Base Class: Fighter
The first dragons, the dragons of old, spared little time for linguistics. They left their records in ruin. The burning field was the tome of their deeds, the glittering hoard was a library of their woes, the sound of wings was their song of triumph.
Like the Rune Knight, special marks are used to empower the fighter, but rather than on items, these marks must be blazoned into the skin and muscle. Dragons are consummate, their power lives in each part of them, and so a warrior wishing for their power must match. Whether it is the razor claws, the elemental breath, or the engulfing eyes, a Draconic Ruin Knight channels a terrifying, primal power that is difficult to control.
Bonus Proficiencies
3rd-level Draconic Ruin Knight feature
You gain proficiency with Wisdom(medicine)ability checks, and you learn to speak, read, and write Draconic.
Ruin Maker
3rd-level Draconic Ruin Knight feature
You can use magic marks to enhance your body. You learn two Ruin Marks of your choice, from among the marks described below, and each time you gain a level in this class, you can replace one mark you know with a different one from this feature. When you reach certain levels in this class, you learn additional marks, as shown in the Ruin Marks Known table.
Ruin Marks Known
|
Fighter Level |
Number of Ruin Marks |
|
3rd |
2 |
|
7th |
3 |
|
10th |
4 |
|
15th |
5 |
Whenever you finish a long rest, you can inscribe a Ruin Mark on a number of your own body parts equal to the number of marks you know, and you inscribe a different mark onto each of the body parts. To be eligible, a body part must be an arm, a leg, your chest, neck, back, or head. Ruin Marks must be matched to a specific body part, which are described in each mark's title. Your mark remains on that body part until you finish a long rest, and a body part can bear only one of your marks at a time.
If you choose any of the Breath of Ruin marks, refer to this table for range and saving throws.
If a Ruin Mark requires a saving throw, your Ruin Magic save DC equals 8 + your proficiency bonus + your Charisma modifier.
If you choose any of the Breath of Ruin marks, refer to this table for range and saving throws.
Breath of Ruin Table
|
Damage Type |
Breath Type |
Saving Throw |
|
Acid |
5 by 30 ft. line |
(Dex. save) |
|
Fire |
5 by 30 ft. line OR 15 ft. cone (your choice) |
(Dex. save) |
|
Lightning |
5 by 30 ft. line |
(Dex. save) |
|
Poison |
15 ft. cone |
(Con. save) |
|
Cold |
15 ft. cone |
(Con. save) |
Ruin Marks
The following marks are available to you when you learn a mark. If a mark has a level requirement, you must be at least that level in this class to learn the mark.
Bones of Ruin (arms or legs)
This ruin mark evokes the legendary sharpness of a Dragon’s teeth and claws. While this mark is inscribed on your arms or legs, you gain a +1 bonus to damage rolls made with melee weapon attacks. You also cannot be disarmed unwillingly by non-magical means or effects.
In addition you can invoke this mark as a bonus action to increase the fierceness of your attacks. For 1 minute, the bonus to damage rolls made with melee weapon attacks increases to +4. Also, melee weapon attacks you make ignore any immunities or resistances and count as magical if they didn’t already. Once you invoke this rune, you can’t do so again until you finish a long rest.
Breath of Ruin - Acid (neck)
This Ruin Mark's magic channels the elemental energies gathered in the craws of great wyrms. While wearing this mark on your neck, you gain resistance Acid damage for as long as you possess this mark. You can choose a different elemental type when you finish a long rest. You can only have one Breath of Ruin mark active at a time.
As an action, you can invoke this ruin to make an elemental attack from your mouth. You exhale caustic acid like the curious Copper, callous Black, and bestial Orange dragons. When you invoke the ruin, each creature in the area of the exhalation must make a Dexterity saving throw against your Ruin Magic save DC. The range and area of effect depend on the type of element you chose, as shown in the chart in the Ruin Maker feature.
A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. The amount of times you can invoke this ruin is equal to your Constitution modifier (minimum of once). All uses recharge when you choose this Ruin Mark again after a long rest.
