Awakening Elderwyrm.
You Become an Elderwyrm (Greatwyrm). Your speeds increases by 40 ft. Your multi attack increases by one additional claw or Katana attack. Your Change shape is reduced to a bonus action. Your hit die becomes 1d20. Your save DCs for dragon related abilities can use your monk save DC and are increased by 3 (which does not stack with monk belt). You have aged well and bathing in fire and radiant grants you absorption with those damage types.
Add the spells Dragon’s Mirror (see homebrew spell) and Gate to your spellcasting ability list.
Titanium World.
As an action you can spew titanium in all directions within 120 ft of you. This area becomes your domain (Except if claimed by another god, DM discretion) as motes of brilliant embers flutter around the area and emit intense heat. Any hostile creature feels suffocation and burns making a constitution save DC 27 at the start of each of their turns or 60 fire and 60 radiant damage. Any creature that fails 3 times becomes petrified. Creatures of your choice within this area instead heal for 60 hit points at the start of their turns.
Titanium Brilliance.
(Recharges after a Long Rest). When you would be reduced to 0 hit points, you transform into your dragon form, your current hit point total instead resets to 500 hit points, you recharges your Breath Weapon, and you regain any expended uses of Legendary Resistance. Additionally, you can now use the options in the “Mythic Actions” section for 1 hour or until you change shape (must remain in dragon form).
Katana Mastery.
Katanas and Katana flavored weapons (longswords, great swords, shortswords) are considered unarmed strikes for your abilities. Your mastery of your brilliance and fire, you combine this two energy as you make your embers burn much brighter than before as you gain a new damage type called ember and while attacking with your claws or katana you can change its damage type into ember dealing an additional 3d6 ember damage on your hits.
Breath Weapon.
Your breath weapon deals 10d6 additional damage and ranges increase to 300 ft cones. And you gain a new breath called Exalting Breath.
Exhalting Breath
You exhale the restoring winds of the Throne of the Dragon Goddess in a 300 ft. Cone. Each creature in that area of your choice regains 71 (13d10) hit points, and each creature in that area of your choice that has been dead for no longer than 1 hour is restored to life with all hits hit points and whole of body even if totally destroyed as if the true resurrection
Legendary Resistance.(3/day)
If you would fail a saving throw you can instead choose to pass. Once you use this ability three times you cannot use it until you complete a long rest.
Legendary Actions.
You can take 3 legendary actions, choosing from the options below and your already available options. Only one legendary action can be used at a time and only at the end of another creature's turn. You regain spent legendary actions at the start of your turn.
Shattering Strike. you make an attack with a weapon or unarmed strike as your strike have the effect of the spell shatter
Change Shape. You can change shape to Humanoid or Dragon form
Spell Weave (Costs 2 Actions).Cast a Spell
Furious Bite (Costs 2 Actions, only in Dragon Form). You make one Bite attack. If the attack hits a creature, the target must succeed on your Monk save DC or become paralyzed of you until the end of the target’s next turn.
Gentle Fist (Costs 2 Actions, only in Humanoid Form). You make an unarmed strike that deals psychic damage. Your Gentle soul boon dc increases by 1 for that target and they must immediately make a new save.
Mythic Actions.
If your Titanium Brilliance trait has activated in the last hour, you can use the options below as legendary actions.
Celestial Shield (Costs 2 Actions).You manifest one ancient titanium dragon up to the maximum of four around you that protect you; You gain 77 temporary hit points.
Celestial Lances (Costs 3 Actions). The you conjure four enormous lances of magical force that plummet to the ground at four different points you can see within 150 feet of you and then disappear. Each creature in a 20-foot-radius, 100-foot-high cylinder centered on each point must succeed on a DC 27 Dexterity saving throw or take 24 (7d6) force damage. A creature in the area of more than one lance is affected only once.
Previous Versions
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4/3/2023 12:14:06 PM
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4
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4/28/2023 4:34:03 AM
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16
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v1
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Coming Soon
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