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Lanth Sor
2019-03-28, 10:36 AM
Dreadnaught

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Dreadnaughts are those who look upon powerful forces and claim to bear their soul. Taking in this truth they ascend beyond the mundane and become as mighty as these lords. Clad in full plate and wielding mighty weapons, dreadnaughts are sights to be feared. Their uncommon endurance allows for horrifying might to rend the weak with brutal strikes, or even calamitous magics.
MAKING A DREADNAUGHT
Abilities: A dreadnaught values constitution and charisma above most other attributes as constitution powers many of their physical abilities, and charisma powers their more supernatural abilities. Strength is a strong third as it enables deadly attacks with their weapon of choice. Dexterity is also valued as wyrms as a melee combatant. Wisdom and Intelligence both have their merits but neither is crucial to the dreadnaught's success.
Races: Most dreadnaughts are dwarves, humans, half elves, half-orcs, orcs, and tieflings, as all appropriate the power found in the fear the greater forces instill. Elves are not as common, but they bear a fair understanding of strength displayed by greater beings and sometimes are drawn the the power they command. Most gnomes and halflings don't shoulder the ire for others needed to call the dreadnaughts true power.
Alignment: A dreadnaught can be of any alignment though the primary source of their power originating in fear leads most toward the path of evil. Good dreadnaught's focus more on inspiring others through uses of might and to cause awe in others. Lawful dreadnaughts are just as common as chaotic dreadnaughts. Lawful dreadnaughts tend to live longer then chaotic dreadnaughts, especially when they are of the evil alignment as chaotic evil dreadnaughts tend to be routed out and dispatched when not careful.

Hit Points
Hit Dice: 1d12 per Dreadnaught level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st.

Proficiencies
Armor: all armors, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

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

(a) a martial weapon and a shield or (b) two martial weapons
(a) five javelins or (b) any simple melee weapon
(a) a priest's pack or (b) an explorer's pack
Chain mail


LevelProficiency
BonusF#Iron Blood
Techniques
knownAuthority's
Mien
Known
1st+2 Authority's Presence, Iron Blood, Adrenaline Surge, Limit Break
2nd+2 Dreadnaught 's Soul
3rd+2 Iron Hide
4th+2 Dreadnaught 's Spirit feature, Ability Score Improvement
5th+3 -
6th+3 Lord's Hoard
7th+3 Lord's Domain
8th+3 Ability Score Improvement
9th+4 -
10th+4 Dreadnaught 's Spirit feature
11th+4 -
12th+4 Ability Score Improvement
13th+5 Wyrm's Dominance
14th+5 -
15th+5 -
16th+5 Dreadnaught 's Spirit feature, Ability Score Improvement
17th+6 -
18th+6 -
19th+6 Lord's Dominion, Ability Score Improvement
20th+6 Dreadnaught's Apotheosis, Authority's Mien


Class Features
As a dreadnaught, you gain the following class features:

Authority Presence (Ex): The presence of greater beings is an unforgettable thing, dreadnaught's steal the raw power from the legend of these beings and wield it against men, beasts, and even the world. The dreadnaught adds their strength to their intimidate checks. Additionally the dreadnaught gains a pool of anima equal to 1/2 class level + their charisma modifier. Dreadnaughts count as having the dragon type in addition to their base type when determining if effects apply to them or meeting prerequisites.

Drake's Blood (Ex): The presence of the dragon seeps into the wyrms blood granting a pool of adrenaline, 1/3rd class level + Constitution modifier uses per encounter(min 3). Recovery requires 5 minutes of rest or 1 hour of light activity (short rest by normal rules). You may expend more adrenaline then you currently have, but doing so is taxing. Every 2 below 0 your adrenaline pool inflicts 1 point of exhaustion. Adrenaline is expended at the end of the turn the technique is used. Anything that normally causes exhaustion damage or sleep effect instead cause the Wyrm to lose adrenaline. If something removes stages of exhaustion it instead restores the correlated amount of adrenaline. Unless noted otherwise all drake's blood techniques are extraordinary abilities.

