dragons. You may choose 1 other element and infuse that into a single unarmed strike. Your attack deals an extra 2d8 damage of chosen element. At 11th level it becomes 3d8, and at 17th level it becomes 4d8. You may use this feature twice and you regain use of this feature after you finish a long rest.<br />
<br />
;{{#anc:Overcharged}}<br />
Starting at 17th level, you can increase the power of your breath weapon or spell. This feature causes your next Dragon's Roar deals max damage. You regain use of this feature after you finish a short or long rest.<br />
<br />
== Dragon Aspect ==<br />
You have been practicing every day, and through your rigorous training, the magic power of the dragons flows through you and has brought change to your body, making you stronger and tougher.<br />
<br />
;{{#anc:Draconic Restoration}}<br />
You have learned to draw upon your draconic power to cure yourself. Starting at 3rd level, you can use a bonus action to regain 1d10 + {{5a|con}} modifier hit points. At 6th level this increases to 2d10, 11th to 3d10, and 17th to 4d10. You may use this effect twice, and you regain all uses of this feature after you finish a long rest.<br />
<br />
;{{#anc:Dragon Fist}}<br />
Starting at 6th level, you have learned how to draw out the strength of the dragon to hone your Iron Strike. Your attack deals an extra 2d8 force damage of chosen element. At 11th level it becomes 3d8, and at 17th level it becomes 4d8. You may use this feature twice and you regain use of this feature after you finish a long rest.<br />
<br />
;{{#anc:Unyielding Body}}<br />
Starting from 17th level, your {{5a|str}} score, your {{5a|con}} score, and your {{5e|Hit Points|hit point}} maximum cannot be reduced and anytime you come under the effect of {{5c|Exhaustion}} you can treat it as one level less then it actually is. You may also can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. <br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the dragon slayer class, you must meet these prerequisites:13 {{5a|str}} and 13 {{5a|con}}.<br />
<br />
'''Proficiencies.''' When you multiclass into the dragon slayer class, you gain the following proficiencies: one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}. <br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Buddy18181https://www.dandwiki.com/w/index.php?title=Talk:Black_Blood_(5e_Class)&diff=1038691Talk:Black Blood (5e Class)2018-05-05T05:58:10Z<p>Buddy18181: </p>
<hr />
<div>So what needs to be changed? cause ive read through all the effects especially hard as lead and blood clone and they seem pretty balanced to me.<br />
<br />
hard as lead only reflects unarmed attacks weapon and magic attacks are unaffected and blood clone doesn't gain the stats of the summoner and can't even move when it attacks and disappears when it gets more than 15 feet away from the summoner<br />
<br />
:I think the problem was lack of clarity. Why unarmed specifically? What about natural weapons, or dealing the damage to a bludgeoning weapon that hit you? Seems both awfully situational, and tricky to avoid. Expand the demographic, and maybe offer a save or some other way of avoiding it. What about the clone? Is it absolutely a clone, or does it just look like you and only do what the ability says it can? If it can do anything you can, why can't you do what it can? If it can't do anything you can, why is it called a clone without making clear it's not a real clone? Stuff like that. -SecondDeath777<br />
<br />
Well Ive made it that hard as lead can only be active when harden blood and at the level 17 that it has to be greater harden blood, as for the clone the only solution I can think of is to rename it as Blood Decoy<br />
<br />
:I don't think it being active only during an ability makes it any easier to stop. Not that it matters too much. Unarmed is super weird to dissuade against. It's not super crazy or common, so guarding against it in particular isn't exactly that...sensible. I think if it reflected the damage back to the weapon under any circumstance, but offered a save to the weapon, it'd be both more useful, and easier to avoid. As for calling the Blood Clone a Blood Decoy, that'd fix the problem, but making it an actual clone would be cool too, if you wanted to go that route. Get it's attack as a new natural attack, and it gains the ability to use your attacks and properties. Or not. Your call. -SecondDeath777<br />
<br />
<br />
Ok so made the changes hopefully that balances it out a bit</div>Buddy18181https://www.dandwiki.com/w/index.php?title=Black_Blood_(5e_Class)&diff=1038690Black Blood (5e Class)2018-05-05T05:57:00Z<p>Buddy18181: </p>
<hr />
<div>{{needsbalance|This class has a few questionable features including damage reflection, creating a clone, and has static bonus or negatives to ability scores and saving throws. Many features are not clear how they are activated (action, bonus action, reaction) and when the effect ends. See [[Class Do's and Don'ts (5e Guideline)]].}}<br />
{{wording|Typos and capitalization errors everywhere. See [[Help:When to Italicize and Capitalize]] for more info.(For example, class names are not capitalized)}} <br />
<br />
==Black Blood==<br />
<br />
<br />
===Black Blood simple Summary===<br />
<br />
Black blood is a synthetically made and weaponized bodily fluid that coexists with the blood cells in the body. This virus of sorts grants immense resistance and strength. It, however, forces your character to lose sanity when in combat or dealing with intense situations. Black Blood was originally created by a witch known for her immense power and horrible ways to force her son into becoming an all powerful creature. Based off of the anime Soul Eater, the most notable character possessing Black Blood, Crona, was consumed by the madness from a combination of his blood itself, an experiment, and the torture endured from his mother. <br />
<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/24/32/04/243204552eff5b56654751f64e69a7ae.jpg|https://www.pinterest.com/pin/535858055634425303/}}<br />
<br />
;Quick Build<br />
You can make a Black Blood quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Dexterity. When creating a Black Blood, you must remember to keep your buff abilities ready or active because you will be dealing damage to yourself as well as the enemy targets quite often.<br />
<br />
{{5e Class Features<br />
|name=Black Blood<br />
|summary= A vicious virus in the blood stream has been weaponized and known to cause a special kind of madness.<br />
|hd=12<br />
|spellcasting=<br />
|armor=Light armor, medium armor, and shields<br />
|weapons=Simple and melee martial weapons<br />
|tools=None.<br />
|saves={{5a|con}} or {{5a|dex}} and {{5a|str}} <br />
|skills=Choose 2 of the following: Acrobatics, Athletics, Insight, Intimidation, Perception, Stealth, Survival<br />
|item1a=Scale Mail<br />
|item1b=Leather Armor and shield<br />
|item2a=One martial melee weapon<br />
|item2b=Two simple melee weapons <br />
|item3a=Diplomat's pack<br />
|item3b=Dungeoneer's pack<br />
