Follower of Marutuk (5e Class)
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- 1 Follower of Marutuk
- 1.1 Creating a Follower of Marutuk
- 1.2 Class Features
- 1.3 Fighting Style
- 1.4 Marutuk’s Resilience
- 1.5 Marutuk's Blessings
- 1.6 Follower's Path
- 1.7 Ability Score Improvement
- 1.8 Extra Attack
- 1.9 Marutuk's Leap
- 1.10 Marutuk's Courage
- 1.11 Into the Maw
- 1.12 Strikethrough
- 1.13 Marutuk's Flight
- 1.14 Dragons' Bane
- 2 Saint of Marutuk
- 3 Servant of Marutuk
- 4 Sadist of Marutuk
- 5 Multiclassing
Follower of Marutuk
Rushing across the battlefield, the Saint of Marutuk deftly dodges the attacks of any enemies that attempt to stop him from rushing to his ally. Once in position, he unleashes a myriad of maneuvers and techniques to assist his allies and quell his enemies. Determined to stop this flexible fighter, his enemies call forth a mighty dragon to terrify and destroy him. However, a grin of audacity pierces through his once icy calm, and the Saint appears reinvigorated. He leaps across the battlefield and proceeds to annihilate the dragon with one overwhelming strike. Killing it seems to fill him with greater power and, as his gaze meets those of his enemies, everyone realizes that he was merely holding back. And now that he's unleashed his full power, there is no stopping him.
The clattering of bones grabs the attention of the entire camp of slavers. As they ready their crossbows and take aim, some crossbows begin to droop and, eventually, fall from the loose grips of the slavers. The Servant of Marutuk steps into the light adorned in a full plate armor, and with necklaces that clatter against it at every step. All of it is made of the same impossible to deny material - dragon bone. With leisurely composure, she lifts an arm toward the slaver's camp, and a tiny orange bead manifests in the center of their camp. A moment later, lightning strikes two of the slavers, their charred corpses falling to the ground. The crossbows fire, but the bolts can do nothing to her armor. One of the slavers charges forward, his sword raised overhead in a maddened fury. Before he can even get within arm's reach, her spear punches through his chest, and acid begins to burn through the gaping hole that's left behind as she yanks her spear out of his now collapsing body. Just as some of the slavers throw their weapons down to run the other way, the bead explodes in a deafening fire ball. The few that were at the edge of the camp manage to rise to their feet and flee from the woman, but find themselves facing a small army of undead beasts, humanoids, and even a few giants and horrors. None escape alive... and a few are even brought back into her service as undead slaves themselves.
The screams of their fellows echo along the cavern walls, causing the remaining bandits to clutch their weapons and staves more tightly. Their leader reminds them not to break formation, but his voice is drowned out once again by the dying screams of their fellow men. The screams stop, and now only heavy footfalls echo in the distance, like an unending heartbeat. Bowstrings tense as the archers prepare to unleash a volley at whatever comes around the corner. The footfalls are a thundering drum now, and an armored form turns the corner. Arrows fly. The armored form surges forward— crashing through the arrows in midair! With a crunch of steel and leather, it lands amidst the men and begins flailing a blur of steel into their ranks. Blood rains in this thundering storm of steel and screams. A bandit's head is sent flying in the melee— the Sadist smiles. An archer's abdomen is torn open, his intestines pour out onto the cavern floor— the Sadist smiles. Turning around in an attempt to flee, one of the men is stabbed in the spine, and crumples to the ground— the Sadist smiles. Some arrows and blades manage to find their way into the Sadist's flesh but, through it all, the Sadist smiles. Their leader throws his hands up and finishes chanting a spell, sending a spiraling swirl of magical energy to stop the Sadist in his tracks. Turning toward the bandit leader, the Sadist smiles. Only now, looking into those dark eyes, can the bandit leader tell that the Sadist's fury is inevitable and insatiable.
Creating a Follower of Marutuk
When creating a Follower of Marutuk, ask yourself the following questions: Do I seek to slay dragons? If yes, then that may be enough for you to choose this class. As a Follower of Marutuk, you are always driven to emulate the hero Marutuk and slay dragonkind wherever you may find them. However, what is the source of your drive? Is it duty? Perhaps hatred? Or is it simply necessity or a morbid curiosity? This may inform you of which path your character may choose as a Follower of Marutuk.
- Quick Build
You can make a Follower of Marutuk quickly by following these suggestions. If you're going to be a Saint or Servant of Marutuk, then Strength should be your highest ability score, followed by Charisma. If you're going to be a Sadist of Marutuk, then Strength and Constitution should be your highest ability scores, followed by Charisma. Second, choose the Soldier background.
