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“Knighthood is not in the sword, but in the soul that wields it.” 




P1: The Gold Hoarding Dragon Knight:
Your Liquid Titanium becomes more potent and focused. Your base stats, abilities, and proficiency scores now include that of a Titanium Elderwyrm. When you use your Dragon Form, your claw attack and your liquid titanium breath can now use as many weapons as your constitution modifier, stacking them and requiring no attunement. Your silver tongue can now be used once at the beginning of your turn as a free action, replacing Frightful Presence. When on a quest, your hoard has infinite wealth, so when you spend gold on a quest it costs you nothing to your personal gold/coinpurse and spent gold doesn't diminish in value on quests while also adjusting to be valuable in whatever realm you are currently in. When you do side work or go on quests, the gold you earn is multiplied by your charisma modifier (cannot dip when multiplied this way), but you cannot trade gold or items with other player characters unless a 10 hour rp has been done to convince you they are worthy, as you only accept gifts or donations like a true dragon hoarder otherwise.

P2: Titanium Sorcery: Your aura increases to 10 feet per your charisma modifier and gains passive effects. All friendly creatures within your aura are under the effects of Vorgono's Runic Shell as well as gain the benefits of Titanium Armor as visible liquid titanium flows around them. Smites and smite spells no longer consume spell slots against non-dragon type creatures, and if your smite kills a creature their soul is instead taken to your domain unharmed and contained in a gold coin if you choose to. At the beginning of the day, your titanium blood calibrates it's magic; select a different spell per spell slot level in the sorcerer or paladin spell list, they can be cast once a day without a spell slot requiring no components or concentration.

“To stand for the weak is to stand against the world—and I would do it a hundred times more.” 


P3: The Hoard Gate: Your hoard is in it's own pocket dimension (such as a demiplane) and can be accessed at will with ease as it is your lair. Any and all items can be found inside, even ones you don't have, though only one replica of that unowned item can be made that lasts 24 hours and are untradeable. If it is a discontinued item, it lasts only 8 hours, and ignore special attunement requirements though still abide by regular attunement requirements such as class or stats. Creatures and objects inside your hoard is part of your domain and protected from anything harmful or detrimental, making saving throws at advantage or attacks against them at disadvantage. To access the hoard, it takes an action to open a gate to it. 10% of the gold inside your coinpurse is applied as thp at the beginning of your day.

P4: Royal Swordsmanship: Every attack with your Flaming Swordsmanship now also applies all smite spells with each hit at max level. Sacred weapon is always active and applies to all weapons on your hand, and allies within your aura gain Flaming Swordsmanship effect. When protecting other creatures of royalty or part of a royal family, you cannot die or go unconscious no matter what spells, damage, or effects you take if they are alive.

“I did not draw the sword for glory. I drew it for peace.” 


P5:
Ayamar's Defender: Transforming into a dragon, your aura increases to encapsulate a city and protect it's citizens. Creatures and objects you choose within your aura are considered to be part of your hoard. Your damage to undead is multiplied by your prestige level, bypassing immunities and resistances, and if you ever use a legendary resistance to pass a save you can choose to drop the creature or object that made you fail the save to 0HP if they are undead.

P6: Wing Commander: Your time with a princess of hells has taught you how to command their forces. You can manifest a small platoon of fiend statblocks, as many as your charisma score, to follow your orders without discourse. When manifested within your aura, they gain copies of equipment and treasures to assist with the orders given. They share your spell save dc if it is lower than yours, as well as your attack roll to hit. You have a lair that is further expanded in p8, but regional effects apply and are listed here.

Regional Effects

Any of these effects might appear in the area around your domain.

Phantom Escort. Metallic demons and dragons appear, escorting well-meaning creatures in need of the your help toward your domain.

Metallurgy Senses. You can see and hear up to 200 feet through any open flame or metallic substance within 1 mile of your lair.

Ominous Magma. Open flames and metallic surfaces within 6 miles of the domain are tinged dark red, hiss and crackle constantly, and throw off embers and showers of metallic sparks.



“My strength is as the strength of many, because my hoard is pure.” 


P7: Witchita's Dragon Protector: You have a bonus to max hp equal to your gold, and your lair becomes as liquid and fluid as your titanium, gaining lair effects that cannot be suppressed in your domain. Undead automatically fail against effects of your lair.

  • Elderwyrm Rage. The pain of all creatures other than your demons and allies within your domain is intensified. Until initiative count 20 on the next round, each time a creature within your domain takes damage, it must succeed on a Constitution saving throw against your spell save dc or be paralyzed until the end of its next turn.
  • Warped Earth. A small fissure of lava opens beneath one creature within your domain. The target must make a Dexterity saving throw against your spell save dc, taking 40d6 fire damage and 40d6 radiant damage on a failed save, or half as much damage on a successful one.
  • Titanium Vapor. Metallic gases form a cloud in a 200-foot-radius sphere centered on a point within your domain. The sphere spreads around corners, and its area is heavily obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a Constitution saving throw against your spell save or be poisoned until the end of its next turn. While poisoned in this way, a creature is incapacitated.
  • Liquid Lair. The whole domain trembles and shakes. Each creature that isn’t a demon or ally and that is on a solid surface must succeed on a Dexterity saving throw against your spell save dc or be knocked prone. All ground in the domain becomes difficult terrain for creatures that aren’t demons or allies until initiative count 20 on the next round.

 

P8: Objectification: Within your domain, you can turn any creature or object to an object you can imagine after your training with God Magna Rex, giving them an effect called Objectification, if they fail a combined wisdom, intelligence, and charisma saving throw against your spell save dc. You can also let them take a form they imagine, though they are still a part of your hoard when objectified. If objectified, nothing can harm them nor can they ever be taken from you unless you choose to let them go. Their actions are limited to animated object statblock, as well as how long they are objectified.

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