|item3c=Explorer's pack<br />
|item4a=Dagger (1d4 piercing damage)<br />
|item4b=Sickle (1d4 Slashing damage)<br />
|item5a=A cherished memento from your childhood before you became what you are<br />
|item5b=A small trinket that helps keep you happy<br />
|classfeatures1=Self Harming.<br />
|classfeatures2=Harden Blood, Infused Weapon<br />
|classfeatures3=Curdling Scream.<br />
|classfeatures4=Bloody Needles.<br />
|classfeatures5=Hard as Lead<br />
|classfeatures6=Blood Infusion Sub-type.<br />
|classfeatures7=Infused Weapon Improvement<br />
|classfeatures8=<br />
|classfeatures9=blood armor.<br />
|classfeatures10=Infused Weapon Improvement, Blood Infusion Sub-Type ability<br />
|classfeatures11=blood lance.<br />
|classfeatures12=<br />
|classfeatures13=blood clone.<br />
|classfeatures14=Infused Weapon Improvement<br />
|classfeatures15=blood wings.<br />
|classfeatures16=<br />
|classfeatures17=Greater Harden blood, Blood Infusion Sub-Type ability.<br />
|classfeatures18=Infused Weapon Improvement<br />
|classfeatures19=<br />
|classfeatures20=Blood Tidal Wave<br />
}}<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach level 4, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.<br />
<br />
===Self Harming===<br />
<br />
Level 1 ability. Cut yourself and cause 3 points of damage this turn. This action causes your blood to spill in small increments. Whenever you move, the last 10 feet of space you had moved will have your blood on the ground. Any targets of your choice that are standing next to those 10 feet of space must succeed a dexterity saving roll each turn the targets stay next to or on top of the 10 feet of space. Any target that fails the saving roll will take 3d4 of damage. Self harming will heal after 10 turns.<br />
<br />
===Infused Weapon===<br />
<br />
Level 2 Ability. Experimentation with your blood has caused your weapon to become infected with the same blood, and you are both now fused together. You can absorb your weapon into your body to eliminate carry weight, and manifest it into your hand as a free action. Your weapon, being fused to you, gains sentience, is aware of its surroundings and shares stats with you as well as taking on your alignment. You can speak telepathically with your weapon. At 7th level, your weapon grows in power and becomes a +1 weapon. This increases by 1 at 10th, 14th, and 18th levels.<br />
<br />
===Harden Blood===<br />
<br />
Level 2 ability. As a bonus action harden your blood inside your veins. Roll 1d6+ constitution modifier for temporary hit points. You will stay this way until this character takes equal damage as to what they gained from this ability. Harden blood can only be used twice before regaining all uses at the end of a long rest. In addition, while Harden Blood is active, you are resistant to Poison damage.<br />
<br />
===Curdling Scream===<br />
<br />
Level 3 ability. If your ability "Self Harming" is in effect, your weapon is soaked in your blood. This bloodstained weapon lets out a terrifying and intense scream that affects a 30 foot square around your character, causing all creatures in the area to make wisdom saving throws against you. Those that fail the roll will become unable to move from where they are for their next turn. You regain use of this ability at the end of a short rest.<br />
<br />
===Bloody Needles===<br />
<br />
Level 4 ability. Your Blood pierces from your body in sharp, needle-like spikes that reach up to 10 feet, causing 2d4 damage to you if "Harden Blood" is not active. Bloody needles also deals 1d10 + Con modifier of piercing damage to all others within a 10 foot square around you. This ability can also be activated as a reaction after receiving damage from creature dealing 1d10 + Con modifier reduced to half.<br />
<br />
===Hard as Lead===<br />
<br />
Level 5 ability. Your blood has permanently hardened a little, and moves slowly through your body. This has caused your skin to be much firmer and tougher, opponents making unarmed strikes against you deal half the damage that they should. The other half of the damage is reflected back onto the attacker, but must make a Strength Saving throw.<br />
<br />
===Blood Infusion Sub-Type===<br />
<br />
Level 6. You discover which sub-type of black blood you have been infected with. This determines how you fight in combat, and grants you abilities at 6th, 10th, 17th levels.<br />
<br />
===Blood Armor===<br />
<br />
Level 9 ability. Using your blood to soak your body, the blood hardens into a full suit of armor that clings to your form for no disadvantage. Gain 4 extra AC for 1 hour.<br />
<br />
===Blood Lance===<br />
<br />
Level 11 ability. Using your blood to form a lance four times the size of a normal one, you throw it at a target. Deal 4d6+ strength modifier of damage at a reach of 40 feet in a straight line. Deals 2d6 piercing damage to you.<br />
<br />
===Blood Decoy===<br />
<br />
Level 13 ability. Create a clone made of your blood with half your health rounded down. the clone can only move 30 feet away from you or the blood clone disperses and is no more. The clone can attack for 6d4+ your strength modifier, but can not move from it's position until it's turn and can only use its natural attacks such as punching, also can use its summoners abilities other than Blood Decoy. The clones first turn starts at the end of the turn you summoned it and will continue to go directly after you every round until it is destroyed or dismissed.You can expend a bonus action to dismiss the clone. The clone can also perform basic actions.<br />
<br />
===Blood Wings===<br />
<br />
Level 15 ability. You take 1d8+ piercing damage and create wings formed from your blood. You gain a fly speed equal to your land speed and can fly as high as 30 feet for 2 hours.<br />
<br />
===Greater Harden blood===<br />
<br />
Level 17 ability. You gain hit points equal to 2d20 + your constitution modifier and this effect remains until this character takes damage equal what they gained from this ability. Greater Harden blood can only be used twice per day and you regain all uses at the end of a long rest. In addition, while Greater Harden Blood is active, you are immune to poison damage and resistant to ALL physical damage attacks.<br />
<br />
===Blood Tidal Wave===<br />
<br />
Level 20 ability. Spending an action to gather a surge of black blood in your veins, you take 3d10 piercing damage to stab your abdomen and release the flood. Affecting a cone area in front of you that spreads up to 120 feet, any being that is drenched in your blood must succeed a DC25 constitution saving throw or be rendered insane and at disadvantage on all rolls to do with intelligence, wisdom, attack rolls, and saving throws. They also take 8d10 damage on a failed save, and half the damage on a successful one.<br />
<br />
==Blood Infusion Sub-type==<br />
<br />
This is where you choose your class option of sub-type for your character. You can only Choose one and this will not changed.<br />
<br />
===Infused Madness===<br />
<br />
