Homebrew Dragon sin Species Details

be the dragon sin class variant from dnd wiki with this race!

 

Mark of The Dragon - You have the mark of a Dragon, as seen in The Seven Deadly Sins, somewhere on your body. Anywhere is fine as long as it's reasonably visible. Come up with an event where your character let loose their wrath and would be branded as such. They could still be on the run or absolved of the crime, your choice.

Cursed- You have been cursed by the Demon King and do not age and if you die your soul return to your body. However, when you would make a death saving throw you only have one instead of three. If you succeed the death saving throw you are considered stabilized and unconscious. If you fail the death saving throw you can't be revived by magical or non magical means except for this feature. When you die your soul returns to your body 1d4 hours later at which point you must make a con save throw DC17 and if failed your alignment must shifts towards chaotic evil, the amount of shift is based on you and your DM.

Age - I would say at least 100 but that's just me, minimum age is probably 25 because before you start the campaign you have already been branded with the mark and have been cursed, but whatever age floats your boat.

Lost Power -Part of your power was sealed off from you and is contained until you reach a state of controlled wrath or otherwise mental maturity that time will be controlled by the DM

Dragon sin Traits

A high level demon

Demon Blood

• You have Darkvision if your race did not have Darkvision, up to 60ft.

• You gain resistance to necrotic and fire damage but attacks with radiant damage or posses holy properties have advantage to hit

• Your base speed can become 40.

Demonic Regen

- You can use your demon blood to your advantage by using your bonus action to regen hp the amount of times equal to your constitution modifier and regens by completing a short rest

level 1-4 1d6
level5-10 2d6
level 11-13 2d8
level14-17 3d8
level 18-20 3d10

Unarmored Defense

Starting at 2nd level While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Full Counter

At second level you gain the ability to use Full Counter level 1 which for your character means you can reflect an attack directed at you,

you may choose to be able to reflect magical attacks or melee attacks

To reflect a magical attack it must be able to visibly be repelled it can not reflect attacks that incure effects or change the enviroment reflected spells incure the same effects as if they were casted on the intended target to the caster themselves

Physical attacks may be reflected in any way including projectiles yet the damage returned does not include effects from attacks that incure bonus status ailments meaning you can not inflict bleeding or poison on a returned attack if the attack reflected would have given you thoose effects otherwise

Full counter will return the decided damage and adds extra on top of that At Full Counter level 2 your attack now does 3d8

At Full Counter level 3 your attack now dies 4d8

This can be Can used three times per long rest. When you roll for full counter you still have to succed the targets ac to hit and resistances or immunities are still accounted for

Full Counter level 1- level 2
Full Counter level 2- level 10
Full Counter level 3- level 17

Hell Blaze

As you tap into your demonic ancestry you are now able to access Hell Blaze, this allows you to, as a bonus action, engulf your weapon with a purple flame that stops regen and deals 1d8 necrotic damage and remains on your weapon for 1d4 + con modifier rounds of combat. Can cast once per long rest.

At level 2 you are now able to engulf your weapon as well as another weapon of your choosing, provided you are within 15ft of the weapon, and it now deals 2d8 necrotic damage and on a successful attack target must make a con save to not be set on fire, DC 8 + con + proficiency. Targets on fire take 1d6 fire damage for 1d6 rounds of combat.However, only the Hell Blaze on your weapon stays for the 1d4 + con, the other weapon only lasts until the next successful attaack. Can cast twice per long rest.

At Hell Blaze Mastery you are now able to engulf three weapons when you cast this as a bonus action, additionally Hell Blaze on your weapons now deal 4d8 necrotic but the other two weapons still deal 2d8 necrotic damage and only last until the next successful attack. Can cast three times per long rest.

hellblaze level 1-level 7
hellblaze level 2-level 13
hellblaze level 3-level 20

Demonic Rage

When you or someone in your party falls below half, or when someone you have a bond with, is knocked unconscious by enemy means you can activate this ability, regardless of whose turn it is. You cast your emotions aside and give in to your inner power at the cost of possibly losing control to your Demonic blood. When you rage you can't cast full counter or any other magic and you must make every attempt to destroy any threat that would seek to harm your allies. This ability is counted as a bonus action if on your turn and uses your reaction if on another's turn, and you must have a clear line of sight on the attacker.

At the end of each of your turns when raging you must make a con save starting at DC 5 and increasing by 5 every turn. To stop Demonic rage all enemies must be dead, not just unconscious. If you fail the con save your demon blood temporarily takes over and you must attack everyone around you as if they are your enemy. You also gain +1 to AC per level of Demonic Rage. (Manifestations are considered natural weapons, and you add your Strength modifier. Ax can not be combined with extra attack, Claws can)

At level 1 you gain +2 to attack and damage rolls. As dark energy surrounds your body. You gain the ability to manifest your demonic blood as giant claws that bypass resistance to necrotic damage and deal 1d8 slashing and 1d8 necrotic.

At level 2 you gain +3 to attack and damage rolls. you also gain the ability to manifest your demonic blood as a giant ax on your character's dominant hand that can sweep enemies in front of them, this counts instead of an attack roll this considered a 15ft cone dex save DC15, if save half damage. Does 2d12 slashing and inflicts 1d12 bleeding. The claws now do 2d8 slashing and 1d8 necrotic. Switching between weapons counts as a bonus action.

