Chutza'Katsozushk's was born a very rare breed of Komodo Dragon Faunus, enough so that it is considered lucky for a community to even have one amidst them. This breed possesses scales that change with their mood. Blue for calm, focused. Red for passionate, unleashed. And yellow for purity, instinct. These colors brighten or darken on intensity, and mix depending on the given emotion. Besides a uniqueness in style, this coloration has always had an odd tendency towards combat, their reds and blues often giving them away on the battlefield, but standing as challenge to all who would test them. In addition, they were often the most reverent of their ancestors. The reasons to these tendencies were never fully known until recently. Many of Chutzas kind have been receiving visions as of late. Visions of their ancestors, guiding their hand in their strikes, protecting them from harm upon the fields of glory, and granting those whispers of wisdom into their ears to keep them from becoming lost amidst the wilderness. These visions, conversations even, with their Komodo Dragon ancestors would tell of one of their kind that could rise above the rest, one who can prove their worth above all others, and gain the title of The Immortal Dragon, and find the power that such a title may bestow for the betterment of their people as a whole, and be their ultimate guardian. In order to prove their worth, each of these shifting Komodo Dragons would be given the same task. Simple, and effective. Kill every other Komodo Dragon of shifting scales in honorable combat, or be killed, and be added amongst the ranks of the revered warriors that guide these champions onwards. It could occur anywhere, at any time. But whenever one of these Komodo Dragons spot each other, combat is sure to erupt spontaneously. Chutza knows this, and knows that he must be prepared for anything, everything. He must prove himself immortal, immovable even before claiming whatever power may come of the title. While he has proven in many a combat to be a difficult foe, he knows that to accomplish his goal, he most hone his skills. He must approach another, often assumed immortal, dragon. He must find and train under Tekken.
Origin: +2 Constitution and +1 Strength or Dexterity.
Unbreakable as Draconic Metal
You can only activate this Vow when you are at half your max health or below. As an action, for one minute your dragon pact begins to glow. Your body starts to glow an aura of gold and metal. Whenever you take damage in this state, half of the total damage taken is converted to Temp Hp. If you already have Temp HP, you cannot gain more. You can use this Dragon Vow Twice Per Long Rest.
IRON FIST!!!
As a bonus action you may unleash a mighty blast from your fist. All hostile creatures within a 30 foot cone originating from yourself must make a (DC 8+Prof+Str/Con/or Dex Mod) Dexterity saving throw. The creatures take Xd6 + the amount of Temp Hp you gained from Unbreakable as Draconic Metal (Max of 20 Temp Hp) on a failed save, or half as much damage on a successful one. Where X is equal to your Level. Using this action ends the ability early..
Master Your Style
If you're a Pure Class you can get an additional +5 Max HP, +1 ASI, or +1 Skill Cap Increase to any one Ability Score (Scores are cap increase are capped once the AS is at 24) at Level 1, 4, 8, 12, 16, and 19.
No Magic Just Martial LV 2
When a creature within your melee weapon range casts a spell or an ability using magic (Ex: Smite), you can use your reaction to make a melee weapon attack against that creature "before" the Spell or Ability goes off. If the attack connects, the creature must make a DC Con Save Based of 10 + Prof + 1/2 of the Total Damage or the spell is canceled. You may use this up to Prof mod per Long or Short Rest.
Just Keep Fighting
If you are under the following conditions: Frightened, Paralyzed, Petrified, Restrained, Grappled, and/or Stunned. You may make the Check or Save again at the beginning of your Turn to remove the condition.
F!!! You
If you have advantage to the Save or Check, gain to the Save or Check gain a +3.
Fly like a Wyvern
You gain DR equal to your Dexterity Mod against Spells and Spell like Abilities.
Fight like an Elder
You gain DR equal to your Strength Mod against Slashing, Bludgeoning, and Piercing.
VID Invite
You gain access to Tournaments without having to pay the Entry Fee. You also learn an additional language of your choice.
I am the Hype
After learning the ways of fighting and constant battle you learn how to master the ways of combat flow and HYPE! At the Start of Combat; you start at 0 Hype. Whenever, you hit a creature you gain one stack of hype; whenever you critically hit a hostile creature you gain 2 hype instead; and you are dealt damage more than your Constitution score you gain 3 hype to a max of 10 Stacks. You lose all stacks of Hype if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.
Realms Grappler
Gain additional plus to grapple checks based off half your hype score. Whenever you succeed a grapple or mount you gain hype and doesn’t count against I am the Hype. At Max Hype; you can grapple Creatures one additional size larger than you and, teleport or blink with them if they are a nerd and you mounted or grappled them.
Reversal Step. As a reaction to an attack, you can use 4 points to move 5 feet in any direction and the attack is taken at a disadvantage. If the attack missed, as part of your reaction you can make a grapple attempt against a creature within 5 feet of you then follow up by using a charge of No Magic Just Martial. Up to your Prof mod Per Long or Short rest.
Purgatory Piledriver As a part of your attack action, you can attempt to slam your opponent into the ground. By spending 5 Hype points and you can have a contested Strength check against a creature. If you roll higher than the creature, you Tombstone the creature and it takes damage equal to your 3d10 + STR MOD + CON MOD Bludgeoning or Force Damage and the creature is prone. Up to your Prof mod Per Long or Short rest.
On a Crit: Damage Dice are double, and you gain 2 hype points.
Full Moon Swing Whilst you have a creature grappled as an action, you may spend 10 Hype Points to perform a Giant Swing on a creature. By spinning the creature around yourself around in a circle you may choose a place to throw the creature within 15 feet. The creature takes damage equal to 5d8 + STR MOD + CON MOD Bludgeoning or Force Damage. If the creature hits a wall, it takes an additional 1d12 Bludgeoning damage. If the grappled creature is thrown into another creature both creatures take an additional 1d6 Bludgeoning damage and the second creature must make a Strength Saving Throw against your (8 + Prof + Con) DC, on a failure that creature can either be knocked prone or pushed back 5 feet. The thrown creature is knocked prone after the action. Up to Twice Per Long rest.
Steel Champion
You gain +10 max HP. If you would drop to 0 hit points, you can drop to 1 hit point instead. When you use this feature, you cannot do so again until you have finished a long rest. In addition, when you restore hit points while at 1 hit point, you restore twice as many hit points.
Pure Class Reward - Level 4
+10 Max HP.
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