Your Blood releases madness, causing your wisdom and intellect to reduce while in combat and increasing the power of your abilities.<br />
<br />
;{{#anc: Passive Madness}}<br />
<br />
Level 6 ability. Soon as you are damaged in combat, you reduce Wisdom and Intellect by 1 until you are out of combat or are at full health. Gain +2 to strength saving throws, Constitution saving throws, and Dexterity saving throws if and when Passive madness is active.<br />
<br />
;{{#anc: Leech blood}}<br />
Level 10 ability. Anytime you deal damage to another creature, roll a constitution saving throw. If you succeed, gain 1d8+ constitution modifier health back.<br />
<br />
;{{#anc: Insanity}}<br />
Level 17 ability. If you have 1/4 health left, become insane. When insane, your wisdom and intelligence goes down by 3, but your blood attacks deal 1d20 extra damage. This lasts until you either die or are over 1/4 of your maximum health.<br />
<br />
===Infused Innards exposed===<br />
<br />
Your black blood infuses with your organs, increasing your resistances by adding +1 point towards your AC.<br />
<br />
;{{#anc: Enjoyed Slaughter}}<br />
Level 6 ability. If you land the killing blow on a creature of any kind and any skill with "Harden Blood" in it's name is active, your next attack has advantage and deals an extra die of damage.<br />
<br />
;{{#anc: Forced Organ Donation}}<br />
Level 10 ability. If you are at full health, deal 1/4th damage of your maximum health to yourself by ripping out your Appendix. Roll a constitution saving throw with advantage to force this organ into the target creature next to you, causing twice as much damage as was done to yourself.<br />
<br />
;{{#anc: Organ Reconstruction}}<br />
Level 17 ability. You gain a natural passive healing while away from others. Heals you for 1d20+ constitution modifier per turn as your action, so long as you remain 10 feet away from others.<br />
<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Buddy18181https://www.dandwiki.com/w/index.php?title=Black_Blood_(5e_Class)&diff=1038689Black Blood (5e Class)2018-05-05T05:54:43Z<p>Buddy18181: </p>
<hr />
<div>{{needsbalance|This class has a few questionable features including damage reflection, creating a clone, and has static bonus or negatives to ability scores and saving throws. Many features are not clear how they are activated (action, bonus action, reaction) and when the effect ends. See [[Class Do's and Don'ts (5e Guideline)]].}}<br />
{{wording|Typos and capitalization errors everywhere. See [[Help:When to Italicize and Capitalize]] for more info.(For example, class names are not capitalized)}} <br />
<br />
==Black Blood==<br />
<br />
<br />
===Black Blood simple Summary===<br />
<br />
Black blood is a synthetically made and weaponized bodily fluid that coexists with the blood cells in the body. This virus of sorts grants immense resistance and strength. It, however, forces your character to lose sanity when in combat or dealing with intense situations. Black Blood was originally created by a witch known for her immense power and horrible ways to force her son into becoming an all powerful creature. Based off of the anime Soul Eater, the most notable character possessing Black Blood, Crona, was consumed by the madness from a combination of his blood itself, an experiment, and the torture endured from his mother. <br />
<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/24/32/04/243204552eff5b56654751f64e69a7ae.jpg|https://www.pinterest.com/pin/535858055634425303/}}<br />
<br />
;Quick Build<br />
You can make a Black Blood quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Dexterity. When creating a Black Blood, you must remember to keep your buff abilities ready or active because you will be dealing damage to yourself as well as the enemy targets quite often.<br />
<br />
{{5e Class Features<br />
|name=Black Blood<br />
|summary= A vicious virus in the blood stream has been weaponized and known to cause a special kind of madness.<br />
|hd=12<br />
|spellcasting=<br />
|armor=Light armor, medium armor, and shields<br />
|weapons=Simple and melee martial weapons<br />
|tools=None.<br />
|saves={{5a|con}} or {{5a|dex}} and {{5a|str}} <br />
|skills=Choose 2 of the following: Acrobatics, Athletics, Insight, Intimidation, Perception, Stealth, Survival<br />
|item1a=Scale Mail<br />
|item1b=Leather Armor and shield<br />
|item2a=One martial melee weapon<br />
|item2b=Two simple melee weapons <br />
|item3a=Diplomat's pack<br />
|item3b=Dungeoneer's pack<br />
|item3c=Explorer's pack<br />
|item4a=Dagger (1d4 piercing damage)<br />
|item4b=Sickle (1d4 Slashing damage)<br />
|item5a=A cherished memento from your childhood before you became what you are<br />
|item5b=A small trinket that helps keep you happy<br />
|classfeatures1=Self Harming.<br />
|classfeatures2=Harden Blood, Infused Weapon<br />
|classfeatures3=Curdling Scream.<br />
|classfeatures4=Bloody Needles.<br />
|classfeatures5=Hard as Lead<br />
|classfeatures6=Blood Infusion Sub-type.<br />
|classfeatures7=Infused Weapon Improvement<br />
|classfeatures8=<br />
|classfeatures9=blood armor.<br />
|classfeatures10=Infused Weapon Improvement, Blood Infusion Sub-Type ability<br />
|classfeatures11=blood lance.<br />
|classfeatures12=<br />
|classfeatures13=blood clone.<br />
|classfeatures14=Infused Weapon Improvement<br />
|classfeatures15=blood wings.<br />
|classfeatures16=<br />
|classfeatures17=Greater Harden blood, Blood Infusion Sub-Type ability.<br />
|classfeatures18=Infused Weapon Improvement<br />
|classfeatures19=<br />
|classfeatures20=Blood Tidal Wave<br />
}}<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach level 4, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.<br />
<br />
===Self Harming===<br />
<br />
Level 1 ability. Cut yourself and cause 3 points of damage this turn. This action causes your blood to spill in small increments. Whenever you move, the last 10 feet of space you had moved will have your blood on the ground. Any targets of your choice that are standing next to those 10 feet of space must succeed a dexterity saving roll each turn the targets stay next to or on top of the 10 feet of space. Any target that fails the saving roll will take 3d4 of damage. Self harming will heal after 10 turns.<br />
<br />
===Infused Weapon===<br />
<br />
Level 2 Ability. Experimentation with your blood has caused your weapon to become infected with the same blood, and you are both now fused together. You can absorb your weapon into your body to eliminate carry weight, and manifest it into your hand as a free action. Your weapon, being fused to you, gains sentience, is aware of its surroundings and shares stats with you as well as taking on your alignment. You can speak telepathically with your weapon. At 7th level, your weapon grows in power and becomes a +1 weapon. This increases by 1 at 10th, 14th, and 18th levels.<br />
<br />
===Harden Blood===<br />
<br />