Adrenaline Surge: Expend 3 uses of adrenaline to gain an extra move action, but are staggered on the next round. Activation cost. The extra action can only be used for movement actions such a fly, climb, jump, etc. At level 12 only 1 use is used. At level 18 you are no longer staggered the following round. This is a drake's blood technique.

Limit Breaks:

Limit Breaks are special abilities unique to FFd20 (http://www.finalfantasyd20.com/system-rules/limit-breaks/) that all base and prestige classes get at 1st level. To activate a limit break, most require a standard action (though some limit breaks allow swift actions to be used) and you can only activate a limit break while your health (or the health of your animal companion, automaton, bone commander, etc.) is 50% or less. All limit breaks are considered supernatural (Su) abilities unless stated otherwise. In addition, a limit break cannot be activated while another limit break is in effect (like some that have durations).
At 1st level, you get 1 limit break usage per day, and every 4 levels thereafter (2 levels for prestige classes), you gain an additional limit break usage.

Seethe Primeval Scorn: The wyrm invokes the ire found in their soul for those who wish to surmount their true power. The seething ire pervades the vary air distorting sight and unleashing a low howl whips through as the dreadnaught appears to be the eye of a storm. All in 30ft radius of the dreadnaught are instantly target of an intimidate demoralize check 10 + wyrm's intimidate bonus. Additionally the first anima used each round this ability persists is at no cost. This ability last 1 round per 4 class levels.

Incite Primeval Instinct: The wyrm enters a state of pure instinct gaining advantage to Attack, skill and ability checks, and saves, and attackers have disadvantage against you. During this state all Drake's Blood Techniques have no cost. This ability last 1 round per 4 class levels.

Wyrm Mind At the 2nd level Wyrm's choose a single mental discipline to paragon similar to dragons magic and other mental proficiencies.





Wyrm Mien: Starting at the 2nd level, the 5th level, and every 4th level there after the wyrm gains a new wyrm mien.

Arctic Soul: The wyrm gains the Cold Subtype. The wyrm also gains the chill special attack dealing cold damage in addition to damage dealt on a successful hit in melee. Those affected by the chill ability must also succeed on a fortitude save or be chilled, having the chilled condition and taking 1/2 class levels damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 class level + the wyrm's Con modifier). A chilled creature can attempt a new save as a full-round action. Contact with fire grants a +4 bonus on this save. Creatures that hit the wyrm with natural weapons or unarmed attacks take cold damage as though hit by the wyrm's chill and must make a fortitude save to avoid being chilled.

(Chilled: A chilled creature moves and attacks at a drastically slowed rate for 1 round. A chilled creature can take only a move action or standard action on its next turn, but not both (nor may it take full-round actions). Additionally, it suffers a –2 penalty to AC, and a –2 penalty on melee attack rolls, damage rolls, and Reflex saves. Chilled creatures jump half as far as normal.)

Draconic Aura (Ex): The wyrm gains 1 draconic aura per 4 class levels rounded up. The wyrm's bonus for draconic aura is +1 per wyrm mien they have.

Dragon's Breath: The wyrm gains a breath weapon dealing 1d6/2 class levels damage to all in a cone 15ft. The damage is the same type as the damage dealt by your soul Wyrm Main. The DC is 10 + 1/2 class level + CON modifier. The breath weapon cannot be used for 1d4 + 4 rounds after use. The recovery is reduced by 1 round at the 4th level and every 4 levels there after, to minimum of 1d4 rounds. The range doubles at the 6th level, and every 6 levels there after. Requires any soul wyrm mien.

Inferno Soul: The wyrm gains Fire subtype. The wyrm also gains the burn special attack dealing fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking 1d6/4 class levels damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 class level + the wyrm's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit the wyrm with natural weapons or unarmed attacks take fire damage as though hit by the wyrm's burn and must make a Reflex save to avoid catching on fire.

Living Blizzard: The wyrm radiates enough cold to passively freeze those around them. The wyrm gains freezing presence with a range of 5ft per class level. The presence deals 1/2 class level cold damage(Fortitude negates) each round at the start of the wyrms turn. Creatures with 4 or few HD that take damage are also Chilled by this effect for 1 round. By expending 1 anima, as a swift action, the presence deals an additional 1d6/3 class levels cold damage at its normal range, and the normal damage is dealt to all in twice the normal range.

