***It's been about a month since my last update. I finally have all the subclass features working.***
I’ve been working on a subclass for a while now. Adding and removing all the time. I always liked the idea of an ancient dragon patron. I never read anything on why a dragon patron was never a thing. Considering that two dragons are gods on Forgotten Realms, I figured there has to be a handful of slightly lesser, but still old AF, dragons who’d want to host a few aspiring warlocks. I just recently started play testing this subclass in a game. I haven’t published it yet, as I’m still feeling it out and I want to be able to make edits. I’d love to hear some input from you homebrew veterans...
Some of the oldest and wisest metallic dragons undergo a miraculous metamorphosis to become greatwyrms. This transformation is often wrought by Bahamut, who takes pride in elevating his worthiest children to a status approaching his own greatness. Metallic greatwyrms are among the largest creatures in the multiverse, overshadowing most other dragons. Mighty elemental forces swirl around them in response to their wishes, and their breath weapons can sap the strength from armies—or lay waste to whole regions. A metallic greatwyrm’s transformation often involves fusing the consciousness, the magic, and sometimes even the physical forms of multiple echoes of the same dragon across the worlds of the Material Plane.
Adventurers and dragons alike pray to the Greatwyrm to uphold honor and justice, or when they need courage to face a great threat. In the most dire situations, a powerful follower who makes a tremendous sacrifice—a vast hoard or even the follower’s own life—might convince a Wyrm to take them on in the form of their aspect. This aspect is a physical manifestation and representation of the Wyrm, carrying his memories and will—and a significant portion of his formidable strength.
Several of the dragons identified as dragon gods—including Aasterinian, Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status. Known as the Platinum Dragon, Bahamut is the patron and progenitor of metallic dragons. Any and all of the Wyrm, Great or otherwise, are capable of hosting as a patron for an aspiring Warlock.
Level 3: Wyrm Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Wyrm Spells table, you thereafter always have the listed spells prepared.
The Greatwyrm does not flinch when faced with a threat. The sheer magnificence of their presence is enough to fend off most menial attacks. This endowment is present in even the most fledgling of the Wyrm's representatives, allowing the Warlocks to walk through battlefields unchallenged. The gear you wear, the skin on your body, your mere presence in the area, all radiate with the magnitude of the Greatwyrm's power. Your Warlock’s mind and senses sharpen, and soon you discover you can see and hear details that once evaded them. You even find that you can converse with Dragons in their own tongue. The Greatwyrms influence goes so far that your mind is never able to rest, constantly taking in its surroundings and contemplating existence.
Dragons have always been feared in battle for both their ferocity and magical capabilities. The Greatwyrms influence extends to you by increasing your battle prowess and effective combat magic. Eventually you are able to close the gap between your ability to wield magic and weapons during combat.
Vestments of the Wyrm: When not wearing armor you may add your Charisma modifier to your Dexterity modifier, to determine your AC.
Wyrm Tongue: Whether it was learned, or the ability just mystically happened, somehow you obtained the ability to speak, read, and write in their patron’s Draconic tongue.
Heightened Awareness: You gain proficiency in Insight and Perception checks.
Slumber of the Dragon: You no longer sleep. To gain the benefits of a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. You cannot be forced to sleep by magical means either.
Wrath of the Greatwyrm:
Gain proficiency with shields.
If you create a pact weapon, this weapon can be used as a spell focus.
Dragon Magic: At 7th level, your affinity for battle is even more enhanced. The use of a weapon and magic is indistinguishable from each other, as you can cast cantrips as easily as you make an attack. When you take the Attack action on your turn, you may cast a cantrip that has a casting time of an action, as a bonus action.
Level 6: Majestic Presence of the Wyrm
Starting at 6th level, your mind and body are being conditioned to the perfection of their Patron. The Greatwyrm extends an umbrella of influence over you that puts your body in tune with your mind, limiting the loss of control from external stimulus or effects.