Level 2 ability. As a bonus action harden your blood inside your veins. Roll 1d6+ constitution modifier for temporary hit points. You will stay this way until this character takes equal damage as to what they gained from this ability. Harden blood can only be used twice before regaining all uses at the end of a long rest. In addition, while Harden Blood is active, you are resistant to Poison damage.<br />
<br />
===Curdling Scream===<br />
<br />
Level 3 ability. If your ability "Self Harming" is in effect, your weapon is soaked in your blood. This bloodstained weapon lets out a terrifying and intense scream that affects a 30 foot square around your character, causing all creatures in the area to make wisdom saving throws against you. Those that fail the roll will become unable to move from where they are for their next turn. You regain use of this ability at the end of a short rest.<br />
<br />
===Bloody Needles===<br />
<br />
Level 4 ability. Your Blood pierces from your body in sharp, needle-like spikes that reach up to 10 feet, causing 2d4 damage to you if "Harden Blood" is not active. Bloody needles also deals 1d10 + Con modifier of piercing damage to all others within a 10 foot square around you. This ability can also be activated as a reaction after receiving damage from creature dealing 1d10 + Con modifier reduced to half.<br />
<br />
===Hard as Lead===<br />
<br />
Level 5 ability. Your blood has permanently hardened a little, and moves slowly through your body. This has caused your skin to be much firmer and tougher, opponents making unarmed strikes against you deal half the damage that they should. The other half of the damage is reflected back onto the attacker, but must make a Strength Saving throw.<br />
<br />
===Blood Infusion Sub-Type===<br />
<br />
Level 6. You discover which sub-type of black blood you have been infected with. This determines how you fight in combat, and grants you abilities at 6th, 10th, 17th levels.<br />
<br />
===Blood Armor===<br />
<br />
Level 9 ability. Using your blood to soak your body, the blood hardens into a full suit of armor that clings to your form for no disadvantage. Gain 4 extra AC for 1 hour.<br />
<br />
===Blood Lance===<br />
<br />
Level 11 ability. Using your blood to form a lance four times the size of a normal one, you throw it at a target. Deal 4d6+ strength modifier of damage at a reach of 40 feet in a straight line. Deals 2d6 piercing damage to you.<br />
<br />
===Blood Decoy===<br />
<br />
Level 13 ability. Create a clone made of your blood with half your health rounded down. the clone can only move 30 feet away from you or the blood clone disperses and is no more. The clone can attack for 6d4+ your strength modifier, but can not move from it's position until it's turn and can only use its natural attacks such as punching. The clones first turn starts at the end of the turn you summoned it and will continue to go directly after you every round until it is destroyed or dismissed.You can expend a bonus action to dismiss the clone. The clone can also perform basic actions.<br />
<br />
===Blood Wings===<br />
<br />
Level 15 ability. You take 1d8+ piercing damage and create wings formed from your blood. You gain a fly speed equal to your land speed and can fly as high as 30 feet for 2 hours.<br />
<br />
===Greater Harden blood===<br />
<br />
Level 17 ability. You gain hit points equal to 2d20 + your constitution modifier and this effect remains until this character takes damage equal what they gained from this ability. Greater Harden blood can only be used twice per day and you regain all uses at the end of a long rest. In addition, while Greater Harden Blood is active, you are immune to poison damage and resistant to ALL physical damage attacks.<br />
<br />
===Blood Tidal Wave===<br />
<br />
Level 20 ability. Spending an action to gather a surge of black blood in your veins, you take 3d10 piercing damage to stab your abdomen and release the flood. Affecting a cone area in front of you that spreads up to 120 feet, any being that is drenched in your blood must succeed a DC25 constitution saving throw or be rendered insane and at disadvantage on all rolls to do with intelligence, wisdom, attack rolls, and saving throws. They also take 8d10 damage on a failed save, and half the damage on a successful one.<br />
<br />
==Blood Infusion Sub-type==<br />
<br />
This is where you choose your class option of sub-type for your character. You can only Choose one and this will not changed.<br />
<br />
===Infused Madness===<br />
<br />
Your Blood releases madness, causing your wisdom and intellect to reduce while in combat and increasing the power of your abilities.<br />
<br />
;{{#anc: Passive Madness}}<br />
<br />
Level 6 ability. Soon as you are damaged in combat, you reduce Wisdom and Intellect by 1 until you are out of combat or are at full health. Gain +2 to strength saving throws, Constitution saving throws, and Dexterity saving throws if and when Passive madness is active.<br />
<br />
;{{#anc: Leech blood}}<br />
Level 10 ability. Anytime you deal damage to another creature, roll a constitution saving throw. If you succeed, gain 1d8+ constitution modifier health back.<br />
<br />
;{{#anc: Insanity}}<br />
Level 17 ability. If you have 1/4 health left, become insane. When insane, your wisdom and intelligence goes down by 3, but your blood attacks deal 1d20 extra damage. This lasts until you either die or are over 1/4 of your maximum health.<br />
<br />
===Infused Innards exposed===<br />
<br />
Your black blood infuses with your organs, increasing your resistances by adding +1 point towards your AC.<br />
<br />
;{{#anc: Enjoyed Slaughter}}<br />
Level 6 ability. If you land the killing blow on a creature of any kind and any skill with "Harden Blood" in it's name is active, your next attack has advantage and deals an extra die of damage.<br />
<br />
;{{#anc: Forced Organ Donation}}<br />
Level 10 ability. If you are at full health, deal 1/4th damage of your maximum health to yourself by ripping out your Appendix. Roll a constitution saving throw with advantage to force this organ into the target creature next to you, causing twice as much damage as was done to yourself.<br />
<br />
;{{#anc: Organ Reconstruction}}<br />
Level 17 ability. You gain a natural passive healing while away from others. Heals you for 1d20+ constitution modifier per turn as your action, so long as you remain 10 feet away from others.<br />
<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Buddy18181https://www.dandwiki.com/w/index.php?title=Talk:Black_Blood_(5e_Class)&diff=1016044Talk:Black Blood (5e Class)2018-03-05T16:09:13Z<p>Buddy18181: </p>
<hr />
<div>So what needs to be changed? cause ive read through all the effects especially hard as lead and blood clone and they seem pretty balanced to me.<br />
<br />
hard as lead only reflects unarmed attacks weapon and magic attacks are unaffected and blood clone doesn't gain the stats of the summoner and can't even move when it attacks and disappears when it gets more than 15 feet away from the summoner<br />
<br />