As a Follower of Marutuk you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Follower of Marutuk level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Follower of Marutuk level after 1st
Armor: All armor, shields
Weapons: Glaive, Halberd, Javelin, Lance, Pike, Quarterstaff, Spear, Trident
Saving Throws: Constitution, Charisma
Skills: Choose two from the following: Acrobatics, Animal Handling, Athletics, History, Intimidation, Nature, Perception, or Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Chain Mail or (b) Scale Mail
- (a) A spear and shield or (b) Two martial weapons
- Explorer's Pack and five javelins
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
|1st||+2||Fighting Style, Marutuk's Resilience|
|3rd||+2||Follower's Path Feature|
|4th||+2||Ability Score Improvement, Follower's Path Feature|
|7th||+3||Follower's Path Feature|
|8th||+3||Ability Score Improvement, Marutuk's Leap|
|9th||+4||Into the Maw|
|10th||+4||Follower's Path Feature|
|12th||+4||Ability Score Improvement|
|15th||+5||Follower's Path Feature|
|16th||+5||Ability Score Improvement|
|17th||+6||Follower's Path Feature|
|18th||+6||Follower's Path Feature, Marutuk's Flight|
|19th||+6||Ability Score Improvement|
|20th||+6||Follower's Path Feature|
At 1st level choose a Fighting style from the following:
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
At 1st level, you gain Marutuk’s Resilience. You may use a bonus action to gain temporary hit points equal to your Constitution Modifier + (X)d4, where X is the total number of dragonkind you have slain. Once you use this feature, you must finish a Long Rest before you can use it again.
At 2nd Level, you gain the incantations of Ea and Anu.
Some of your powers will require creatures to make Saving Throws against your Spell Save DC. You can calculate your DC as follows:
- Spell Save DC = 8 + your Proficiency bonus + your Charisma
Inciting the power of Ea, and forgoing the material component cost, you may cast each of the following spells once without incurring Exhaustion before you must complete a Long Rest to regain their use. Each subsequent casting of the same spell, without an intervening Long Rest, will accumulate one level of Exhaustion:
- At 2nd Level, you may cast Create or Destroy Water.
- At 5th Level, you may cast Tidal Wave.
- At 7th Level, you may cast Control Water.
- At 9th Level, you may cast Maelstrom.
- At 15th Level, you may cast Tsunami.
Calling upon the assistance of the divine Anu, you may speak a myriad of incantations to bolster your versatility in combat. You have a number of charges equal to your Charisma Modifier + X that are restored upon the completion of a Long Rest. Each incantation costs one charge, unless otherwise stated. The incantations are as follows:
- Addānika: You may perform the Search action as a bonus action, with a bonus modifier equal to the number of charges you spend on this incantation.
- Kaṣû Azmarû: You change the damage type of your next weapon attack to Cold.
- Birqu Azmarû: You change the damage type of your next weapon attack to Lightning.
- Rigmu Azmarû: You change the damage type of your next weapon attack to Thunder.
- Šāru: You may cast Feather Fall.
- Dārutu: You may cure any creature upon touch, as a bonus action, of any disease or poison for one charge each.
At 3rd Level, you choose which path of Marutuk’s teachings to follow. Choose the path of the Saint, Servant, or Sadist, all of which are detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 4th, 7th, 10th, 15th, 17th, 18th, and 20th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can instead take one feat of your choice.
If you begin or are in combat against at least one hostile dragonkind, then you will gain an Extra Attack. Also, beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 6th Level, you can spend a bonus action to add up to triple your height and 30ft in distance to a running jump you perform. This additional height and distance does not cost movement or cause fall damage.
At 8th level, you and friendly creatures within 10 feet of you can no longer be Frightened by dragonkind. At 18th level, the range of this effect increases to 30 feet.
Into the Maw
At 9th level, you gain resistance to the breath and bite attacks of all dragonkind.
At 13th level, all of your attacks with polearms now have have an extra 5’ of reach, and do damage to all targets in their line of range. Each target can only be hit once by each attack. The following weapons count as polearms: Javelin, Spear, Glaive, Halberd, Lance, Pike, Trident.
Beginning at 18th level, you can spend a bonus action to add up to 50ft in height and/or 50ft in distance to a standing jump or running long jump you perform. This additional height and distance does not cost movement or cause fall damage.
At 19th level, you are granted absolute resistance to all attacks originating from dragonkind, including spells, effects of magic items, etc; the absolute resistance cannot be ignored, nullified, or lost regardless of conditions or effects.
Saint of Marutuk
The Saint is an enduring survivor. Life is a series of trials and tribulations, and they come prepared. Following the Precepts and Edicts of the Saints, they are able to assist allies in a variety of ways on and off the battlefield, allowing flexibility for both offense and support. Although their attacks and techniques can be used to subdue any threat, their true focus and overwhelming strength exist to purge dragonkind's evil from the world.
Starting at 3rd level, you can use the Dash action as a Bonus Action. However, if you’re in combat against at least one dragonkind, your Dash is a free action.
At 3rd level, You learn three Saint Precepts. You can only use one Precept per Action.
You learn two more at 7th, 10th, and 15th level. Each time you learn new Precepts, you can also replace one Precept you know with a different one.
- Superiority Dice
You have four superiority dice, which are d8s, but are d10s when used against dragonkind, and you expend one whenever you use a Precept. You regain them all when you finish a short or long rest.
You gain another superiority die at 7th level, and another at 10th level, and one more at 15th level.
