
This Blue Dragon Is Too Red
这头蓝龙太红了
- Status
- Ongoing
- Length
- 522k Words
- Genre
- Western Fantasy
- Audience
- Male
- Subgenre
- Sword & Sorcery
- Updated
- 25d ago
- Source
- Qidian
Stats
2Monthly votes
10.7kRecommends
21kFans
239Chapters
Tags
Synopsis
Reader comments
In booklists 1
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The true dragon descends
Have you ever been a blue dragon? Just scribbling it as a matter of course?
You are not allowed to become popular here casually. Every report will be accurate. My rating is 4.
The magnetic field rotates 1 million times
Write this red
Author, you'd better not have any enemies, otherwise you'll get an accurate report 😐 Don't ask, asking is about politics
There is no dragon inheritance in the time-traveling dragon text, but I still practice martial arts 🙂
I can't stand it any longer. Why is it so red? Who on earth likes to read Shangjiaowen?
A thimble identifies it as a pseudodragon
He has no dragon nature at all, and has no dragon heritage, so he is just a person wearing dragon scales.
Does this have anything to do with dragons?
As I read it now, I feel like it has nothing to do with dragon or not. You just replace the key word dragon with human, wolf, monkey, orc. It doesn't matter. You just add a dragon skin.
Ever since I learned that the West slays the dragon, it slays the Ming Dynasty. I can't stand dragon novels anymore 😭
Without dragon heritage, how can we communicate with blue dragons and blue dragon cubs? Can they understand Chinese?
Handling: 5E incomplete book, career quick check, monk
A martial artist with a focused mind Monk Core Traits Primary Attributes: Dexterity and Wisdom Hit Point Dice: D8 per monk level Saving Throw Proficiency: Strength and Dexterity Skill Proficiency (choose 2): Acrobatics, Athletics, History, Insight, Religion, Stealth Weapon Proficiency Training: Simple and Martial Weapons with Light Entries Tool Proficiency: Choose 1 Artisan Tool or Instrument Armor Training: None Starting Equipment: Choose A or B: (A) Spear, 5 daggers, the Artisan Tool or Instrument of your choice in Tool Proficiency, the Discovery Set, and 11 GP; or (B) 50GP Warrior monks use strict combat training and spiritual practice to study the relationship between heaven and man and understand the changes in their own bodies. Different monks will give different concepts to this power, such as breathing, inner strength, yang energy, spiritual intelligence, or true self. Whether it is performing a stunning magical skill or manifesting a spiritual movement, this power is the source of the monk's power. Monks accumulate and channel this power to create extraordinary and even supernatural effects. Whether using bare hands or weapons, their strength and speed are equally shocking. With this magical power, no matter what artifact is in their hands, it can be turned into a magic weapon for victory. Many monks find that living an ascetic life away from the world helps their physical and spiritual practice. There are also many monks who believe that joining the mortal world is more helpful in cultivating their state of mind and concentration. Therefore, monks usually regard adventure as a kind of physical and mental training. What they seek is a higher way than killing monsters and obtaining treasure; their bodies are the best way to defeat their enemies. Become a Monk... As a 1st-level character: Acquire all traits on the Monk Core Traits table. Acquire the monk's level 1 characteristics (see the monk characteristics table). As a multi-class character: Gain the hit point die trait from the monk's core trait table. Acquire the monk's level 1 characteristics (see the monk characteristics table). Monk Class Features Monks gain the following class features upon reaching certain levels, as shown in the Monk Traits table Level 1: Martial Arts Your martial arts training has taught you to master unarmed strikes and the use of monk weapons. Monk weapons include: Simple melee weapons Military melee weapons with light entries As long as you are not wearing any armor or holding a shield, and are unarmed or wielding only a monk weapon, you gain the following buffs: Bonus Unarmed Strike: You can use a bonus action to launch an unarmed strike. Martial Arts Dice: When you attack with an unarmed strike or a monk weapon, you can choose to use 1d6 dice instead of the original damage. This dice will increase as the monk's professional level increases. For specific data, see the martial arts dice column in the monk characteristics table. Dexterity Attack: When you attack with an unarmed strike or a monk weapon, you can use Dexterity instead of Strength for attack rolls and damage rolls. Additionally, when you use