:I think the problem was lack of clarity. Why unarmed specifically? What about natural weapons, or dealing the damage to a bludgeoning weapon that hit you? Seems both awfully situational, and tricky to avoid. Expand the demographic, and maybe offer a save or some other way of avoiding it. What about the clone? Is it absolutely a clone, or does it just look like you and only do what the ability says it can? If it can do anything you can, why can't you do what it can? If it can't do anything you can, why is it called a clone without making clear it's not a real clone? Stuff like that. -SecondDeath777<br />
<br />
Well Ive made it that hard as lead can only be active when harden blood and at the level 17 that it has to be greater harden blood, as for the clone the only solution I can think of is to rename it as Blood Decoy</div>Buddy18181https://www.dandwiki.com/w/index.php?title=User_talk:Geodude671&diff=1015792User talk:Geodude6712018-03-04T23:27:14Z<p>Buddy18181: /* The Minotaur not having the one size lager skill */ new section</p>
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<div>{{User:Geodude671/Top Template}}<br />
__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Discussions 1 &ndash; 30)<br />
}}<br />
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== Sumarbrander (Jack) ==<br />
<br />
Dear Geodude671, I have added the link to the website I found the image in. Will this suffice?<br />
<br />
== Would you like to do some collaborative worldbuilding? ==<br />
<br />
Please leave me a a message [[Discussion:Who's up for some fun worldbuilding?|here]] if you're interested! [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 18:06, 9 February 2018 (MST)<br />
<br />
== Premature and speedy deletion ==<br />
<br />
Yowza, Geodude. I was drawn, as I am often am with speedy deletions, to the history of the [[Tuna and sweetcorn]] page. It's been brought up before that we should, at the very least, wait a few hours for the editing to stop, before placing any IRR templates on an article. Yet in this case, with an article that seems to me like was a ''potentially'' ideal (and, given time, could've been a viable and possibly even funny) candidate for [[Template:April Fools]], you've speedy deleted it, under the snowball clause, a total of [https://www.dandwiki.com/w/index.php?title=Special:Undelete&target=Tuna_and_sweetcorn eight minutes since its last edit]. I have no issue with taking a strong arm to articles, but I feel that, not only is placing improvement template on an article that is being actively edited pretty jarring to the editor, and placing a deletion template on an article being actively edited is pretty upsetting, but literally speedy deleting it without any real reason such as policy violation, mid-edit. I mean, I get it, the page was bad, but were I that editor, that would just make me quit a site, on the spot. Unless I'm somehow massively misconstruing the situation, could we please chill on the immediate, jarring, and almost kind of insulting, interruptions of new editors trying to get to grips with things? --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 03:21, 11 February 2018 (MST)<br />
:While I do frankly think the page was spam, it still shouldn't have been deleted as the author may have been in the process of changing/completing the page. Another issue I just recently noticed was in your selective use of the snowball clause on the wiki. "If an issue does not have a snowball's chance in hell of being accepted by a certain process, there's no need to run it through the entire process." is what [https://en.wikipedia.org/wiki/Wikipedia:Snowball_clause Wikipedia] has on the snowball clause. If this clause where to be enforced, someone can raise concerns about a page and add the delete template to it and if the reasons for adding the delete template were agreed upon the page, the page can be immediately deleted according to the clause. Since, this clause seems to go against the [[Help:Spirit_and_Intent|spirt]] of collaborative work on D&D wiki, might I suggest that the clause not be used again in favor of other alternatives?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 06:04, 11 February 2018 (MST)<br />
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== Hey, Geodude! This may seem like an odd request... ==<br />
<br />
But can you please temporarily restore [[Improved Guard (5e Feat)]] for me? Pretty please, with sugar on top? [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 21:04, 12 February 2018 (MST)<br />
:Sure, here you go. — [[User:Geodude671|Geodude671]] [[File:chatmod.png]] ([[User talk:Geodude671|talk]] | [[Special:Contributions/Geodude671|contribs]] | [[Special:EmailUser/Geodude671|email]]) . . 21:20, 12 February 2018 (MST)<br />
::Thank you very much! [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 21:30, 12 February 2018 (MST)<br />
<br />
== Colonel ==<br />
<br />
{{colonel}}<br />
<br />
You've been coloneled for coloneling me and/or ConcealedLight for ConcealedLight threatening to trout me for trouting ConcealedLight for trouting DraconicMan.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:38, 13 February 2018 (MST)<br />
<br />
== so common courtesy is no longer a thing and variant pages for overpowered versions are no longer a thing? ==<br />
<br />
Hello Geodude671,<br />
I am Drakonsblade. I find it interesting and rather rude that you find it appropriate to change things about someone else's work without even saying a thing to them first, or giving any kind of constructive criticism to help them develop as creators or writers at all, to my other point I was lead to believe that overpowered variants were allowed when I originally came here to make my race and even in the help precedent page it says and I quote<br />
"'''This is the "D&D Wiki". Not the "elitist D&D game design hobbyists wiki". We expect quality workmanship and civil discourse, not theoretical system mastery and snobery. We should work together to improve each others work, not only for the good of the wiki as a whole, but for the good of ourselves and each other as fellow hobbyists and wikians. D&D is an extremely flexible game, and that's a good thing. Above all, promote fun through kindness. Unless someone is actually acting in bad faith, there's no need to get all serious and bent out of shape'''.<br />
<br />
This wiki is our collective table. These people you are interacting with are your allies- maybe even distant friends. Treat them like it." and yet you feel the need to enforce '''YOUR''' vision upon someone else's hard work time and effort. That disturbs me because it greatly differentiates from what that page says.--[[User:Drakonsblade|Drakonsblade]] ([[User talk:Drakonsblade|talk]]) 10:35, 16 February 2018 (MST)<br />
:I judged [[Drakoniant (5e Race)]] to be too powerful, and I attempted to de-power the race to a point comparable to the first-party races while still keeping the spirit of the page. They still have a faster land speed than most other humanoid races, they still have a natural weapon, and they still fly. <br />
