Dirae (5e Class)

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The Dirae[edit]

Design Note: The Dirae act as both a race and class. Should you choose to play a member of their ranks, you must take your first level in the Dirae class, but can otherwise multiclass out into a different class. However, it is not possible to multiclass into this class due to it being a class given to you by your biology. The Dirae focus on dealing and taking damage, acting as destructive forces of nature in battle. Feared and respected for their power, dominance, and superiority, the Dirae is a rare but powerful racial class, capable of both dealing death and avoiding it.

Gaunt and Insectile[edit]

With their inhuman posture and gaunt features, the appearance of the Dirae is often hauntingly unnerving to members of other races. This, paired with their slow and unnatural crawling, makes them terrifying to encounter without warning. They are much taller than humans on average, with most being around 9 feet tall. They are also far gaunter than humans, though their thin appearance is a deception that hides incredibly dense musculature, making them weigh almost 300 pounds. Males and females are about the same height, and bear very little noticeable difference from one another. They also bear large inflexible locust wings, razor-sharp claws, and long, sharp teeth.

The Dirae's coloration mainly includes shades of green—though some can be copper or bronze—and they have no hair or eyes. They also have no facial or body hair, though they do have chitinous armor plating all over their body. Most only decorate their bodies with complex tattoos and body-etchings that depict and describe places they've destroyed, people they've killed, and their most notable or embarrassing losses. The few that do cover themselves are clothed in torn and dirtied rags that only add to their primal appearance.

Timeless Destroyers[edit]

The Dirae are the second oldest race of the Lesser Host and act as the servants of Mikhail, as well as his messengers and envoys of destruction. They were created as Savana the Reaper's final test to prove she was worthy to be one of the disciples of the head god of the void, Kurma. She drew on the power of Mikhail and The Void, creating the Dirae progenitors from a swarm of locusts. Though they spend the majority of their time flying amongst the chains that hold back their vestige, their true home is the God-Eater Swarm that randomly wanders The Void.

Over the centuries of their existence, they have been sent out to many worlds and planes, descending upon mortal races to kill and destroy. Oft mistaken for demons, spirits, or even lesser gods, they have been behind the razing of a great many civilizations for a great number of reasons. They may not be the wisest or the smartest of their brethren, but they more than make up for it with strength and ambition.

Meritocratic Order[edit]

The Dirae are not as intelligent and organized as the other Lesser Hosts, living in one massive swarm instead of select groups. They believe that only the strongest can survive, and will frequently battle one another for local dominance. Quite often, they will go too far, killing each other in these mock battles. Though they do not need food, they are driven by a rage and hunger that can never be satiated. When interacting with creatures from outside of The Void, they rarely show any mercy or restraint, attacking whoever they want and speaking completely without tact or sympathy. They almost never travel alone, even settling to rest in large vibrating piles. When one of them is born with or gains a disability, they are treated normally and can become greatly respected and admired if they can overcome their situations.

Born From Destruction[edit]

The Dirae do not possess the ability to reproduce with one another but can do so on their own. When an adult Dirae wishes to do so, they go on a violent rampage through the planes, using death and destruction to empower their Fury. Once they've killed no less than 1000 living creatures, they will find a place that's cold and dark in The Void, spitting up the egg or eggs of their future spawn. The more creatures they kill, the more eggs they can lay in one litter. Both males and females can do this, though the children of males are stronger while the children of females are more numerous. The spherical egg of a Dirae looks as if it were made of cast iron and is about 2 feet in diameter.

The egg or eggs then incubate on their own for 50 days, then hatch as Dirae fledglings. These fledglings chew, claw, and dig their way out of wherever they were deposited or buried, then immediately use their internal compass to locate the nearest swarm. Usually, their parent will be in that swarm, as they don't stray too far from where they deposited their children. Once the children are united with their parents, their lives can begin.

Dirae Names[edit]

The Dirae do not have names until they reach adulthood, where they use their main personality trait as their first name and their main method of bringing destruction as their epithet or surname.