Breath of Ruin - Cold (neck)
This Ruin Mark's magic channels the elemental energies gathered in the craws of great wyrms. While wearing this mark on your neck, you gain resistance cold damage for as long as you possess this mark. You can choose a different elemental type when you finish a long rest. You can only have one Breath of Ruin mark active at a time.
As an action, you can invoke this ruin to make an elemental attack from your mouth. You exhale freezing cold just like the glorious Silver, mysterious Cobalt, or relentless White dragons. When you invoke the ruin, each creature in the area of the exhalation must make a Constitution saving throw against your Ruin Magic save DC. The range and area of effect depend on the type of element you chose, as shown in the chart in the Ruin Maker feature.
A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. The amount of times you can invoke this ruin is equal to your Constitution modifier (minimum of once). All uses recharge when you choose this Ruin Mark again after a long rest.
Breath of Ruin - Fire (neck)
This Ruin Mark's magic channels the elemental energies gathered in the craws of great wyrms. While wearing this mark on your neck, you gain resistance to fire damage for as long as you possess this mark. You can choose a different elemental type when you finish a long rest. You can only have one Breath of Ruin mark active at a time.
As an action, you can invoke this ruin to make an elemental attack from your mouth. You exhale destructive fire just like the feared Red, mythic Gold, and heroic Brass dragons. When you invoke the ruin, each creature in the area of the exhalation must make a Dexterity saving throw against your Ruin Magic save DC. The range and area of effect depend on the type of element you chose, as shown in the chart in the Ruin Maker feature.
A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. The amount of times you can invoke this ruin is equal to your Constitution modifier (minimum of once). All uses recharge when you choose this Ruin Mark again after a long rest.
Breath of Ruin - Lightning (neck)
This Ruin Mark's magic channels the elemental energies gathered in the craws of great wyrms. While wearing this mark on your neck, you gain resistance Lightning damage for as long as you possess this mark. You can choose a different elemental type when you finish a long rest. You can only have one Breath of Ruin mark active at a time.
As an action, you can invoke this ruin to make an elemental attack from your mouth. You exhale blazing electricity akin to the vainglorious Blue, stoic Bronze, or bizzare Yellow dragons. When you invoke the ruin, each creature in the area of the exhalation must make a Dexterity saving throw against your Ruin Magic save DC. The range and area of effect depend on the type of element you chose, as shown in the chart in the Ruin Maker feature.
A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. The amount of times you can invoke this ruin is equal to your Constitution modifier (minimum of once). All uses recharge when you choose this Ruin Mark again after a long rest.
Breath of Ruin - Poison (neck)
This Ruin Mark's magic channels the elemental energies gathered in the craws of great wyrms. While wearing this mark on your neck, you gain resistance poison damage for as long as you possess this mark. You can choose a different elemental type when you finish a long rest. You can only have one Breath of Ruin mark active at a time.
As an action, you can invoke this ruin to make an elemental attack from your mouth. You exhale noxious poison like the cunning Green, diabolical Purple and mysterious Cobalt dragons. When you invoke the ruin, each creature in the area of the exhalation must make a Constitution saving throw against your Ruin Magic save DC. The range and area of effect depend on the type of element you chose, as shown in the chart in the Ruin Maker feature.
A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. The amount of times you can invoke this ruin is equal to your Constitution modifier (minimum of once). All uses recharge when you choose this Ruin Mark again after a long rest.
Eyes of Ruin (head)
This Ruin Mark’s magic channels the mesmerizing spark in a dragon’s eyes. While this mark is inscribed on your head, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, as an bonus action you can target a creature within 30 ft. of you and invoke the ruin to force that creature to make a Wisdom saving throw against your Ruin Magic save DC. Unless the save succeeds, the creature is either charmed or frightened by you (your choice) for 1 minute. If charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. If frightened in this way, the creature has disadvantage on ability checks and attack rolls while within line of sight of you, they must use their movement on each of their turns to move as far away from you as possible. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Heart of Ruin (10th level required) (chest)
Using this Ruin Mark, you gain some of the legendary freedom within a dragon's heart. While this mark is inscribed on your chest you have advantage on saving throws against being charmed or frightened.