:I sincerely apologize if I seemed "elitist" when I made this edit. However, I did judge the page's use of {{tl|Design Disclaimer}} to be inappropriate. As you have stated in the design disclaimer itself, "this race is not balanced by 5e" and per [[Help:Improving, Reviewing, and Removing Templates]] "This template is not justification for broken...design, nor is this template intended to identify pages as being...broken." Thus, {{tl|needsbalance}} or de-powering of the page is appropriate. — [[User:Geodude671|Geodude671]] [[File:chatmod.png]] ([[User talk:Geodude671|talk]] | [[Special:Contributions/Geodude671|contribs]] | [[Special:EmailUser/Geodude671|email]]) . . 11:09, 16 February 2018 (MST)<br />
::I will never lie on this part in particular "this race is not balanced by 5e standards" that is entirely and wholeheartedly true and that's because it is made and balanced via compromise with logical thought and reasoning and some 5e standards. By logical reasoning, my race, as well as any race that at minimum stands at 7ft tall, should logically be as fast as a wood elf since the length of the gait is actually much larger than most elves, humans, and tieflings, etc. this doesn't even touch on the fact that my race is digitigrade and I don't honestly feel like launching into a whole different speal about the differences in speed between the two types of legs that I already went into in my disclaimer but I digress. While a wood elf is fast due to their inherent magic. As to the flying, their flying works just like a dragon's does they build up the physical and magical strength required to lift themselves into the air with their wings, their flight speed was set at level 5 because that allows for them to build up the physical strength as well as the magical strength required to lift such heavy being into the air. This entire thing up to now hasn't even touched on the fact that you deleted the "base" page which I tried to upload under an OP variant page without so much as a word in the discussion page you literally looked it over, saw it was my base race and pressed delete, there wasn't even a deletion tag assigned to it before you deleted it. '''YOU''' made no effort what so ever to try and talk about it with me, and while it 'may' be within your rights as an admin to do so it is also the actions like this that make you out to be an "elitist".--[[User:Drakonsblade|Drakonsblade]] ([[User talk:Drakonsblade|talk]]) 11:48, 16 February 2018 (MST)<br />
:::[[Drakoniant(variant) (5e Race)]] was deleted without following the proper process because it was nearly identical to the old, deleted version of [[Drakoniant (5e Race)]]. I wasn't the person who deleted the original page, that was SgtLion. I did add {{tl|delete}} to the page, but the page sat there with no objection to the deletion template for nearly a month. — [[User:Geodude671|Geodude671]] [[File:chatmod.png]] ([[User talk:Geodude671|talk]] | [[Special:Contributions/Geodude671|contribs]] | [[Special:EmailUser/Geodude671|email]]) . . 12:17, 16 February 2018 (MST)<br />
:::: The new page or the old page because the variant page wasn't up there anywhere near as long as a month? on another note what happened to allowance to put up overpowered versions of the race in variant pages? last time I was here that was allowed wasn't it?--[[User:Drakonsblade|Drakonsblade]] ([[User talk:Drakonsblade|talk]]) 12:30, 16 February 2018 (MST)<br />
:::: on a sperate note what is the point of homebrew if not to make things different from the standard game?--[[User:Drakonsblade|Drakonsblade]] ([[User talk:Drakonsblade|talk]]) 12:34, 16 February 2018 (MST)<br />
:::::The page that had a deletion template for nearly a month is the old, deleted version of [[Drakoniant (5e Race)]].<br />
:::::Yes, the point of homebrew is to alter or add on to the standard game. In general, though, the new content being added in should "fit in" with first-party content already in the game, because you're creating content for an existing game rather than making a game of your own. Here on the wiki we have a general consensus that we should be enforcing balance, because this makes content fun for everybody at the table rather than just the one person playing it, and it lets people browse the site with an understanding that content is likely to be suitable for their use. We have standards on this wiki that content must adhere to (even if it sometimes takes a while for those standards to be enforced). If you want to keep your race in its unbalanced state, you can move it into your userspace, where other users are not allowed to edit, except for administrators to remove content that breaks sitewide rules (per [[Help:Behavioral Policy#User Pages]]). If you do not know how to do this, I or another user would be willing to help you or do it for you. — [[User:Geodude671|Geodude671]] [[File:chatmod.png]] ([[User talk:Geodude671|talk]] | [[Special:Contributions/Geodude671|contribs]] | [[Special:EmailUser/Geodude671|email]]) . . 12:56, 16 February 2018 (MST)<br />
::::::: Thank you for informing me about moving it to my userspace, I was unaware of that possibility and would like to ask for your, or someone else's help in transferring it there. P.s. sorry about the late time of this post.--[[User:Drakonsblade|Drakonsblade]] ([[User talk:Drakonsblade|talk]]) 00:57, 17 February 2018 (MST)<br />
::::::::To store a page in your userspace, you create a subpage of your userpage. For example, I have in my userspace [[User:Geodude671/5e Pages Needing Balance]]. The actual name of the page is "5e Pages Needing Balance," but the "User:Geodude671/" portion of the title designates the page as being a subpage of [[User:Geodude671]]. If you want to move [[Drakoniant (5e Race)]] to your userspace, click the "move" tab at the top of the page and change the title to [[User:Drakonsblade/Drakoniant]] or something similar. You will also need to remove all categories from the page so that it doesn't show up on automated lists like [[5e Races]]. — [[User:Geodude671|Geodude671]] [[File:chatmod.png]] ([[User talk:Geodude671|talk]] | [[Special:Contributions/Geodude671|contribs]] | [[Special:EmailUser/Geodude671|email]]) . . 07:08, 17 February 2018 (MST)<br />
<br />
== Humanoid and "x" types ==<br />
<br />
There's been a lot of lobbying for FA votes so I thought I would finally try to partake and noticed Earth Giant getting a lot of attention; figured lets check it out. Giantkin trait is pretty awesome I think and it is just like the Chimera's Monstrosity thing. Would it be better to flavor these like Fey Ancestry of the elf? It would coincide with first party content that has only humanoids as well. Just something I found curious and thought it could be food for thought. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 14:13, 16 February 2018 (MST)<br />
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== The Minotaur not having the one size lager skill ==<br />
<br />