the grapple or push option of an unarmed strike, you can also use your Dexterity instead of Strength to determine the saving throw DC. Level 1: Unarmored Defense If you are not wearing any armor and not wielding a shield, your base armor level is equal to 10 + your Dexterity modifier + your Wisdom modifier. Level 2: Monk Martial Arts By operating Xuan Kung and practicing martial arts, you can master your own extraordinary inner energy. Skill represents the energy you can use. Your monk level determines how many points of skill you have. For specific data, see the skill column in the monk characteristics table. You can spend power to enhance or activate specific monk traits. You start with three traits: Wind Combo, Strong Defense, and Wind-like Steps. Details below. Whenever you expend a point of skill, it can't be used again until you finish a short or long rest. When you complete your rest, you regain all expended power. Some of your traits require your target to make a saving throw against the trait's effects. The save DC for these traits is 8 + your Wisdom modifier + your proficiency bonus. Wind Combo: You can spend 1 skill point to launch two unarmed strikes as a bonus action. Strong Defense: You can perform the evacuation action as a bonus action. In addition, you can spend 1 skill point to perform both evacuation and avoidance actions as a bonus action. Speed: You can perform the sprint action as a bonus action. In addition, you can spend 1 point of skill to perform both the escape and sprint actions as a bonus action, which also doubles your jump distance during this round. Level 2: Unarmored Movement If you are not wearing any armor or holding a shield, your speed increases by 10 feet. This bonus will increase as the monk's professional level increases. See the monk characteristics table for specific values. Level 2: Turn the Sky When you roll initiative, you regain all expended power. If you do so, roll your martial arts die and regain hit points equal to the result + your monk level. After using this trait, you must complete a long rest before you can use it again. 3rd Level: Parry Attack When you are hit by an attack roll that includes bludgeoning, piercing, or slashing damage, you can perform a reaction to reduce the total damage dealt to you by the attack by a penalty equal to 1d10 + your Dexterity modifier + your monk level. If the damage of the blocked attack is reduced to 0, you can spend 1 skill point to redirect part of the damage of this attack. If the attack is a melee attack, choose a creature you can see within 5 feet of you; if the attack is a ranged attack, choose a creature you can see within 60 feet that is not behind full body cover. The creature must succeed on a Dexterity saving throw or take damage equal to 2 of your Martial Arts dice + your Dexterity modifier. Its damage type is the same as the original attack's damage type. Level 3: Monk Subclass You choose to gain one of the monk subclasses: Fate Warrior, Shadow Warrior, Four Elephants Warrior, and Sanda Warrior. See below for the content of sub-positions. A subclass is a specialization that gives you unique abilities at a specific monk level. You gain all the abilities of the subclass you choose from now on—as long as the level required does not exceed your monk level. The monk trait table lists the monk levels at which you gain new traits from subclasses. Level 4: Ability Score Improvement You gain the Ability Score Improvement feat (see Chapter 5) or another feat for which you meet the requirements. As shown on the monk trait table, you gain this trait again at 8th, 12th, and 16th level. Level 4: Falling Lightly When you take fall damage, you can use your reaction to reduce the damage by an amount equal to five times your monk class level. Level 5: Extra Attack When you take the Attack action on your turn, you may make two attacks instead of one. Level 5: Stunning Fist Once per round, when you hit a creature with an unarmed strike or a monk weapon, you can spend 1 point to try to activate a Stunning Fist. The target must make a Constitution saving throw or be stunned until the beginning of your next turn. If the save succeeds, the target's speed is halved until the beginning of your next turn, and you have advantage on the next attack roll made against the target. Level 6: True Power Infusion When you deal damage with an unarmed strike, you can choose to deal force damage or its original damage type. Level 7: Dodge When you are affected by an effect that allows you to make a Dexterity saving throw to take half damage, you take no damage on a successful save and only half damage on a failed save. If you are incapacitated, you cannot benefit from this