Living Inferno: The wyrm radiates enough heat to passively burn those around them. The wyrm gains burning presence with a range of 5ft per class level. The presence deals 1/2 class level fire damage(Refelx negates) each round at the start of the wyrms turn. Creatures with 4 or few HD that take damage are also blinded by this effect for 1 round. By expending 1 anima, as a swift action, the presence deals an additional 1d6/3 class levels fire damage at its normal range, and the normal damage is dealt to all in twice the normal range.

Unapproachable: By expending 2 anima to double the range of Wyrm Domain. If the intimidate succeeds by 5 or more vs a target they are staggered if in the normal range of wyrm domain. This effect last 1 round per 3 levels. Requires Wyrm domain.

Untouchable: While the wyrm has 1 anima they add their armor bonus to AC to their touch AC. Additionally they may expend a 1 anima to oppose any incoming attack with an intimidate check, if the intimidate matches the attack the attack misses as the pressure of the wyrm's presence deters the assault.

Wings of the Wyrm: The wyrm manifests the aura of draconic wings allowing flight. The wyrm gains a fly speed equal to twice their base land speed, with clumsy maneuverability. At 5t level the maneuverability increase by one step. At 9th level the maneuverability increase by an additional step. By expending 1 anima the wings become more solid granting an overland fly speed of 4x base land speed for 1 hour per 2 class levels. Requires Wyrm's Ascent.

Wyrm Sense: The wyrm's senses have expanded beyond their natural bounds. The wyrm gains blindsense 15ft per 5 class levels. As a swift action, spend 1 anima to gain blind sight at normal blindsense range and double blindsense range. This lasts 1 minute. Requires Intuit Danger, and Sense of the Dragon


Wyrm Hide: Starting at the 3rd level, the wyrm gains DR X/-, X is equal to constitutions modifier +1/3rd class level. By expending 1 adrenaline as a immediate action, the class level bonus increases to equal class level for 1 round.

Drake's Blood Techniques: At the 3rd level and every 4th levels there after the wyrm gains a new drake's blood techniques.

Astride the World: As a full-round action, you may expend 2 adrenaline to make an even greater jump. The DC for this jump becomes 1 point per 100 ft. of horizontal distance or 1 point per 10 ft of vertical distance. Requires class level 7 and wyrm's ascent.

Earth Fall Strike: When landing after being airborne for any reason you may use your fall force to damage your enemies. When falling the wyrm are considered charging. The wyrm deals an addition 1d6 falling damage on hit per 10 ft of downward movement during a jump of fall.

Evade the Drake's Breath: The wyrm gains evasion as the rogue class feature. At the 7th level the evasion increase to improved evasion. By expending 1 adrenaline the wyrm instantly moves to the nearest safe location not effected by an effect that requires a reflex save.

Intuit Danger: The wyrm gains uncanny dodge as the rogue class feature. At the 7th level uncanny dodge increase to improved uncanny dodge. When attacked the wyrm may expend 1 adrenaline, as an immediate action, granting dodge bonus to the next attack equal to class level.

Irrational Stride: When making any movement, expend 1 adrenaline as a swift action to complete your movement without passing through any intervening squares. This does not allow you to reach any space you would not normally be able to reach with associate movement modes you posses. You may use this ability to charge through difficult or obstructed terrain as long as you are aware of the position of your target.

Lifeblood Unending: The wyrm gains fast healing equal to con mod(max 1/2th class level, min 1/4th class level) while bloodied. Expend 3 adrenaline as a swift action, to activate the fast healing for 1/2 class level rounds without being bloodied. As a standard action expend 1 adrenaline to increase the fast healing to be equal to class level.

Sense of the Dragon: The wyrm gains low-light vision, but the distance is 3x human sight, increasing to 4x at 5th level. Gain Darkvision 60ft, the range doubles at 9th level. Add half level to perception checks(spot, listen, and search). Gain scent 10ft, and increase by 5ft per odd level after the 1st. By expending 1 adrenaline as a standard action, to double the base benefits of Sense of the Dragon for 1 minute.