Hey I was planing on using the Minotaur race for my next character mostly cause when a friend of mine recommended me this race it had this skill formerly know as power build "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift" I was wondering what the reason was to removing it?</div>Buddy18181https://www.dandwiki.com/w/index.php?title=Black_Blood_(5e_Class)&diff=967952Black Blood (5e Class)2017-11-22T17:13:53Z<p>Buddy18181: </p>
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<div>{{needsbalance|This class has a few questionable features including damage reflection, creating a clone, and has static bonus or negatives to ability scores and saving throws. Many features are not clear how they are activated (action, bonus action, reaction) and when the effect ends. See [[Class Do's and Don'ts (5e Guideline)]].}}<br />
{{wording|Typos and capitalization errors everywhere.}}<br />
<br />
==Black Blood==<br />
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<br />
===Black Blood simple Summary===<br />
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Black blood is a synthetically made and weaponized bodily fluid that coexists with the blood cells in the body. This virus of sorts grants immense resistance and strength, however forces your character to lose sanity when in combat or dealing with intense situations. Black Blood was originally created by a witch known for her immense power and horrible ways to force her son into becoming an all powerful creature. Based off of the anime Soul Eater, the most notable character possessing Black Blood, Crona, was consumed by the madness from a combination of his blood itself, an experiment, and the torture endured from his mother. <br />
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{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/24/32/04/243204552eff5b56654751f64e69a7ae.jpg|https://www.pinterest.com/pin/535858055634425303/}}<br />
<br />
;Quick Build<br />
You can make a Black Blood quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Dexterity. When creating a Black Blood, you must remember to keep your buff abilities ready or active because you will be dealing damage to yourself as well as the enemy targets quite often.<br />
<br />
{{5e Class Features<br />
|name=Black Blood<br />
|summary= Vicious Virus in the blood stream that has been weaponized and known as a special kind of madness.<br />
|hd=12<br />
|spellcasting=<br />
|armor=Light armor, medium armor, and shields<br />
|weapons=Simple and melee martial weapons<br />
|tools=None.<br />
|saves={{5a|con}} or {{5a|dex}} and {{5a|str}} <br />
|skills=Choose 2 of the following: Acrobatics, Athletics, Insight, Intimidation, Perception, Stealth, Survival<br />
|item1a=Scale Mail<br />
|item1b=Leather Armor and shield<br />
|item2a=One martial melee weapon<br />
|item2b=Two simple melee weapons <br />
|item3a=Diplomat's pack<br />
|item3b=Dungeoneer's pack<br />
|item3c=Explorer's pack<br />
|item4a=Dagger (1d4 piercing damage)<br />
|item4b=Sickle (1d4 Slashing damage)<br />
|item5a=A cherished memento from your childhood before you became what you are<br />
|item5b=A small trinket that helps keep you happy<br />
|classfeatures1=Self Harming.<br />
|classfeatures2=Harden Blood, Infused Weapon<br />
|classfeatures3=Curdling Scream.<br />
|classfeatures4=Bloody Needles.<br />
|classfeatures5=Hard as Lead<br />
|classfeatures6=Blood Infusion Sub-type.<br />
|classfeatures7=Infused Weapon Improvement<br />
|classfeatures8=<br />
|classfeatures9=blood armor.<br />
|classfeatures10=Infused Weapon Improvement, Blood Infusion Sub-Type ability<br />
|classfeatures11=blood lance.<br />
|classfeatures12=<br />
|classfeatures13=blood clone.<br />
|classfeatures14=Infused Weapon Improvement<br />
|classfeatures15=blood wings.<br />
|classfeatures16=<br />
|classfeatures17=Greater Harden blood, Blood Infusion Sub-Type ability.<br />
|classfeatures18=Infused Weapon Improvement<br />
|classfeatures19=<br />
|classfeatures20=Blood Tidal Wave<br />
}}<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach level 4, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.<br />
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===Self Harming===<br />
<br />
Level 1 ability. Cut yourself with your weapon for that weapon's regular amount of damage this turn and causes your blood to spill in small increments. Whenever you move, the last 10 feet of space you had moved will have your blood on the ground. Any targets of your choice that are standing next to those 10 feet of space must succeed a dexterity saving roll each turn the targets stay next to or on top of the 10 feet of space. Any target that fails the saving roll will take 3d4 of damage. Self harming will heal after 10 turns.<br />
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===Infused Weapon===<br />
<br />
Level 2 Ability. Experimentation with your blood has caused your weapon to become infected with the same blood, and you are both now fused together. You can absorb your weapon into your body to eliminate carry weight, and manifest it into your hand as a bonus action. Your weapon, being fused to you, gains sentience as well, and shares stats with you as well as taking on your alignment. You can speak telepathically with your weapon. At 7th level, your weapon grows in power and becomes a +1 weapon. This increases by 1 at 10th, 14th, and 18th levels.<br />
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===Harden Blood===<br />
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Level 2 ability. Hardening your blood inside your veins, you Roll 1d6+ constitution modifier for temporary hit points. You will stay this way until this character takes equal damage as to what they gained from this ability. Harden blood can only be used twice per day. In addition, while Harden Blood is active, you are resistant to Poison damage.<br />
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===Curdling Scream===<br />
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Level 3 ability. If your ability "Self Harming" is in affect, Your weapon is soaked in your blood. This bloodstained weapon lets out a horrifying and intense scream that affects a 30 foot square around your character, causing all creatures in the area to make wisdom saving throws against you. Those that fail the roll will become unable to move from where they are for their next turn. You can re-use this ability after a short rest.<br />
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===Bloody Needles===<br />
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Level 4 ability. Your Blood pierces from your body in sharp, needle-like spike that reach up to 10 feet, causing 2d4 damage to you if "Harden Blood" is not active. Bloody needles also deals 1d10 + Con modifier of piercing damage to all others within a 10 foot square around you. This ability can also be activated after blood is drawn and airborn, used as a reaction for normal damage.<br />
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===Hard as Lead===<br />