You appear as a figure of absolute power and authority. The majestic presence of the Greatwyrm emanates from you and causes hesitation in others, unsure of their attack as they stand awestruck of their adversary. You are the embodiment of legends told of warriors moving uncontested through battlefields. You have even been bestowed the gift of limited flight, furthering your magnificent presence and representation of your patron.
Draconic Focus: Gain proficiency in CONSTITUTION Saving Throws, and immunity to the charmed condition.
Majesty: You can take a bonus action to Disengage on each of your turns in combat.
Draconic Flight: As an Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed of 40. Your wings appear to be made of shimmering metal of your choice. Once you use this trait, you can’t use ability again until you finish a Long Rest.
Level 10: Soul of the Wyrm
At 10th level, Your connection with the Greatwyrm grows even more powerful. You no longer appear to age. At least not on a scale anyone else is able to perceive. As the influence of the Wyrm permeates through you. Extending your life seems to slow the rest of the world around you, allowing you supernatural awareness. Ever mindful and aware of your surroundings. Your mind is constantly calculating Your existence and the impending actions of others.
Dragon Age: Your Warlock's life expectancy, based on their species, is multiplied ten fold (x10).
Dragon Purity: You are no longer afflicted by threat of disease.
Draconic Intuition: Add your proficiency bonus to Initiative rolls.
Level 14: Aspect of the Wyrm
A level 14 Warlock has nearly achieved the pinnacle of perfection. Your patron has gifted you numerous powers that brings you even closer to the greatness of the Wyrm, mimicking their legendary resistance to shrug off magic attacks, and even sense the exact location of their enemies when they are near. But none are more impressive than your new ability to expertly wield the supernatural fear of the Greatwyrm’s frightful presence.
Fortitude of the Wyrm: (Legendary Resistance) If you fail a saving throw, you may choose to succeed instead. This ability is usable once per day, and refreshes after a long rest.
Eyes of the Wyrm: You gain access to Blindsight, with a range of 50 feet. The effect of this ability lasts for one minute. You may invoke this ability your proficiency bonus times per day. All uses refresh after a long rest.
Frightful Presence of the Wyrm: You are able to cast Fear without expending a spell slot. You can do this your Charisma modifier times per day, minimum once. This ability refreshes after a long rest.
It's just unarmored defense. No more or less than what the Dragon Sorc gets, and comparable to getting medium armor proficiency like the Hexblade... Most will start with a 16 AC (+2 if they use a shield)
Even the new Paladin Oath of the Noble Genie (I call them Paladjinn) gets to wear light armor with the CHA and DEX bonus. They can easily start with an 20 AC at level 1.
Additionally, if you're not wearing armor, then you're missing out on gaining extra abilities from wearing magic armor. Magic armor is one of the most common magic items in the game. If you're not going to use armor, you are passing up using any of their potential bonuses.
Technically, the way you have it written, it's not just like Unarmored Defense. Several features, including that one, could use refined wording, but all in all it doesn't look overpowered to me. A couple minor suggestions:
(1) don't say "the Warlock" but address the player directly, and (2) put all of the fluff and only the fluff at the beginning of a feature's description; then, when presenting actual mechanical features, only state the feature. Thus the 6th-level feature would look something like this:
Majestic Presence of the Wyrm
At 6th level, your mind and body have been further conditioned to the perfection of your Patron. [The umbrella of influence from the Greatwyrm has shielded your mind from the influence of others ability to charm you, bestowing you with immunity from their magic.]* You appear as a figure of absolute power and authority, and your majestic presence causes hesitation in your enemies. You are the embodiment of the legends of warriors, a reflection of the splendor of your mythical patron.
Protection. You gain proficiency in Constitution Saving Throws *[and immunity to the Charmed condition?].
Majesty. You may take the Disengage action as a bonus action.
Draconic Flight. As an Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed of 40. Your wings appear to be made of shimmering metal of your choice. Once you use this trait, you can’t use it again until you finish a Long Rest.