Undaunted Stride: The wyrm no longer has their speed reduced by armor or encumbrance. The wyrm may also expend 1 adrenaline per spell level, power level, etc.(min 1) to ignore the speed reduction portion of any effect.

Unimpeachable Strike: With a sudden whip of their weapon the wyrm attacks with such speed it would be imperceptible, if the wind didn't follow the attack. No attack roll is made for this attack instead the target must reflex save DC (10 + class level + strength modifier). The attack deals critical damage for the weapon. All damage is converted into untyped damage. This may be used in place of any attack including AOO. This cost 1 adrenaline.

Vengeance of Scarred Lord: When the wyrm takes damage from a source they gain bonus precision damage to their next melee attack against the source of the damage. The bonus damage is 1d6 per odd class level. This does not count as sneak attack die. By expending 1 adrenaline when making an attack benefiting from this ability the attack rolls any die related to hitting the target twice taking the better result.

Wyrm's Ascent: As long as the wyrm has 1 adrenaline they are always considered to have a running start when making jump checks and are not limited by their height or speed for jump distances or height. While making a jump check you may expend adrenaline to gain a bonus equal to 3 + class level per adrenaline spent. The wyrm no longer takes fall damage from jumps they successfully make. Additionally when making jump down check for every 5 they exceed the DC they ignore an additional 5ft of fall distance.


Wyrm Horde (Sp): Whenever a Wyrm spends at least a week in an area, they may attune themselves to that place, the place must contain at least level˛x100g worth of valuables or be their place of residence. Thereafter, they may open a portal of swirling mist, the wyrm can specify cosmetic details, to that area by spending ten consecutive rounds casting this ability. The portal is large enough to accommodate any creature you have a magical bond with, but creatures other then the wyrm and any bonded creatures can use the portal. Enemies and allies alike can see the gate, which remains open for up to eight hours after being cast, and can walk through it without interference, but doing so does nothing except leave them with a vague feeling of unease.

An identical portal appears at the Wyrm's destination. If he steps through this second gateway before eight hours elapse, he returns to the location of the first gate and the gates disappear. Even if he doesn't use the second gate again, both gates disappear after eight hours.

Treat this ability as the result of a 1st level Conjuration (Teleportation) spell for adjudicating effects.

Wyrm Domain (Ex): Starting at the 7th level, the very presence of the wyrm becomes overbearing to his enemies. Upon entering 15ft of the wyrm enemies are immediately effected as if the wyrm had used the demoralize option of intimidate on them, on a roll of class level + intimidate to demoralize bonus. Every odd level there after the radius increases by 15ft. For all purposes this counts as frightful presence.

Wyrm's Dominance (Ex): Starting at the 13th level, the wyrm gains leadership and epic leadership as the feat. The wyrms leadership score is equal to their intimidate bonus instead of the normal calculations. Loss of life in the wyrms has no effect on their score. Followers cannot exceed 1/3rd the wyrm's level. An important note is the wyrm's followers spring up around their myth and are not bound to them through anything other then fanaticism, though the wyrm may spend time directing the horde. The cohort/s is/are usually the hordes leader.

Wyrm's Dominion (Ex): A wyrm at the 19th level begins to grant their loyal horde with a fraction of his presence. Any cohort or follower of the wyrm radiates the wyrm's wyrm domain ability, the DC uses the follower/cohort's HD for the DC but the wyrm's Charisma modifier. Range of the ability is 5ft/3 HD if under 7HD otherwise it matches a wrym of the sam HD as the cohort/follower.

Soul of the Wyrm: The wyrm's type changes to dragon at the 20th level. They are considered a true dragon and have their racial aging replaced with dragon aging (https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/). They do not gain anything but attribute and natural armor changes for raising in age category. Use the wyrms current age to determine what dragon age category they fall into.

Lanth Sor
2019-03-28, 10:38 AM
Working on 5e version of the class please excuse the early post my finger slipped.