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Level 5 ability. Your blood has permanently hardened a little, and moves slowly through your body. This has caused your skin to be much firmer and tougher, making unarmed strikes deal half the damage that they should. The other half of the damage is reflected back into the attacker. Can only reflect if harden blood is active, at level 17 can only reflect if greater harden blood is active.<br />
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===Blood Infusion Sub-Type===<br />
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Level 6. You discover which sub-type of black blood you have been infected with. This determines how you fight in combat, and grants you abilities at 6th, 10th, 17th levels.<br />
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===Blood Armor===<br />
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Level 9 ability. Using your blood to soak your body, the blood hardens into a full suit of armor that clings to your form for no disadvantage. Gain 4 extra AC for 1 hour.<br />
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===Blood Lance===<br />
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Level 11 ability. Using your blood to form a lance four times the size of a normal one, you throw it at a target. Deal 4d6+ strength modifier of damage at a reach of 40 feet in a straight line. Deals 2d6 piercing damage to you.<br />
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===Blood Clone===<br />
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Level 13 ability. Create a clone made of your blood with half your health rounded down. the clone can only move 15 feet away from you or the blood clone disperses and is no more. The clone can attack for 6d4+ your strength modifier, but can not move from it's position.<br />
<br />
===Blood Wings===<br />
<br />
Level 15 ability. You take 1d8+ piercing damage. create wings formed from your blood, you gain a fly speed equal to your land speed and can fly as high as 30 feet for 2 hours.<br />
<br />
===Greater Harden blood===<br />
<br />
Level 17 ability. Roll 2d20+ constitution modifier of hit points and will stay this way until this character takes equal damage as to what they gained from this ability. Harden blood can only be used twice per day. In addition, while Harden Blood is active, you are resistant to ALL physical damage attacks.<br />
<br />
===Blood Tidal Wave===<br />
<br />
Level 20 ability. Spending an action to gather a surge of black blood in your veins, you take 3d10 piercing damage to stab your abdomen and release the flood. Affecting a cone in front of you that spreads up to 120 feet, any being that is drenched in your blood must succeed a dc25 constitution saving throw or be rendered insane and at disadvantage on all rolls to do with intelligence, wisdom, attack rolls, and saving throws. They also take 8d10 damage on a failed save, 4d10 on a successful one.<br />
<br />
==Blood Infusion Sub-type==<br />
<br />
This is where you choose your class option of sub type for your character. You can only Choose one and this will not changed.<br />
<br />
===Infused Madness===<br />
<br />
Your Blood releases madness, causing your wisdom and intellect to reduce while in combat and increasing the power of your abilities.<br />
<br />
;{{#anc: Passive Madness}}<br />
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Level 6 ability. Soon as you are damaged in combat, you reduce Wisdom and Intellect by 1 until you are out of combat or are at full health. Gain +2 to strength saving throws, Constitution saving throws, and Dexterity saving throws if and when Passive madness is active.<br />
<br />
;{{#anc: Leach blood}}<br />
Level 10 ability. Anytime you deal or take damage by another creature, roll a constitution saving throw. If you succeed, gain 1d8+ constitution modifier health back.<br />
<br />
;{{#anc: Insanity}}<br />
Level 17 ability. If you have 1/4 health left, become insane. When insane your wisdom and intelligence goes down by 3, but your blood attacks deal 1d20 extra damage. this lasts until you either die or are over 1/4 of your maximum health.<br />
<br />
===Infused Innards exposed===<br />
<br />
Your black blood infuses with your organs, increasing resistances and adds points for your AC.<br />
<br />
;{{#anc: Enjoyed Slaughter}}<br />
Level 6 ability. If you land the killing blow on a creature of any kind and "Harden Blood" is active, your Next attack has advantage and deals an extra die of damage.<br />
<br />
;{{#anc: Forced Organ Donation}}<br />
Level 10 ability. If you are at full health, deal 1/4th damage of your maximum health to yourself when ripping out your Appendix; Roll a constitution saving throw with advantage to force this organ into the target creature next to you, causing twice as much damage as was done to yourself.<br />
<br />
;{{#anc: Organ Reconstruction}}<br />
Level 17 ability. You gain a natural passive healing while away from others. Heals you for 1d20+ constitution modifier per turn as your action, so long as you remain 10 feet away from others.<br />
<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
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[[Category:Class]]</div>Buddy18181https://www.dandwiki.com/w/index.php?title=Talk:Black_Blood_(5e_Class)&diff=962638Talk:Black Blood (5e Class)2017-11-10T18:57:13Z<p>Buddy18181: </p>
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<div>So what needs to be changed? cause ive read through all the effects especially hard as lead and blood clone and they seem pretty balanced to me.<br />
<br />
hard as lead only reflects unarmed attacks weapon and magic attacks are unaffected and blood clone doesn't gain the stats of the summoner and can't even move when it attacks and disappears when it gets more than 15 feet away from the summoner</div>Buddy18181https://www.dandwiki.com/w/index.php?title=Talk:Black_Blood_(5e_Class)&diff=960871Talk:Black Blood (5e Class)2017-11-07T18:13:54Z<p>Buddy18181: </p>
<hr />
<div>So what needs to be changed? cause ive read through all the effects especially hard as lead and blood clone and they see pretty balanced to me.<br />
<br />
hard as lead only reflects unarmed attacks weapon and magic attacks are unaffected and blood clone doesn't gain the stats of the summoner and can't even move when it attacks and disappears when it gets more than 15 feet away from the summoner</div>Buddy18181https://www.dandwiki.com/w/index.php?title=Talk:Black_Blood_(5e_Class)&diff=960870Talk:Black Blood (5e Class)2017-11-07T18:11:36Z<p>Buddy18181: Created page with "So what needs to be changed? cause ive read through all the effects especially hard as lead and blood clone and they see pretty balanced to me. hard as lead only reflects una..."</p>
<hr />
<div>So what needs to be changed? cause ive read through all the effects especially hard as lead and blood clone and they see pretty balanced to me.<br />
<br />
hard as lead only reflects unarmed attacks weapon and magic attacks are unaffected and blood clone doesn't gain the stats of the summoner and can't even move when it attacks and disappears when it gets more than 30 feet away from the summoner</div>Buddy18181