First Names: Wrathful, Cautious, Patient, Killer, Mimic, Sly, Commander, Merciless, Wary

Epithet/Surnames: Seige, The Earth-Scorcher, Invader, The Liar, Puppeteer, (The) Widowmaker

Dirae Traits[edit]

The Dirae are a warrior swarm, designed to raze and kill all in their path.
Ability Score Increase. Your Constitution or Strength score increases by 2 and Charisma or the remaining score increases by 1.
Age. You become an adult at the age of 300, at which point you cease aging.
Alignment. The Dirae embody destruction as a force of nature: unpredictable and unbiased. Whether it be the slow erosion of a mountain or a lion hunting its prey, destruction agenda beyond its completion. Your alignment is Chaotic Neutral.
Size. The Dirae do not vary much in height and build, averaging around 9 feet tall. Your size is Medium.
Speed. Your base walking speed is 25 feet. Your base flying speed is 30 feet.
Blindsight. The Dirae do not have eyes, but can fully perceive all of their surroundings without them, within a radius of 60 feet. They cannot see at all beyond this radius, but they can still hear. They are able to see around obstacles and perceive color, but are unable to detect light levels or perceive creatures that are invisible.
Void Assisted. The power of The Void flows through you. As a result, you do not require food or drink and you do not need to breathe. You are also unable to sleep, do not require it to rest, and cannot be put to sleep by magic. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, your only movements are a soft vibration of your wings, but it doesn’t render you unconscious, and you can see and hear as normal. You also take twice as long to benefit from a short rest.
Endless Flight. You are immune to exhaustion caused by flying.
Insect Climb. Your insect-like build allows you to climb across difficult surfaces, including walls and ceilings. Your climbing speed is 20 feet. You cannot use this trait if two or more of your limbs are unavailable, or if the surface is wet or loose.
Halo Hopeful. Many Dirae grow up hoping to one day acquire their own Void Halo, and they often play and train using the weapon's mundane equivalents. Because of this, you have proficiency with Haloes.
Servants of the God of Destruction. As one of the personal envoys of Mikhail The Destroyer, you are considered native to The Void for the banishment spell or other similar spells or effects. Also, once per day, you are able to transport yourself and your belongings to The Void. To do so, you must maintain concentration for 1 hour. You are unable to leave The Void without assistance until you reach 5th level.

To return, focus on the mind of a living creature familiar to you and maintain concentration for 1 hour. You cannot return if the creature perishes or leaves the plane during your concentration, nor can you leave to a plane you have never been to. You cannot use this feature while in combat or while under the effects of the dispel magic spell or similar effects.
Languages. You can speak, read, and write Common and Primordial.


Dirae[edit]

A wicked king watches with horror as he witnesses each and every building in his capital city fall and become dust. It will only be a few minutes before his own palace joins them.

A powerful lich falls to his knees, exhausted of all power and energy after the latest wave of insect-like warriors overwhelmed him. But he must soon stand again, as a black portal opens once more spilling out yet another wave of the vengeful beasts.

A peaceful band of refugees rejoices as they watch as a swarm of locust-like creatures terraforms the earth around them, digging up trenches to slow their pursuers and carving out the mountains that blocked their path. They did not know where this miracle came from, but they would not forget this kindness for the rest of their lives.

These are the responsibilities of the Angels of Destruction, the Dirae. These creatures are defined by their love for destruction in all of its forms and purposes. They are agents of balance, using their calamitous urges to bring down wicked rulers and perversions of the natural order, as well as temper the creative tendencies of their fellows, the Riphts. Each Dirae warrior has their own reason to fight, beyond their unceasing hunger and innate desire for ruin; some find it to be their way of connecting with their ancestors, others fight just for the thrill of battle, and still others simply wish to do what they were designed for. For every Dirae, this killing intent gives them a power that fuels not just a battle frenzy but also enhanced speed, resilience, and strength.