- Saving Throws
Some of your Precepts require your target to make a saving throw to resist the Precept's effects. The saving throw DC is calculated as follows:
Saint save DC: 8 + your proficiency bonus + your Charisma modifier
At 4th level, your piousness focuses your mind and surrounds you with a heavenly calm. You gain proficiency in Wisdom Saving Throws. If you already have this proficiency, you gain proficiency in Intelligence or Charisma saving throws (choose one).
At 7th level, you can no longer be Charmed or Frightened by any creatures. Furthermore, when Exhausted you count as one level lower when determining the effects of Exhaustion, excepting death, up to the minimum effect of one level of Exhaustion.
At 10th level, your superiority dice change from d8 to d10, but are d12 when used against any dragonkind.
At 10th Level, You also learn the following Precept:
- Virtue: When you fail a Saving Throw, you may choose to expend and roll a superiority die and add its value to your total. The value of the superiority die is doubled if the aggressor is a dragonkind.
At 15th Level you immediately restore one Superiority Die upon the death of a dragonkind within 300 feet that has received at least 1 damage from you within the last hour.
At 17th Level, you learn three powerful techniques called Saint Edicts. They are: Dragon Sheathe, Savage Storm, and Sanctified Strikes. You may only use one Saint Edict per attack.
You learn the Saint Edict: Unbroken at 18th level, and the final Saint Edict: Zealous Spirit at 20th level.
- Saint Souls
At 17th level, you gain two Saint Souls, which are expended whenever you use a Saint Edict. You restore only one Saint Soul upon the completion of a Long Rest.
- You also immediately restore one Saint Soul upon the death of a dragonkind within 300 feet that has received at least 1 damage from you within the last hour.
- A Saint Precept and Saint Edict can be used for the same attack, but never more than one kind for each attack.
- At 20th level, you gain another Saint Soul, setting your maximum number of Saint Souls to 3 total.
At 20th Level, if you begin combat against at least one dragonkind, you restore one superiority die and one Saint Soul.
- The Precepts marked with an asterisk (*) would use the upgraded superiority die if the aggressor/target is a dragonkind.
In alphabetical order, they are as follows:
- Camaraderie*: You may take the Help Action as a Bonus Action and, when you do, you expend and roll one superiority die and add its value to the attack roll of the allied creature's attack. The value of the superiority die is doubled if the allied creature's target is a dragonkind.
- Duty: You may expend a superiority die to spend 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any dragonkind are present within (X + your Charisma Modifier) x 100 feet of you. This feature reveals what species of dragonkind are present, their numbers, and the creatures' general direction and distance (in miles) from you. During a Long Rest, you may also expend a superiority die and add its maximum value to your Passive Perception until the end of the Long Rest.
- Humility: During a Short Rest, you may expend and roll a superiority die to ask another creature to help dress your wounds. The allied creature makes a Medicine (Wisdom) Check and adds the value of your superiority die roll to the total. If the allied creature successfully passes a DC equal to 10 + your Follower of Marutuk Level, then a total number of your Hit Dice equal to your Proficiency Bonus restore HP equal to their maximum value (10). If the allied creature fails the Wisdom (Medicine) Check, then a total number of Hit Dice equal to your Proficiency Bonus restore HP equal to half the maximum value (5) of your Hit Dice instead.
- During a Short Rest, you may also expend and roll a superiority die to tend the wounds of a number of creatures, other than yourself, equal to your Proficiency Bonus. You restore HP equal to the value of the superiority die roll + your Medicine skill bonus.
- Independence: Whenever you make an unassisted Ability Check that doesn't use Charisma, you may choose to expend and roll one superiority die and add its value to the check. By expending one superiority die, and if you are fighting one dragonkind and no other creatures are within 20’ of either of you, then you gain advantage on all of your attacks against that target. This bonus becomes temporarily suspended if any creatures come within 20' of either of you.
- Mirth: You may expend one superiority die to temporarily suspend the effects of Exhaustion for a number of chosen creatures equal to your Charisma Modifier for one hour. The chosen creatures must be able to see and hear you. During a Long Rest, you may spend at minimum one hour with a chosen ally to bolster the restorative effects of a completed Long Rest for both yourself and the chosen ally. You may absolve a number of levels of Exhaustion equal to the same number of superiority dice expended.
- Patience*: When another creature damages you with a melee attack, you can use your reaction and expend and roll one superiority die to reduce the damage by the number you roll on your superiority die + your Strength modifier. The value of the superiority die is doubled if the aggressor is a dragonkind.
- When a creature misses you with a melee attack, you can use your reaction to expend and roll one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. The value of the superiority die is doubled if the target is a dragonkind.
- Prudence*: When a creature provokes an opportunity attack from you, you can expend and roll a superiority die and add it to the attack roll. If you hit, you may move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks. The value of the superiority die is doubled if the target is a dragonkind.
- When you hit a creature with a weapon attack, you can expend and roll one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. The value of the superiority die is doubled if the target is a dragonkind.
