Base Class: Warlock
Your patron is an ancient spellcasting dragon with metallic bronze scales. Dragons vary from lawful goods to chaotic evil and often have far-reaching, inscrutable goals on account of their extremely long lifespans and great power. Some merely desire agents to help them locate and obtain treasures for their hoard, but most do so for reasons that may only come up once every few decades. Many ancient dragons have acquired enough magical skill to share their power in a pact. Some aspiring warlocks even make pacts with the dragon goddess Tiamat, making a bargain with one of her five heads in particular and drawing on her power as a dragon rather than as a fiend or goddess.
Armor of the Wyrm
At 1st level, you gain a gift of draconic scales from your patron. Parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing your armor, your AC equals 13 + your Dexterity modifier.
Breath of the Wyrm
Also starting at 1st level, you can borrow your patron's destructive fiery breath weapon.
As a bonus action, you can exhale this breath weapon in a 20 feet long and 5 feet wide line.Each creature in the line must make a Dexterity saving throw equal to your spell save DC. On a failure, a creature takes fire damage equal to 2d6, or half as much damage on a successful one.
You can use this feature a number a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a long rest.
Your breath weapon deals additional damage at 6th level [3d6], 10th level [4d6], and 14th level [5d6].
Expanded Spell List
The Brass Dragon lets you choose from an expanded list of spells when you learn a warlock spell. The Brass Dragon Expanded Spells table shows the dragon spell list for you, along with the spells associated with brass dragons.
| Spell LEVEL | Spells |
|---|---|
| 1st | burning hands, chromatic orb |
| 2nd | dragon's breath, scorching ray |
| 3rd | protection from energy, fireball |
| 4th | stoneskin (as scales), fire shield |
| 5th | bigby's hand (as a claw), immolation |
| 9th | Shapechange (dragons only) |
Draconic Essence
Starting at 6th level, your bond with your patron imbues you with a piece of their magical draconic essence. You have a resistance to fire damage, and when one of your spells deals fire damage to a creature, you can subject that creature to your patron's terrifying draconic presence. The target must make a Wisdom saving throw against your spell save DC. On a failed save, it becomes frightened for 1 minute. On a successful save, a creature is unaffected. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Once you use this feature, you can't use it again until you finish a short or long rest.
Everlasting Scales
At 10th level, your patron grants you the ability to draw on the true might of its brass scales. Before you take damage, you can use a reaction to harden your scales for a brief moment. Until the end of your next turn, you gain resistance to bludgeoning, piercing, and slashing damage, and immunity to fire damage.
Once you use this feature, you can't use it again until you finish a short or long rest.
Wings of Terror
Starting at 14th level, you can use an action to manifest spectral fiery dragon wings as a symbol of your patron's raw power and eldritch magic. Your wings last for 1 minute, and you gain the following benefits:
- You have a flying speed equal to your walking speed.
- When you summon your Wings of Terror, each creature of your choice within 60 feet of you that is aware of your presence must make a Wisdom saving throw against your spell save DC or become frightened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your frightful presence for the next 24 hours.
- You can make a wing attack when you summon your wings of terror, and then as an action on each of your turns. Each creature within 10 feet of you must make a Strength saving throw against your spell save DC or take fire damage equal to 2d6 + your Charisma modifier and be knocked prone. You can then fly up to half your movement speed.
Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/13/2021 6:40:43 AM
|
18
|
1
|
1.0
|
Coming Soon
|
Comments