The Power of Fury[edit]

The Dirae have an abundance of inner destructive potential, constantly trying to be freed. This potential manifests itself as magical energy that their kind traditionally calls Fury. This energy is an element of the magic that suffuses each and every one of them. Even non-Dirae have trace amounts of Fury, which some can manifest to grant themselves an anger-induced powerup like that of the Barbarian's Rage. Dirae come alive in the chaos of combat, harnessing this power within themselves to create magical effects and exceed their bodies’ physical capabilities, even going so far as to grant them a whole new physical form. Using this energy, Dirae channel uncanny speed and strength into their unarmed strikes. As they gain experience, they can even create blasts of energy from the wells of Fury within themselves.

Bellicose Swarm[edit]

Whether it's among the chains of their master, Mikhail, or with one another in one massive group, the Dirae are always swarming. These swarms appear to be chaotic messes from the outside, with Dirae constantly changing direction at random and erupting into violent brawls with very few clear winners. However, these masses are comepletely orderly in the eyes of their participants, who have an unparalleled kinship with their brethren. These are places where they feel the most at home, where they can train and do battle to their heart's content.

While they don't actively hate their Lesser Host cousins, the Dirae rarely seek their aid or company for any matter of their own volition, unless it is to try out a new creation or technique to aid them in battle, like the Echoes' Living Rags or the Ripht's Requip Rings. For a Dirae, becoming an adventurer means leaving a their chaotically structured, communal lifestyle to become a wanderer in a foreign realm. This can be a harsh transition, one they wouldn't undertake lightly. Those who leave their brothers behind for any reason take their work seriously, approaching their adventures as personal tests of their physical and mental growth. Because of both their nature and physiology, Dirae care little for material wealth and are driven only by a desire to slay monsters and destroy whatever dares to obstruct their path.

Creating a Dirae[edit]

When creating a Dirae, ask yourself this: What has brought you to your current adventure, and if you are the only Dirae in your party, why? Despite how much they have done, the Dirae are still the sect of the Lesser Host that has spent the least amount of time outside of The Void, and when they do it is usually as part of a greater swarm. Are you young and ambitious, trying to get a few wins under your belt? Or is this some sort of divine challenge or test of skill? Are you a bloodthirsty monster only focused on the hunt and the kill, or are you a bit more reserved, tempering the roaring flame within you?

Quick Build

You can make a Dirae quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the destroyer background.

Class Features

As a Dirae you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Improvised Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Intimidation, Investigation, Perception, Persuasion, and Survival.

Equipment

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

  • If you are using starting wealth, you have 5d4 × 10 gp in funds.

Table: The Dirae

Level Proficiency
Bonus
Fury Points Swarming Technique Bonus Features
1st +2 Dirae Chalceus, Dirae Aegobolus
2nd +2 2 Dirae Cledones, Fury Points
3rd +2 3 Dirae Psilax, Swarming Style
4th +2 4 Ability Score Improvement
5th +3 5 Swarming Style Features
6th +3 6 1d6/1d4 Swarming Technique, Fury-Empowered Strikes
7th +3 7 1d6/1d4 Dirae Hoplismena
8th +3 8 1d6/1d4 Ability Score Improvement
9th +4 9 1d6/1d4 Swarming Style Features
10th +4 10 2d4/1d6 Dirae Hagne
11th +4 11 2d4/1d6 Void Halo
12th +4 12 2d4/1d6 Ability Score Improvement
13th +5 13 2d4/1d6 Swarming Style Features
14th +5 14 2d4/1d6 Swarming Style Features
15th +5 15 3d4/1d8 Dirae Chrysopelex
16th +5 16 3d4/1d8 Ability Score Improvement
17th +6 17 3d4/1d8 Swarming Style Features
18th +6 18 3d4/1d8 Swarming Style Features
19th +6 19 3d4/1d8 Ability Score Improvement
20th +6 20 4d4/1d10 Angel of Destruction

Dirae Chalceus[edit]

The Dirae are a race of creatures who value close-quarters combat, and will even take hits instead of dodging. Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + double your Constitution modifier. While wearing armor, you may choose to add your Constitution modifier in place of your Dexterity modifier.