- Responsibility: If a spell or condition or other effect would require you to make a Saving Throw at the end of your turn, then you may expend a superiority die to perform the Save at the beginning of your turn instead. You gain Advantage if there is still a living dragonkind combatant involved in the encounter.
- Sincerity: You may expend and roll a superiority die and add its value to any Intimidation or Persuasion checks to interact socially with a number of creatures equal to your Charisma Modifier + X within your line of sight. You get advantage on the ability checks if the creatures' moral alignment is the same as your own.
(X is the total number of dragonkind you have slain.)
- Dragon Sheathe: When you attack any dragonkind, you may spend a Saint Soul to bury your weapon into the dragon’s body (melee or thrown weapon). Add damage equal to (X + your Strength Modifier) x10 to the damage roll of your weapon. You lose your weapon inside the dragon and must spend an action to retrieve it off its corpse, or via an Athletics check if it’s still alive.
- Savage Storm: By spending a Saint Soul as an action, you make a number of strikes equal to your Strength Modifier + your Constitution Modifier against any targets within melee range of your weapon. The strikes can all be on the same target, or distributed amongst any you choose in range. They each count as separate attacks— attack and damage rolls are separate; any Precepts or feats used apply to only one at a time; you cannot use any Saint Edicts on the strikes from Savage Storm.
- Sanctified Strikes: Upon spending a Saint Soul by using an action, you mark a target. X number of weapon attacks by the Saint against that target are made with advantage, and now score a critical hit on rolls of 17-20.
- Unbroken: When an attack would put you below 1 HP, you can instead spend a Saint Soul to continue fighting for up to X rounds. Any damage you take will push your HP to negative values- up to your equivalent maximum HP. After X rounds, you fall unconscious with 0 HP if your HP is a negative value. If you accumulate damage equal to your maximum HP in negative values, then you will instantly die. If your HP is a positive value, you do not fall unconscious after X rounds. While your HP remains below 0, the effects of spells and abilities that trigger when targeting or dropping a target to or below 0 HP, such as Disintegrate, are suspended. Their effects are based upon your HP immediately after Unbroken ends.
- Zealous Spirit: Spend a Saint Soul to grant yourself, or an ally on touch, temporary HP equal to five multiplied by X. This temporary HP overrides any other temporary HP the character has.
Servant of Marutuk
A Servant of Marutuk serves mostly to support their allies with beneficial Bone Charms at the cost of their own personal defense. Typically, they'll interpose themselves as a buffer between the allied back line and enemy forces. Servants of Marutuk have the most to gain by slaying dragons, and experience the greatest growth and benefits from the X bonus.
Starting at 3rd level, you can use the Dodge action as a Bonus Action up to a number of times equal to X. These charges are refreshed upon the completion of a Long Rest.
At 3rd level, you can spend one hour to perform a ritual on a dragon bone, which turns the bone into a charm. Each bone charm drains 1 AC while its enchantment is maintained, as tampering with dragons' bones brings bad luck. You may maintain the enchantments on a number of bone charms equal to X. The enchantments for each bone charm depend on which dragonkind it came from, and which charm ritual was used to enchant it. A creature cannot receive benefits from more than one enchantment of the same ritual type.
Each bone charm requires a ritual in which the Servant and the recipient meditate, undisturbed, for an hour. After completing this ritual, the bone charm becomes attuned to the recipient. The attunement can be maintained as long as the charms are on the same plane of existence as the Servant who made them. If the charms and Servant are on separate planes for more than an hour, then they will no longer be enchanted or attuned and must be so again.
There are 18 True Dragon types, divided into the Chromatic and Metallic types, as well as multiple Other Dragon subraces, that can all be used to create various charms depending on the corresponding ritual used.
- Only one bone charm can be made from each dragon slain, or else the magic fails when used on a separate bone from the same dragon. However, the same bone charm can be changed from one charm type to another, as long as the hour long ritual is performed to re-enchant & re-attune it.
- The Mind Ritual provides a bonus equal to half of your Follower of Marutuk level (rounded down) to the listed skill.
- Bone charms are nigh indestructible. They cannot be damaged by non-magical sources, have an AC of 10 + X, and HP equal to 5(X); however, if the Bone charm is not destroyed in one blow, then it automatically regenerates to its max HP after being attacked.
- If broken, the Bone charm turns to dust, its magic is lost, and it cannot be reformed.
- Friendly reminder that Full Cover & Half Cover are a thing, and putting the Bone Charm someplace inconspicuous might confer such bonuses, or disadvantage, when an attacker targets it on your person.