At Level 3 you gain +4 to attack and damage rolls and enemies must make an intimidation check at disadvantage as your form shifts and your aura grows darker and dark purple wings appear on your back that have a flying speed of 40 ft. Claws now do 3d8 slashing and 2d8 necrotic while the ax does 3d12 slashing and 2d8 bleeding damage, Dex save DC17.

demonic rage level 1- level 6

demonic rage level 2- level 10

demonic rage level 3- level 14

Sacred Treasure Lostvayne

As you hunger for power your demonic blood can now sense a powerful artifact lost to the ages, one that suits your magic extremely well. When you find this weapon it will have five holes in it regardless of what type of weapon, you decide, and it allows you to make create up to four clones of yourself. The clones will equal your Strength, Dex, Con divided by the amount of clones made, minimum of tone. All clones have an AC of 12 and a minimum of six for ability scores. Clones take their action on your turn.

You are able to unlock the first of Lostvayne's secrets, the Six Signs of Death. You surround an enemy with your five clones and make six attacks rolls at the target and perform the following damage calculation, however you can not gain advantage past the first attack. You attack first and then the clones attack. Can be preformed with Lostvayne once every long rest.

1 hit-1d10

2 hits- 2d10

3 hits- 3d10

4 hits- 4d10

5 hits- 5d10

6 hits- 6d10

Sacred Treasure Release

With your training and demon heritage you have unlocked the true secret of Lostvayne. With your four clones you are now able to form a pentagram formation around a large or smaller enemy and perform one of the following once every long rest:

Demonic Shadow-You consume the clones to create a shadow clone of the enemy that fights for you. The shadow has 3/4 of the stats. Takes a full action to perform.

Demonic Overlord-Consume your clones to temporarily increase your Demonic Presence to strike five times, all with advantage and also the enemy must make a consitution saving throw as they are engulfed by your demonic presence DC 18, if they succeed they make an attack on you with advantage. If they fail they are considered terrified and bow to your power. They will obey your command for 1d4 rounds of combat.

Power Restore

As you hunger for power grows stronger you have the drive to seek out and reclaim your power. Once you find your power you must make a Constitution saving throw DC 17, if successful you can choose to take back your power or reject it. If you choose to reclaim the power and make the save you are restored with no consequences, but if failed you must shift alignment to Lawful-Evil or Chaotic Neutral as the demon blood overwhelms you. You can now max two stats of your choosing to 25 and get an immediate bonus of +1 to the two you chose, also your lowest stats become 12.

Power Rejection- However, if you succeed on the con save you can decide to destroy your power. However, you can choose to reject the old wrathful power and fight the manifestation of it, CR determined by DM, you alone must fight it without using any demonic power and no one else can interfere. Your old power manifests as a copy of yourself except completely evil and has your stats. You can use any weapon or magic, but nothing demonic, however you can use full counter. If you are defeated the power rushes inside you and you get the stats above but shift to chaotic evil immediately as demonic power now centers around you leaks from your very core.

If successful you get an even greater boon of +2 to all stats and your max stats cap at 24, also your alignment skews lawful and you are still able to use all your demonic powers like before with all con save DC's reduced by 1.

Assault Mode

You are nearing the pinnacle of your demon ancestry, now you are able to cast Assault Mode as a bonus action once every long rest. You gain a boon of +2 to Strength, Dex, Con and AC, is not restricted by caps. Additionally every successful attack in this form cause enemies to take an additional 1d10 necrotic damage and when you transform your aura becomes completely evil temporarily and enemies must make a DC 16 con save otherwise be frightened by you, additionally you have +2 on attack and damage rolls additionally you have advantage on intimidation checks.

Revenge Counter

You can activate this ability if you are in your normal state as a bonus action, your AC becomes five for a number of turns and you are unable to use any magic. After the end of at least the second turn, you make an attack on the nearest enemy activating the technique, you, your target, and anything else in a 15ft radius takes the damage you received during the turns times the number of turns, I.E. four turns equals four times the damage, it must be you and you can't use a Lostvayne clone. When detonated, make a con save DC19, if fail calculate damage normally, if success you are dropped down to one hit point but are considered immobilized for three turns.

Full Demonic Heritage

You have now reached the pinnacle of bringing out your Demon Ancestry. Assault mode is now a free action and you are no longer at risk of losing control of yourself unless you fail three con saves in a row. Every one of your attacks brims with demonic energy as every strike now casts Hell Blaze at rank 1 and deals a minimum 2d8 necrotic damage. You have achieved your dream, but there is one more challenge.

Full Commandment Power

Legend has it that the Demon King has a set of ten warriors directly under him that operate to his authority. You can use your demonic power to summon a Legendary warrior and face them in a duel, if you win you are granted their title and their commandment, a rare power granted solely from the Demon King. If you fail and are slain your soul becomes permanently tainted and your alignment can not shift from chaotic evil.

extra attack

level 5-1
level 10-2
level 15-3
level 20-4

Ability score improvement

level4 +2
level8 +2
level12 +2
level16 +2
level19 +2

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