Dirae Aegobolus[edit]

Beginning at 1st level, when making an unarmed strike, you can choose to make a claw attack or a bite attack. You are proficient with these natural weapons. Your claws deal 1d4 + your Strength modifier slashing damage and your bite deals 1d6 + your Strength modifier piercing damage damage. You make your attack roll for bite attacks with disadvantage.

The damage for these unarmed strikes increases once at 9th level and once more at 18th level. At 9th level, you may add double your proficiency bonus to your damage roll with these natural weapons. At 18th level, you may add triple your proficiency bonus to your damage roll with these natural weapons.

Dirae Cledones[edit]

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be deafened or incapacitated.

Fury Points[edit]

Starting at 2nd level, your innate propensity for destruction allows you to harness a destructive energy within you known as Fury. Your access to this energy is represented by a number of Fury Points. Your Dirae level determines the number of points you have, as shown in the Fury Points column of the Dirae table.

You can spend these points to fuel various Fury features. You start knowing three such features: Multiattack, Brutality, and Energy Bullet. You learn more Fury features as you gain levels in this class.

When you spend a Fury point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended Fury back into yourself. You must spend at least 30 minutes of the rest stewing in your inner anger to regain your Fury points.

Some of your Fury features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Fury save DC = 8 + your proficiency bonus + your Strength modifier

Multiattack

Whenever you take the Attack Action on your turn, you may expend 1 Fury point to instead make a bite attack and a claw attack.

The number of attacks increases to two claw attacks and one bite attack when you reach 5th level in this class and to two claw attacks and two bite attacks when you reach 17th level in this class.

Energy Bullet

As an action, you can spend 1 Fury point to fire a bullet of magical energy from your mouth towards any target you can see within 30 feet. Make a ranged attack roll. On a hit, this deals 1d4 + your Strength modifier force damage. This increases by 1d4 at 5th level (2d4), 9th level (3d4), 13th (4d4), and 15th level (5d4).

Fury Armor

As a bonus action, you may expend 1 Fury point to grant yourself a number of temporary hit points equal to your Dirae level. These temporary hit points last until the start of your next turn.

Dirae Psilax[edit]

Beginning at 3rd level, you have begun to master your ability to fly. As an action, or a reaction to a ranged attack, you can instantly launch yourself off the ground, flying up to 15 feet off the ground. If you use this trait as a reaction, this comes after the attack has concluded and damage is rolled. Until the start of your next turn, all attacks against you roll with disadvantage. You cannot use this trait if you are prone. Whilst in combat, you cannot use this trait again until you move 0 feet on one of your turns.

Swarming Style[edit]

At 3rd level, you chose a Swarming Style, which defines the way you use your abilities. Choose between the Mountain-Carver, Light-Spitter, and Man-Eater, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 9th, 13th, 14th, 17th, and 18th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase two ability scores of your choice by 2, or you can increase four ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Fury-Empowered Strikes[edit]

Starting at 6th level, your unarmed strikes, including your Bite and Claw attacks, count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Swarming Technique[edit]

Beginning at 6th level, you begin developing your ability to synergize with your allies, especially within a swarm of Dirae. As an action, you expend 1 Fury point and let out a discordant call with your wings that can be heard up to 50 feet from you. Non-Dirae creatures must succeed in a Constitution saving throw or become frightened until the end of their next turn. For every allied creature within the call's range, you gain an extra 1d4 to all damage rolls. If any allied creature is a Dirae, you gain an extra 1d6 instead. Other Dirae can expend their reaction to respond to your call, gaining 1d4 to all damage rolls. These extra dice will last until the end of your next turn, and Dirae cannot respond to their own swarming techniques. You can use this feature a number of times equal your Dirae level. You regain all uses after you finish a long rest.

The die for your swarming technique changes as you gain Dirae levels, as shown in the Swarming Technique column of the Dirae table.

Dirae Hoplismena[edit]

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn by expending 1 Fury point.

Dirae Hagne[edit]

At 10th level, your mastery of the Fury flowing through you makes you immune to disease and poison.