- Saving Throws
If a non-native spellcaster gets a Bone Charm that allows them to cast spells, then the spell save DC and spell attack can be calculated as follows:
Spell save DC: 8 + your proficiency bonus + your Charisma modifier
Spell attack bonus: your proficiency bonus + your Charisma modifier
There are 9 Chromatic Dragonkind whose bones can be utilized with the respective rituals as listed below:
|Chromatic Dragon Type||Fang Ritual||Wing Ritual||Claw Ritual||Scale Ritual||Mind Ritual|
|Black||Ingesting 5mL of Acid heals you for 4d4+4 HP||Automatically Hide from surface creatures while submerged in liquid||+(Proficiency Bonus) acid damage to all weapon attacks||Immune Acid Damage||Stealth|
|Blue||+2d6 to all Lightning Damage Spells||Can cast Fly on self once/dawn||+(Proficiency Bonus) lightning damage to all weapon attacks||Resist Lightning Damage||Persuasion|
|Brown||x2 damage for all Acid attacks||Gain +20’ Burrow Speed||Automatically Hide from surface creatures while burrowed underground||Immune Heat Exhaustion||Stealth|
|Gray/Fang||x2 damage for all weapon attacks||+2 Languages spoken (not literate)||Can use Reaction to reroll any Missed weapon attack||Resist all weapon attacks||Intimidation|
|Green||Drinking poison causes you to regain 1 HP at the start of your turns for 1 hour||Advantage on Stealth checks in forests; cannot get lost in forests||Can spend 1 minute to coat your weapon (or 5 ammo) with magic poison secreted from your palms that lasts for 1 min; creatures must succeed on a DC (8+X) Constitution Save or else be Poisoned for 24 hours||Poison Immunity||Deception|
|Purple||Can cast Dissonant Whispers once/minute||Climbing no longer costs additional movement & you gain advantage on Athletics checks to climb||Gain Darkvision 120’ or +30’ Darkvision if already have it||Can Hide as a Bonus Action||Arcana|
|Red||x2 damage for all fire attacks||Advantage on Dexterity & Constitution Saves||+(Proficiency Bonus) fire damage to all individual damage rolls||Immune to Fire damage & Heat Exhaustion||Perception & Persuasion|
|White||Can cast Cone of Cold once/dawn||Resist Cold damage||Treading snow or ice no longer costs additional movement||Immune Cold Exhaustion & advantage on Perception & Survival in arctic conditions||History|
|Yellow||+2d6 weapon damage if you attack with advantage||+10' movement||Can cast Freedom of Movement on self once/dawn||+30' swim speed||Survival|
There are 9 Metallic Dragonkind whose bones can be utilized with the respective rituals as listed below:
|Metallic Dragon Type||Fang Ritual||Wing Ritual||Claw Ritual||Scale Ritual||Mind Ritual|
|Brass||Advantage on Performance & Persuasion checks||+2 languages spoken (not literate)||+2 languages spoken (not literate)||Can Dash as a Bonus Action; +20' movement when Dashing||Persuasion|
|Bronze||+3 to attack rolls against Evil creatures||+30' Swim Speed||+1d4 slashing damage for melee attacks||Cant cast Alter Self twice/dawn||Animal Handling|
|Copper||Can cast Vicious Mockery as a Bonus Action 5x/dawn||Can Disengage as a Bonus Action||Can cast Tasha's Hideous Laughter once/dawn||Can cast Slow once/dawn||Performance|
|Gold||Can cast Delayed Blast Fireball once/day||Can cast Maze once/day||Can cast Globe of Invulnerability once/day||Can cast True Polymorph on self once/day||Insight & Intimidation|
|Iron||x2 damage for all weapon attacks||Can cast Shield 3x/dawn||Expand critical hit range by 1 value (e.g. from 20, to 19 & 20)||Resist all weapon attacks||History & Investigation|
|Mercury||Can cast Chaos Bolt as a 5th level spell 1d4 times/day||Immune to charms & enchantment effects||Can cast Heroes’ Feast once/day||Can cast Shapechange once/day||Sleight of Hand|
|Platinum||If you fail a saving throw, you can choose to succeed instead up to 3/dawn||Advantage on Wisdom & Charisma Saves||Expand critical hit range by 2 (e.g. from only 20, to 18, 19, and 20)||Immune to Cold damage & Radiant damage & Shadow damage||Insight & Perception|
|Silver||Can cast Hold Monster once/dawn||Gain the benefits of Protection from Evil & Good spell vs Fiends & Undead||Can cast Cone of Cold once/dawn||Resist Cold Damage||Nature & Medicine|
|Steel||Can cast Suggestion 3x/dawn||Can cast Modify Memory once/dawn||Can cast Word of Recall once/dawn||Immune to Acid damage & Resist Poison Damage||Stealth & History|
There are 7 Other Dragonkind whose bones can be utilized with the respective rituals as listed below:
|Dragon Type||Fang Ritual||Wing Ritual||Claw Ritual||Scale Ritual||Mind Ritual|
|Elemental Drake||+1d4 of corresponding element to weapon attacks||+1 AC||Can expend one Hit Die and add its result to your weapon attack roll||Resist associated element||Initiative|
|Other Drakes||Use Reaction to nullify disadvantage for one of your attacks||+1 AC||Can expend one Hit Die and add its result to your weapon damage roll||Gain Temporary HP equal to your Proficiency Bonus at the start of each round||Initiative|
|Dragonturtle||For 1 min, you roll three times the number of dice for melee weapon damage rolls once/dawn||Resist Fire & Slashing & Piercing & Bludgeoning damage||When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. This can only occur once, and is refreshed by completing a long rest||You gain temporary HP equal to half your max HP every dawn||History|
|Wyvern||Add your Proficiency bonus to the damage of all of your weapon attacks||Advantage on Initiative||Climbing doesn't cost you extra movement||Resist Poison damage & advantage on Saving Throws against being Poisoned||Intimidation|
