Base Class: Warlock
An Ancient Brass Dragon is one of the most ancient, powerful, and sagacious mortal beings in all of Toril. By the time a Blue Dragon reaches the Great Wyrm status of its life, it has immense sorcerous power and masterful oratory skills. These creatures delight in conversation and social interaction, and they are always seeking out new and interesting creatures to delight them with conversation. They love to seek out unique and unusual creatures, like sentient magic items, genies bound to the Material Plane via a vessel, and unique desert fey like Palm Dryads or Summer Eladrin.
Especially engaging humanoids who manage to entertain and enchant a Brass Dragon with their eloquence can become close friends with them. To those it is especially close to, a Brass Dragon might even impart a portion of its power. These agents are empowered with a portion of the Brass Dragon's innate magical abilities, rewarding them with the abilities of a Warlock in exchange for helping the Brass Dragon seek out sentient items, like the Elven Moonblade or the boastful Dwaven warhammer, Whelm, or a vessel containing a Djinni or an Efreeti. A Brass Draconic Pact Warlock can be handsomely rewarded for faithfully serving their Draconic master, gaining wealth and power. They must always keep their patron entertained with new finds however, because a Brass Dragon that is bored will use its sleep breath on a creature and bury it to the neck in sand to force it to converse with it.
Brass Dragons are usually good-natured creatures that protect desert wanderers and invite creatures into its lair to hold a great symposium where food and drink is imbibed in great quantities and topics like law, philosophy, religion, and magic are debated at length. Brass Dragons are adept at using their magical powers to subtly bend and manipulate others into seeing their way of thinking. When a Brass Dragon is alone, it can breathe life into inanimate objects to entertain itself or even speak with the animals of the desert near its lair. They are the smallest of all the True Dragons, but their combat abilities should not be underestimated. Many an overconfident Blue Dragon that sought to claim the hoard of a Brass Dragon has found themselves buried under a mountain of swarming gold before being roasted alive by the Brass Dragon's breath weapon.
The alignment of Warlocks that make a Pact with a Brass Great Wyrm usually tend towards Chaos and Goodness, though there are some exceptions. Brass Dragons employ thieves to acquire them treasure, sages to debate complex topics with, and eloquent desert barbarian warrior kings to help them secure their territories. Brass Dragons are usually inherently good creatures however, so those agents who employ excessive violence or show little concern for collateral damage will be cast aside. Though rare, some Brass Dragons' greed becomes so overpowering they learn to ignore the benevolent influence of Bahamut to become evil overlords, enslaving intelligent creatures to serve their whims.
Some secretly evil Warlocks that draw their power from a Metallic Dragon secretly work to subvert and eventually destroy their masters. Great Wyrms are some of the most powerful creatures on the Material Plane, but they are still mortal, and therefore they can be killed. However, a Warlock that kills its Draconic patron will lose their magical ability, so many will prepare an Imprisonment spell to trap their Patron's soul to keep their magical powers.
The magic learned from these social creatures often focuses on enhancing social interactions, putting creatures to sleep, locating magical items, surviving in hostile environments, modifying and animating mundane objects, and dealing fire damage.
Expanded Spell List
The Ancient Brass Dragon lets you choose from an expanded list of spells when you learn a warlock spell. You also gain the Create Bonfire cantrip. It does not count against the total number of cantrips you know. The following spells are added to the warlock spell list for you. Additionally, you learn to speak, read, and write Draconic.
Ancient Brass Dragon Expanded Spells
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The Eloquence of the Alluring
Beginning at 6th level, you have learned to subtly manipulate the Enchantment magic of your Draconic patron. Anytime you cast a spell to influence another creature, like Suggestion or Charm Monster, you can cast the spell without any verbal or somatic components. You can do this a number of times equal to your Charisma modifier (minimum of once) and regain all uses upon finishing a long rest. Additionally, whenever you cast a spell that allows a creature to know it was Charmed when the spell ends, like Friends or Charm Person, they must make an additional Wisdom saving throw when the spell ends. If they fail, they do not know they were Charmed by you. If you cast the spell without verbal or somatic components as described above, they have disadvantage on the saving throw. Lastly, your own mind has been strengthened against Enchantment magic, and you gain advantage of Wisdom saving throws to avoid being Charmed.
Desert Survivalist
Brass Dragons can survive on almost no water, rising early to lick the morning dew from desert plants. Some can even absorb moisture through their skin. They can burrow down deep below the desert sands to find hidden aquifers and underground rivers.
Beginning at 10th level, you no longer need to drink water to avoid exhaustion as long as you are on the Material Plane or in the Feywild. You absorb the latent moisture in the air through your skin, and this is enough to sustain you. Additionally, you have learned to magically burrow through loose sand and dirt. You gain a burrowing speed of 30 feet. You can move through non-magical unworked rock and stone, but every foot of movement cost you three feet. While burrowed, you have full cover, are Blinded, have disadvantage to Perception checks to hear, and cannot breathe. You do create a tunnel while burrowing, and a creature that is your size or smaller can follow you into the tunnel. You can stay burrowed for a number of minutes as described in chapter 8 of the Basic Rules before you begin to suffocate.
The Defense Rests
Powerful Brass Dragons have more than a millennia of oratory practice and magical training to fall back on. They could sell sand to a caravan merchant or talk a snail out of its shell. They also learn to wrack the minds of those that engage them in combat, causing crushing headaches and weakening them against the Dragon's spells.
Starting at 14th level, you have learned the art of persuasion and enticement and have learned to retaliate against those that engage you. When you take damage from a creature that is within 5 feet of you, you can use your reaction to shout a magical retort; that creature must then make an Intelligence saving throw against your spell save DC. On a failure, the target us subject to an effect similar to the [Tooltip Not Found] cantrip. The target takes 2d6 psychic damage and must subtract a d4 from its next saving throw before the beginning of its next turn. Additionally, you gain expertise in Persuasion.
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