In addition, you can invoke the ruin as a free action to change fate by the very power of your will. Once per long rest, if you fail a saving throw, you can choose to succeed it instead.
Scales of Ruin (7th level required) (chest, back, arms or legs)
This Ruin Mark's magic bestows the impenetrable armor of the drakes of old. While this mark is inscribed on your chest, back, arms or legs, you have a +1 bonus to your AC.
In addition, you can invoke the ruin as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this ruin, you can’t do so again until you finish a short or long rest.
Wings of Ruin (7th level required) (back or arms)
This Ruin Mark emulates the power of flight and the great wings that many dragons possess. While wearing this mark on your back or arms, you have advantage on Dexterity Acrobatics checks and you gain a flying speed of 30 ft.
In addition, as a reaction when you are targeted with a ranged attack roll by a creature you can see within 30 feet of you, you can use a reaction to invoke this ruin to cause a powerful gust to jet from ghostly wings, forcing the target to make a Strength saving throw against your Ruin Magic save DC or be knocked prone, losing the attack. The whipping winds also make you immune to non-magical ranged weapon attacks until the start of your next turn. Once you invoke this ruin, you can’t do so again until you finish a short or long rest.
Dragon's Might
3rd-level Draconic Ruin Knight feature
You have learned how to imbue yourself with the might of Dragons. As a bonus action, you magically gain the following benefits, which last for 1 minute:
- If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
- You have advantage on Strength checks and Strength saving throws.
- Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
- If you have the Wings of Ruin mark inscribed from the Ruin Maker feature, your flying speed increases to 60 ft.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Fearsome Roar
7th-level Ruin Knight feature
You learn to invoke your Ruin Magic to protect your allies. When another creature you can see within 60 ft. of you is targeted by an attack roll, if the attacker can hear you, you can use your reaction to let loose a fearsome roar to force the attacker (before they roll) to make a Charisma saving throw against your Ruin Magic save DC. Unless they succeed, they make the rest of their attacks this turn at disadvantage.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.
Primordial Presence
10th-level Draconic Ruin Knight feature
The magic of your runes permanently alters you. When you gain this feature, your eyes take on a draconic appearance and glow, and small scales appear on your joins and facial features. Roll 1d6 for the colour.
1 = Firey orange, 2 = Icy white, 3 = Acid yellow, 4 = Noxious green, 5 = Electric blue, 6 = Shrouded purple.
Moreover, the extra damage you deal with your Dragon's Might feature increases to 1d8.
Master of Ruin
15th-level Draconic Ruin Knight feature
You can invoke each Ruin Mark you know from your Ruin Carver feature twice, rather than once, except for the Breath of Ruin mark.
Form of Devastation
18th-level Draconic Ruin Knight feature
You draw forth the raw and terrible essence of dragon-kind to take their shape for a time. Once per two long rests, you can use an action to change your shape into any creature with a Dragon type as long as its challenge rating is equal to or less than your level. An Adult Blue Dragon for example.
Your game statistics are replaced by the statistics of the dragon, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.
You also retain your current hit points and Hit Dice of the new form.
Additionally, you retain the benefits of any features from your class, race, or other source, and can use them provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the chosen creature can normally speak.
When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.
This form lasts for 1 minute or until you drop to 0 hit points or become unconscious by some other means.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/28/2021 4:18:51 AM
|
11
|
1
|
--
|
Coming Soon
|
|
|
7/3/2021 10:49:01 PM
|
10
|
1
|
1.5
|
Coming Soon
|
|
|
8/31/2024 2:19:35 PM
|
47
|
22
|
--
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted May 19, 2025Im so glad it could be of use! Of course feel free to alter it to fit better if needed!
-
View User Profile
-
Send Message
Posted May 16, 2025I wanted to make a ruin knight fighter but it didn’t make sense story wise a felt a draconic ruins knight made more sense but didn’t want to do the work to homebrew it so I looked it up thinking it was a new idea and that I would not find anything this was right here it isn’t the best fit for my character because he’s a Dragonborn (wich is why it made more sense for my character) but I really don’t have time to homebrew something so, thank you, this was amazing.