|Pseudo-dragon||Can spend 1 minute to coat your weapon (or 5 ammo) with magic poison secreted from your palms that lasts for 1 min; creatures must succeed on a DC 11 Con Sav or else be Poisoned for 1 hour||Can cast Guidance on self||When rolling weapon damage, you may reroll any 1’s once, but must use the value of the new roll||While Hiding, if you move no more than 10’ per round, creatures have disadv on Perception checks to spot you that rely on sight||Can telepathically communicate with any other creatures in possession of a Pseudo -dragon Mind Charm within 100ft|
|Sea Wyrm||Can cast Sleep at will||Can simultaneously Disengage & Dash as a Bonus Action while swimming||Advantage on grapple checks||Can breathe underwater & gain +30' swim speed||Animal Handling|
|Kobold||Can speak Draconic and Undercommon (not literate)||Can Disengage as a Bonus Action||Gain Pack Tactics||Gain Darkvision 60' (or nothing if you already have Darkvision)||Advantage for checks against traps|
Beginning at 4th level, as an action, you can choose up to three creatures within 30ft and increase their current and maximum hit points by 5 + X for 8 hours at the cost of 2 AC. The hit points are increased by an additional 5 for each point of AC sacrificed above 2. Your AC lost this way is restored once the duration of Servant’s Aide ends. You can only sacrifice a total amount of AC equal to half your Follower of Marutuk level (rounded down). You can use this feature once without incurring Exhaustion before you must complete a long rest. Each time you use this feature without an intervening long rest you will accumulate one level of Exhaustion.
Upon reaching 7th level, you can increase your AC by X for up to one minute. You can use this feature once without adverse effects before you must complete a short or long rest to use it again. Each time you use this feature without an intervening short or long rest you will accumulate one level of Exhaustion.
Starting at 10th level, you can spend one minute to take up to five of your Dragon Bones and patch them together into a single weave, draining only 1 AC per attuned Boneweave. Each Boneweave can only have one charm of each ritual type attached to it.
Beginning at 15th level, you can spend one hour performing a ritual over the corpse of a beast, giant, humanoid, or monstrosity. By expending a number of Dragon Bones equal to the size of the corpse (DM’s discretion), you then raise that creature as your servant. You can have a number of Bone Servants equal to your Charisma Modifier.
- A Bone Servant only has half of its total hit points, but need not eat, drink, or sleep. A Bone Servant cannot recall any history of its prior life, but has the same skills, powers, and abilities. A Bone Servant remembers whatever languages it knew in life, but speaks only when spoken to and will favor brevity in its speech. A Bone Servant counts as undead in addition to the species it was in life. If a Bone Servant's HP falls to 0, it will instantly die and turn to dust.
You can mentally command a Bone Servant as a bonus action if it is within 120ft of you. You can command multiple at once if you issue the same command. You decide what action the Bone Servant will take and where it will move during its next turn, or issue a general command. If you issue no commands, the Bone Servant only defends itself against hostile creatures. Once given an order, the Bone Servant will follow it until its task is complete.
- The Bone Servant is under your control for a year and a day. Afterward, they will die and turn to dust. Alternatively, you can command the Bone Servant to die, and it will turn to dust.
Starting at 17th level, you can take Boneweaves (composed of 5 separate Dragon Bone Charms) and merge them into one of two armors or a shield. You can attune to, and benefit from, these creations as you would a single Boneweave:
- Bone Breastplate takes 2 hours and 4 Boneweaves to craft. It provides AC 14 + Dexterity Modifier (max 2), counts as Medium Armor, and weighs 20lbs.
- Bone Plate takes 4 hour and 8 Boneweaves to craft. It provides AC 18, requires a minimum Strength of 15, counts as Heavy Armor, imposes disadvantage on Stealth checks, and weighs 65lbs.
- Bone Shield takes 1 hour and 2 Boneweaves to craft. It provides +2 AC, and weighs 6lbs.
At 18th level, each individual Boneweave for the Bone Armor you’ve crafted can now function separately. You also can spend 1 minute of concentration, just as if you were concentrating on a spell, to switch between different attuned Boneweaves on your person. For instance, a Bone Shield can confer the benefits of 1 attuned Boneweave, and leave the other inert; you can then spend 1 minute to switch to the other Boneweave that the Bone Shield is composed of. However, each attuned Boneweave still drains 1 AC.
Upon achieving 20th level, any Boneweaves or Bone Armor you have adorned upon your person do not drain AC. You may maintain the enchantments on a number of bone charms equal to double your X value. You may also receive benefits from the same charm types.
Sadist of Marutuk
Willing to sacrifice their own life just for another chance to attack their enemies, the Sadist is all about offense. Their fighting style revolves around gaining and losing hit points. Overwhelming their enemies is their surest way to victory.