Void Halo[edit]

At 11th level, your training as a Dirae has granted you access to the ultimate weapon of the Lesser Host: the Void Halo. You learn a ritual to change a normal halo into a Void Halo with a magical bond between it and yourself. You perform the ritual over the course of 6 hours, which can be done during a long rest. You must be in contact with the chosen halo throughout the ritual. You will be bonded and attuned to the newly created Void Halo at the end of the ritual.

Once you have bonded a Void Halo to yourself, you can't be disarmed of it unless you are incapacitated. If it is on the same plane of existence, you can summon it as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have one bonded Void Halo; if you attempt to create and bond with a second Void Halo, you must break the bond with one of the first one, causing it to become mundane once more.

Dirae Chrysopelex[edit]

At 15th level, your chitinous armour hardens further, taking on a metallic shimmer. While you are wearing no armor and not wielding a shield, your AC equals 15 + double your Constitution modifier.

Angel of Destruction[edit]

At 20th level, you gain a new form that bolsters one’s strength beyond their normal limits. You grow in size, your chitinous armor becomes wildly overgrown, spikes grow out of your limbs, you grow an extra pair of wings, and you gain a set of horns that form a halo-like shape. You can expend all of your available Fury points to enter this form as a bonus action. You can stay in this form indefinitely but can change back to your normal form later as another bonus action. Additionally, you gain the following features while in this form:

  • Your size grows from Medium to Large, and uses the associated rules for Weapons, Carrying Capacity, and Cover.
  • You gain an additional +3 to AC.
  • Your attacks all gain one additional damage die.
  • You gain 5 to both Constitution and Strength.
  • You lose 5 from both Intelligence and Wisdom.
  • You may add your Proficiency bonus an additional time on Constitution and Strength saving throws.
  • You gain disadvantage on Wisdom saving throws, as well as skill checks involving Wisdom or Intelligence.
  • Your unarmed strikes gain an additional 5 feet of reach, including your multiattack and opportunity attacks.
  • You gain an additional 15 feet to your walking and flying speeds.
  • You cannot deal nonlethal damage. Moreover, whenever you successfully make an attack that isn't critical or does not kill the target, you gain 1d4 Fury points and lose the same number of hit points.

Swarming Style[edit]

The Fury that empowers a well-trained Dirae is always looking for a way to be released. Though all Dirae are driven to devour, raze, battle, and destroy, there have been three prominent styles that have arisen throughout the ages. While there are certain abilities and techniques present throughout all Dirae, these styles distinguish the different paths that they took to achieve their powers.

Mountain-Carver[edit]

Though all Dirae are perpetually subjected to the worst feelings of hunger that any creature of the Void could feel, Mountain-Carvers feel it on a whole different level. Their Fury only magnifies their hunger, until the very ground beneath their feet becomes a tantalizing meal. They become even more violent with their attacks, hitting harder and cutting deeper than their brethren. To swarm in the manner of the Mountain-Carver is to become the harbinger of famine and the death of the harvest, the creators of deserts and gorges, and the masters of the dry ground.

Many Dirae who become Mountain-Carvers gain a black or brown tint to their exoskeletons, and begin to grow small mineral structures around their spikes. They also have a tendency to crouch or lean over, ready to start eating the ground at a moment's notice.

Furious Criticals

Starting at 3rd level, whenever you land a critical hit with your claw attack, you regain 1 Fury point. You may benefit from this feature when you use your Multiattack.

Devour Missile

Starting at 5th level, you can use your reaction to deflect or devour 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 Strength modifier + your Dirae level.

If you reduce the damage to 0 or lower, you can devour the missile if it is small enough to enter your mouth in at least one direction. If you do, you can expend 1 Fury point to regain a number of hit points equal to the total amount of damage you reduced.

Dhampiric Fury

Starting at 9th level, you gain the ability to draw Fury from other using your bites. Whenever you land a critical hit with your bite attack, you regain a number of Fury points equal to half the amount of damage you dealt. You do not benefit from this feature when you use your Multiattack.