Those are minor concerns though, except when they occasionally confuse the intent of the mechanics (like in brackets above). Cool 'brew!
It's just unarmored defense. No more or less than what the Dragon Sorc gets, and comparable to getting medium armor proficiency like the Hexblade... Most will start with a 16 AC (+2 if they use a shield)
Even the new Paladin Oath of the Noble Genie (I call them Paladjinn) gets to wear light armor with the CHA and DEX bonus. They can easily start with an 20 AC at level 1.
Additionally, if you're not wearing armor, then you're missing out on gaining extra abilities from wearing magic armor. Magic armor is one of the most common magic items in the game. If you're not going to use armor, you are passing up using any of their potential bonuses.
Where do you get that from? I personally have never received magic armor in any campaign I've played (nor my party members) and have never given any players magic armor as the DM. In my experience, magic armor is on of the least common magic items in the game.
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"Nothing goes over my head. My reflexes are to fast: I would catch it."
"I cannot comment on an ongoing investigation."
"Well of course I know that. What else is there? A kitten?"
"You'd like to think that, Wouldn't you?"
"A duck."
"What do you mean? An African or European swallow?"
Eyes of the Wrym is interesting because it recharges on a long rest rather than short rest, removing the Warlock's ability to bounce back from combat on a short rest. I like it, because blindsight is useful against invisible enemies, but also situational.
Fortitude of the Wrym is kinda underwelming in my opinion. I've seen a few abilities do this, but again, its my opinion. It looks good. I would make it that Fortitude of the Wrym gives you temp hitpoints, maybe charisma times level or something?
I would like to see Dragonsight added in (idk if you've got the Fizban's Treasury of Dragons, but that might give you some inspiration!), but that's just me wanting a better dragonsight trait than what's in there.
Anyway, it's amazing. Good job!
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A Fools Errand will fail. A Foolish Errand has a chance to succeed.
Technically, the way you have it written, it's not just like Unarmored Defense. Several features, including that one, could use refined wording, but all in all it doesn't look overpowered to me. A couple minor suggestions:
(1) don't say "the Warlock" but address the player directly, and (2) put all of the fluff and only the fluff at the beginning of a feature's description; then, when presenting actual mechanical features, only state the feature. Thus the 6th-level feature would look something like this:
Majestic Presence of the Wyrm
At 6th level, your mind and body have been further conditioned to the perfection of your Patron. [The umbrella of influence from the Greatwyrm has shielded your mind from the influence of others ability to charm you, bestowing you with immunity from their magic.]* You appear as a figure of absolute power and authority, and your majestic presence causes hesitation in your enemies. You are the embodiment of the legends of warriors, a reflection of the splendor of your mythical patron.
Protection. You gain proficiency in Constitution Saving Throws *[and immunity to the Charmed condition?].
Majesty. You may take the Disengage action as a bonus action.
Draconic Flight. As an Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed of 40. Your wings appear to be made of shimmering metal of your choice. Once you use this trait, you can’t use it again until you finish a Long Rest.
Those are minor concerns though, except when they occasionally confuse the intent of the mechanics (like in brackets above). Cool 'brew!
I really liked your suggestions. I tried to implement them, and rewrote a number of passages. I even redid the outline to be more in spec. I edited the text above.
Technically, the way you have it written, it's not just like Unarmored Defense. Several features, including that one, could use refined wording, but all in all it doesn't look overpowered to me. A couple minor suggestions:
(1) don't say "the Warlock" but address the player directly, and (2) put all of the fluff and only the fluff at the beginning of a feature's description; then, when presenting actual mechanical features, only state the feature. Thus the 6th-level feature would look something like this:
Majestic Presence of the Wyrm
At 6th level, your mind and body have been further conditioned to the perfection of your Patron. [The umbrella of influence from the Greatwyrm has shielded your mind from the influence of others ability to charm you, bestowing you with immunity from their magic.]* You appear as a figure of absolute power and authority, and your majestic presence causes hesitation in your enemies. You are the embodiment of the legends of warriors, a reflection of the splendor of your mythical patron.