At 3rd level, you may suffer 3 + (Proficiency Bonus) damage to refresh your Reaction for use at any time during combat.
At 3rd level, every time you successfully hit a creature with a weapon attack, you may gain temporary HP equal to the total damage dealt, up to your Follower of Marutuk level. However, if that creature is dragonkind, then you have no such limit.
Starting at 4th level, you can use your Reaction to grant yourself another Extra Attack when you take the Attack action. You can use this feature up to a number of times equal to your Proficiency Bonus. All uses are refreshed upon the completion of a Short or Long Rest.
Blood for Blood
Beginning at 7th level, you may suffer damage equal to half your Follower of Marutuk level (rounded down) and add it to the damage of your next successful attack. All of your attacks that are empowered by your Blood for Blood count as magical for the sake of overcoming resistances and immunities.
Methods of Brutality
Starting at 10th level, you become capable of using new attacks. You may use any of the Methods as a substitute for each of your attacks and extra attacks. The specific Method must be called before the attack roll is made, with the exception of Decapitate. Each Method can only be used once per turn. You can only use the Methods a number of times equal to your Follower of Marutuk level before you must finish a Long Rest to regain use of them.
- Minimum weapon damage is: 1 + the weapon's damage modifier (typically Strength or Dexterity)
- Half weapon damage is: half the total value of the weapon's damage dice + the weapon's damage modifier (typically Strength or Dexterity)
- Maximum weapon damage is: the total value of the weapon's damage dice + the weapon's damage modifier (typically Strength or Dexterity)
- Saving Throws
Some of your Methods require your target to make a saving throw to resist the Method's effects. The saving throw DC is calculated as follows:
Brutality save DC: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Starting at 10th level, you may activate your Insatiable Hatred as a bonus action on your turn. You can maintain this state for a number of rounds equal to your Proficiency Bonus. You can choose to end it early by using a bonus action on your turn. You may use this feature only once before you must restore it via completing a Short or Long Rest. You gain an additional charge at 17th level.
- During Insatiable Hatred, the following rules apply
- You can use Due Suffering an unlimited number of times.
- Every use of Due Suffering will lower your maximum HP by your Proficiency Bonus. Your maximum HP that is lost this way can only be restored via finishing a Long Rest.
- The effects of the following conditions are suspended: Charm, Fatigue, Frightened, Paralyze, Poisoned, and Stunned. After Insatiable Hatred ends, then you will suffer any and all conditions previously suspended during Insatiable Hatred.
- After Insatiable Hatred ends, you will suffer one level of Exhaustion.
- If you kill any dragonkind while in this state, then your Insatiable Hatred ends, you do not suffer Exhaustion, your maximum HP resets to its ordinary value, and you regain the ability to use Insatiable Hatred. However, you must be the source of the damage that causes the dragonkind to drop to 0 HP for this to take effect.
At 15th level, whenever a creature within your melee range damages you, you can use your Reaction to counterattack. You make a melee weapon attack against the creature and, if you hit, add necrotic damage equal to the damage it dealt to you, and lower its maximum HP by an equal amount. Maximum HP that is lost this way can only be restored via completing a Long Rest or a spell like Greater Restoration. You may only use this against each creature once until the end of your next turn, which refreshes this feature.
Beginning at 17th level, for every instance you damage another creature, gain 1 bonus maximum HP. Bonus maximum HP gained this way can reach a value equaling your ordinary maximum HP, effectively doubling your total health pool. This feat does not raise your current HP to match that of the value of bonus maximum HP. However, each time dragonkind within eyesight take damage, you are restored 2 HP. This bonus maximum HP persists until the completion of your next Long Rest.
Agony of Joy
At 18th level, choose a type of Savored Enemy: aberrations, beasts, celestials, fey, fiends, giants or humanoids. They provide the same benefits as dragonkind when determining the effects of any of your powers and abilities (i.e. Insatiable Hatred refreshing its use when reducing this enemy type to 0 HP, etc.)
Upon achieving 20th level, your Sadist’s Cruelty can grant you bonus maximum HP equal to double your ordinary maximum HP, effectively tripling your health pool. Whenever dragonkind within eyesight take damage, you now heal HP equal to half your X value.
Methods of Brutality
In alphabetical order, they are as follows:
- Carve: In place of an attack made with the Attack action, you can instead opt to carve into your own flesh to try and Frighten your opponents. You suffer your minimum weapon damage as slashing damage, and each non-friendly creature that can see you must make a Charisma Saving Throw against your Brutality DC + X. Upon success, the creature is completely unaffected, and cannot be affected by Carve for 1 minute. Upon failure, the creature is Frightened of you. It can repeat this Saving Throw at the beginning of each of its turns to recover from the condition. However, a creature is immune to this effect if it is undead, cannot feel fear or has no consciousness, has legendary actions, or the DM decides that the creature is too stupid/bloodthirsty to care about your self-harming practices. Such a creature may yawn in boredom in response.