Stonecaster

Starting at 13th level, you learn how to use your Fury to mimic a number of spells, listed in the table below. You do not require material components to cast these spell, unless otherwite noted. To cast a spell, you must expend a number of Fury points equal to the spell's level. To cast a spell at a higher level, you must expend a number of Fury points equal to the level you are casting the spell at.

Base Spell Level Spell Limitations
1 Entangle Instead of plants, rapidly-growing crytal structures will entangle your target.
1 Inflict Wounds
2 Enlarge/Reduce
2 Spike Growth
3 Meld into Stone
3 Conjure Gemstone Wile you do not requre a tuning fork, you must have saltwater to cast this spell.
4 Hallucinatory Terrain The terrain your create will always be dry and rocky in appearance.
4 Stoneskin
5 Passwall You may only affect stone surfaces.
5 Wall of Stone
6 Flesh to Stone
6 Move Earth
7 Magnificent Mansion The servants within your mansion will always be races native to The Void.
8 Earthquake
Stonemason

Starting at 14th level, you gain the ability to manipulate rocky terrain. As a bonus action, you may expend 1 Fury point to turn a 10 ft radius of difficult terrain into simple terrain, or turn a 10 ft radius of simple terrain into difficult terrain. You may only use this feature on rocky or crystalline terrain.

Rock-Splitter

Beginning at 17th level, your normal attacks score a critical hit on a roll of 19 or 20, and your Multiattacks score a critical hit on a roll of 18 or higher.

Adamantine Jaws

Starting at 19th level, you gain the ability to eat your way through any nonmagical object. Your Bite attacks also now score a critical hit on a roll of 16 or higher. You are able to eat at a rate of 100 lbs of material per hour.

Light-Spitter[edit]

Light-Spitters are the closest that the Dirae have to artists. They use their Fury to empower their magical energy attack and generate new ones, each one more dangerous than the last. Though these attacks follow the same structures and functions, they often have a variety of appearances, including shape and color. To swarm in the manner of the Light-Spitter is to become the light that guides a warrior to battle, the blinding rays of the sun, and the coruscating rays of the stars.

Many Dirae who become Light-Spitters gain an iridescent sheen to their exoskeletons, and begin generating dim bioluminescent patterns around their body that they can turn off and on at will. They also act skittish or excitable, always ready to start firing.

Dazzling Bullets

Beginning at 3rd level, whenever you successfully hit a target with your Energy Bullet, you may expend 1 additional Fury point to cause them to have disadvantage on your choice of attack rolls or saving throws until the start of their next turn.

When you reach 9th level, their disadvantage will last until the end of your next turn.

Furious Flight

Beginning at 5th level, you have found a way to imbue your wings with your Fury. As an action, you can expend 2 Fury points to double your flight speed for until the end of your next turn.

Death Cannon

At 9th level, you gain the ability to fire an energy wave as a powerful attack. As an action, you can expend 4 Fury points to launch a beam of energy out from you in a direction you choose. This beam of energy forms a line 100 feet long and 10 feet wide, and each creature in the line must make a Dexterity saving throw. A creature takes 4d10 force damage on a failed save, or half as much damage on a successful one.

The energy beam ignites flammable objects in the area that aren’t being worn or carried. This damage of the energy beam increases by 1d6 at 13th level (5d10), 15th level (6d10), 17th level (7d10), and 19th level (8d10). By expending an additional 5 fury points, you can increase the beam to a 240 foot line that is 20 feet wide.

Infuriate

Starting at 13th level, you gain the ability to swiftly recover Fury points. As an action, you can cause light to erupt from your body and enwrap you. When you do this, you regain 1d6 Fury points, and take radiant damage equal to twice the amount of Fury points you regained.

Prism Bombing

Starting at 14th level, you gain the ability to leave traces of magical energy attached to foes that detonate after a short while. When you successfully hit a target with an Energy Bullet, you can spend 2 Fury points to leave the traces behind on the target, which remain until the start of their next turn. When time runs out, these traces detonate, and the target must make a Constitution saving throw with disadvantage. It takes 6d10 radiant damage on a failed save or half as much on a successful one. Other creatures within 10 feet of the target must also make a Constitution saving throw, without disadvantage, taking 3d10 radiant damage on a failed save or half as much on a successful one.