trait. Level 9: Walking Over Walls If you are not wearing any armor or wielding a shield, you can move on vertical surfaces and liquid surfaces without falling during your turn. Level 10: Masterful Your Wind Combo, Strong Defense, and Swift Step gain the following buffs: Wind Combo: When you spend 1 point to perform a Wind Combo, you can make three unarmed strikes instead of two. Strong Defense: When you consume strength to use strong defense, you gain temporary hit points equal to two of your martial arts dice. Speed like the Wind: When you expend your energy to use Quick Step like the Wind, you can choose a willing creature of Large or smaller size within 5 feet around you. The creature moves with you until the end of your turn. The creature moves in this way without provoking attacks of opportunity. Level 10: Refund Through sheer will, you can remove one of the following conditions from you at the end of each of your turns: Charmed, Frightened, or Poisoned. Additionally, not eating or drinking will no longer increase your exhaustion level. Level 13: Parry Energy You can now use your parry attack feature against attacks that deal any damage type, not just bludgeoning, piercing, or slashing attacks. Level 14: Harmony and Ease You have accomplished something in your physical and mental training, and you gain proficiency on all saving throws. In addition, whenever you fail a saving throw, you can spend 1 Power point to reroll it, and you must use the new result. Level 15: Mirror Shisui If your skill is 3 points or less when you roll initiative and choose not to use Rotating Heaven, your skill will be restored to 4 points. Level 18: Invulnerable At the beginning of your turn, you can spend 3 points to improve your ability to resist damage for 1 minute or until you become incapacitated. For the duration, you are resistant to all damage except force damage. 19th Level: Legendary Favor You gain a Legendary Favor feat (see Chapter 5) or another applicable feat of your choice. It is recommended to choose the favor of the invincible offensive. Level 20: Harmony between Heaven and Man You have achieved success, and your body, mind, and life have broken through to the transcendent realm. Your Dexterity and Wisdom each increase by 4. Your cap on these attributes is now 25. {"TopicId":"972634557290184704","TopicName":"DND"}{"TopicId":"972634671757066240","TopicName":"Dungeons and Dragons"}
What the hell is Dragon's real name? DND has this setting?
Blue dragon that is not as good as tomato
It's not like a dragon at all. It wouldn't make any difference if it were replaced by another creature.
I was immediately persuaded to quit after reading the title of Chapter 4.
Too much worldview is crammed into the text
I guess he is a new author, and he wants to write an epic work. He has been supplementing the worldview. Seventy-eight of the ten chapters are about the worldview... I am a little tired from reading it. The Western fantasy theme has been around for many years, but I haven't seen any setting before. You don't have to write a little bit about it as an author.
I have an idea about this contract. If the mother died before 130 years ago, would there be no need to fulfill this contract?
I was a little interested just now, but guess what, I thought that the protagonist would not reveal his identity as a human in his previous life when he returned to Blue Star. But as soon as he came back, everything was revealed. He didn't look like a dragon at all, he was clearly a human being.
I saw the latest chapter, why are you writing so many dragon mothers instead of the main character? Even if you don't write about the main character, you can still write about the development of the territory. Besides, you can just write about the dragon mother to pass through it briefly. I really can't understand the writing method of thinking about it one by one. Please practice your writing more.
No, why write so many dragon mothers? Will you still work for Dragon Mother in the future?
Can you please stop talking about real names and extraordinary...
I would like to make a suggestion, if the human protagonist is reincarnated into a dragon, it is better to use a pure dragon (beast) as the protagonist (you can get the "human" inheritance)
When I reached Chapter 5, Extraordinary, I suddenly lost interest.
Are there too many words used to explain the background and character psychology? It would be nice to mention individual characters. It should be better reflected in the development of the story and the behavior of the characters, otherwise the sense of immersion will be a bit poor.
The creativity is okay, but after reading a few chapters, the content is really unbearable. Come on, author