- Decapitate: When you Attack a creature that has at least one head and roll a 20 on the Attack roll, you can choose to cut off one of the creature's heads. The creature dies if it can't survive without the lost head. However, you must not have called out any other Methods of Brutality for the attack, and can only perform it once per turn. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big/tough for its head to be cut off with this weapon attack. Such a creature may instead take an extra 6d8 slashing damage from the hit.
- Fracture: In place of an attack made with the Attack action, you can instead attempt to fracture the target creature’s cranium by focusing all your force into a single point on its skull. The affected creature must make a Constitution Saving Throw against your Brutality DC. Upon success, they take damage equal to half your maximum weapon damage as bludgeoning damage. Upon failure, they take damage equal to your maximum weapon damage and become Stunned until the end of your next turn. However, a creature is immune to this effect if it is immune to bludgeoning damage, doesn’t have a skull or need a brain, has legendary actions, or the DM decides that the creature is too big/tough/other to be reasonably affected by this weapon attack. Such a creature only suffers your minimum weapon damage.
- If they were previously affected by Fracture, they remain Stunned and must roll a Constitution Saving Throw at the end of each of their turns while Stunned by Fracture. Upon success, they recover from the condition. Otherwise, they remain Stunned and, if they accumulate 3 consecutive failures, they instantly fall unconscious and must make Death Saving Throws.
- Gouge: In place of an attack made with the Attack action, you can instead attempt to gouge out one of the target’s eyes. It must succeed on a Dexterity Saving Throw against your Brutality DC. Upon success, you completely miss and the creature suffers no damage or adverse effects. Upon failure, the creature loses one of its eyes and suffers your maximum weapon damage. If the creature no longer has any functional eyes left, then it is permanently Blinded until cured of the condition via magic like Lesser Restoration or Regeneration. This attack cannot be made against creatures without eyes.
- Puncture: In place of two attacks made with the Attack action, you can instead puncture the lungs of the creature you attack. On a successful attack, the creature must roll a Constitution Saving Throw against your Brutality DC at the start of each of its turns. If it accumulates a total number of fails equal to its Constitution Modifier (minimum of 1), then it immediately falls unconscious and must start making Death Saving Throws. A creature making Death Saves due to Puncture can only be stabilized via magic, or by restoring its Hit Points with magic. However, a creature is immune to this effect if it is immune to piercing damage, doesn’t have or need lungs or air, has legendary actions, or the DM decides that the creature is too big/tough for its lungs to be reasonably affected by this weapon attack. Such a creature instead takes double your maximum weapon damage upon a successful hit.
- Rend: In place of an attack made with the Attack action, you can instead attempt to rend open the target creature’s flesh. The affected creature must make a Dexterity Saving Throw against your Brutality DC. Upon success, they take half your maximum weapon damage, and suffer no further effects. Upon failure, they take your maximum weapon damage, and take 1d6 damage from blood loss.
- They must then make a Constitution Saving Throw against your Brutality DC at the end of each of their turns or else take an ongoing 1d6 damage from blood loss. Upon success, the bleeding stops, but the next time they must make Constitution Saving Throws against Rend, the DC increases by 2. Every successful Rend effect is cumulative, increasing the total blood loss damage by 1d6. However, a creature is immune to this effect if it is immune to piercing and slashing damage, doesn’t have or need blood, has legendary actions, or the DM decides that the creature is too big/tough for its flesh to be cut open with this weapon attack. Such a creature instead suffers your maximum weapon damage.
- Spinal Tap: In place of an attack made with the Attack action, you can instead skillfully maneuver to stab the creature at one of three key points in the spine. You can choose which point after making the attack roll. However, a creature is immune to this effect if it is immune to piercing damage, doesn’t have or need a spine, has legendary actions, or the DM decides that the creature is too big/tough for its spine to be reasonably affected by this weapon attack. Such a creature instead takes the listed damage:
- Cervical: Your attack roll must equal or exceed a value totaling double the affected creature’s AC. Upon a successful hit, the affected creature is Paralyzed. The affected creature can only be cured of this condition by magic, or supernatural regeneration. If the creature cannot be affected by Spinal Tap, it instead takes double your maximum weapon damage as piercing damage.
- Thoracic: Your attack roll must equal or exceed a value totaling the affected creature’s AC + 10. Upon a successful hit, the affected creature is Incapacitated. The affected creature can only be cured of this condition by magic. If a creature cannot be affected by Spinal Tap, it instead takes your maximum weapon damage as piercing damage.
- Lumbar: Your attack roll must equal or exceed a value totaling the affected creature’s AC + 10 minus X. Upon a successful hit, the affected creature is Restrained. The affected creature can only be cured of this condition by magic. If a creature cannot be affected by Spinal Tap, it instead takes half your maximum weapon damage as piercing damage.
Prerequisites. To qualify for multiclassing into the Follower of Marutuk class, you must meet these prerequisites: Strength or Dexterity Score of 14 or higher; Constitution Score of 14 or higher; a reason to slay dragons
Proficiencies. When you multiclass into the Follower of Marutuk class, you gain the following proficiencies: Glaive, Halberd, Javelin, Lance, Pike, Quarterstaff, Spear, Trident