Death Rain

At 17th level, you gain the ability to create a rain of destructive energy. Select an area 50 feet in diameter that is within 500 feet of you. As an action, and you can expend 4 Fury points to spit out a barrage of energy bullets that rains down in that area. Any creature within the affected area must succeed a Dexterity saving throw. A creature takes 3d12 force damage on a failed save, but takes no damage on a successful one.

This damage of the rain of energy increases by 2d6 at 15th level (5d12), 17th level (7d12), and 19th level (9d12). By expending an additional 4 fury points, you can increase the range of the rain of energy up to 1000 feet and increase the affected area to being 100 feet in diameter.

Fractal Bomb

Starting at 18th level, you gain the ability to generate a sphere of destructive fury around yourself. As an action, you can expend 4 Fury points to create this sphere, which has a diameter of 50 feet and is centered on you. All creatures within this sphere take your choice of 10d10 radiant or fire damage and gain 1 level of exhaustion. You take half as much damage and do not gain a level of exhaustion.

When you reach 20th level, you can expend an additional 4 Fury points to either expand the diameter of this sphere to 100 feet or reduce the hit points of any creature within 15 feet of you to 0, excluding yourself.

You can use this feature a number of times equal to one-fourth of your Dirae level.

Man-Eater[edit]

Man-Eaters are sadists that survive on the pain they inflict on living beings. They use their Fury to empower their attacks and abilities in battle, feeding on their own rage and bloodlust. They are warriors who thrive at the heart of violence and combat, often testing their might against opponents far stronger than themselves. To swarm in the manner of the Man-Eater is to become the hammer, the sword, and the sickle.

Many Dirae who become Man-Eaters gain a red tint to their exoskeletons, and have a greater number of spikes than their brethren. They are also perpetually looking for a fight to sharpen their skills.

Critical Fury

Starting at 3rd level, whenever you land a critical hit with your claw or bite attack, you regain a number of Fury points equal to half the amount of damage you dealt. You may benefit from this feature when you use your Multiattack.

Reaching Attack

Beginning at 5th level, you gain the ability to quickly close in on your enemies and return to your original spot. Your Multiattack now has reach. This does not apply to opportunity attacks.

Area Control

Starting at 9th level, you gain the ability to negate the damage of certain attacks that force saving throws, such as a blue dragon’s lightning breath or a 'fireball' spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you will disperse the effect and negate its damage if you succeed on the saving throw, allowing you and anyone else caught in the area to take no damage. This feature only works against area effects that deal fire, lightning, or thunder damage. You may use this feature once before you must take a short or long rest to do so again.

Heart of Violence

Starting at 13th level, you learn how to use your Fury to empower your attacks. As a bonus action, you can expend 2 Fury points to add an additional damage die to all of your damage rolls until the end of your next turn.

Inflame

Starting at 14th level, you gain the ability to swiftly recover Fury points. As an action, you can cause fire to erupt from your body and enwrap you. When you do this, you regain 2d4 Fury points and take fire damage equal to the number of Fury points you regained.

Wing Burst

Starting at 17th level, you can use a burst of air from your wings to perform a disabling maneuver. As a bonus action, you can expend 2 Fury points to attempt to knock up to one Large creature or two Medium creatures prone, so long as they are within 10 feet of you. The target(s) of this feature must make their choice of either a Strength or Dexterity saving throw. A creature falls prone on a failed save, and remains standing on a successful one.

If your targets are in behind you, you must turn to face them to use this feature. If you are using this feature on multiple targets, they must be within 5 feet of on another.

When you reach 20th level, you can expend an additional 2 Fury points to use this feature on a Huge creature. However, if they fail their saving throw they will be stunned until the beginning of your next turn and not knocked prone.

Quivering Palm

Starting at 18th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 Fury points to start these imperceptible vibrations, which last for a number of days equal to your Dirae level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

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