Protection. You gain proficiency in Constitution Saving Throws *[and immunity to the Charmed condition?].
Majesty. You may take the Disengage action as a bonus action.
Draconic Flight. As an Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed of 40. Your wings appear to be made of shimmering metal of your choice. Once you use this trait, you can’t use it again until you finish a Long Rest.
Those are minor concerns though, except when they occasionally confuse the intent of the mechanics (like in brackets above). Cool 'brew!
I really liked your suggestions. I tried to implement them, and rewrote a number of passages. I even redid the outline to be more in spec. I edited the text above.
I'm glad it helped! It's much cleaner now and easier to read both quickly and fully.
One thing I don't remember noticing is the Frightful Presence part of the capstone. It's thematically on point, but I would be wary of giving an at-will 3rd level spell, and a fairly strong crowd control one at that. I would probably reduce it to something like this: "You may cast the fear spell without using a spell slot. Once you cast this spell in this way, you cannot do so again until you finish a short rest." (Or some other limiter, could be prof. bonus per day or some such.)
Or, to take it in a very different direction (which is totally up to you, of course), you could replace the whole feature with parallel buffs that come online with each use of Draconic Flight. Something like (1) CHA mod bonus to all saves, (2) 30-ft. blindsight, and (3) creatures that start their turn within 30 ft. make a WIS save or become frightened for a round, repeating the save each turn they start in the aura. But that's a big change, and I don't have much of a recommendation as to which design is actually better.
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
***It's been about a month since my last update. I finally have all the subclass features working.***
I’ve been working on a subclass for a while now. Adding and removing all the time. I always liked the idea of an ancient dragon patron. I never read anything on why a dragon patron was never a thing. Considering that two dragons are gods on Forgotten Realms, I figured there has to be a handful of slightly lesser, but still old AF, dragons who’d want to host a few aspiring warlocks. I just recently started play testing this subclass in a game. I haven’t published it yet, as I’m still feeling it out and I want to be able to make edits. I’d love to hear some input from you homebrew veterans...
Some of the oldest and wisest metallic dragons undergo a miraculous metamorphosis to become greatwyrms. This transformation is often wrought by Bahamut, who takes pride in elevating his worthiest children to a status approaching his own greatness. Metallic greatwyrms are among the largest creatures in the multiverse, overshadowing most other dragons. Mighty elemental forces swirl around them in response to their wishes, and their breath weapons can sap the strength from armies—or lay waste to whole regions. A metallic greatwyrm’s transformation often involves fusing the consciousness, the magic, and sometimes even the physical forms of multiple echoes of the same dragon across the worlds of the Material Plane.
Adventurers and dragons alike pray to the Greatwyrm to uphold honor and justice, or when they need courage to face a great threat. In the most dire situations, a powerful follower who makes a tremendous sacrifice—a vast hoard or even the follower’s own life—might convince a Wyrm to take them on in the form of their aspect. This aspect is a physical manifestation and representation of the Wyrm, carrying his memories and will—and a significant portion of his formidable strength.
Several of the dragons identified as dragon gods—including Aasterinian, Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status. Known as the Platinum Dragon, Bahamut is the patron and progenitor of metallic dragons. Any and all of the Wyrm, Great or otherwise, are capable of hosting as a patron for an aspiring Warlock.
Level 3: Wyrm Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Wyrm Spells table, you thereafter always have the listed spells prepared.
Wyrm Spells
Level 3: Representative of the Wyrm
The Greatwyrm does not flinch when faced with a threat. The sheer magnificence of their presence is enough to fend off most menial attacks. This endowment is present in even the most fledgling of the Wyrm's representatives, allowing the Warlocks to walk through battlefields unchallenged. The gear you wear, the skin on your body, your mere presence in the area, all radiate with the magnitude of the Greatwyrm's power. Your Warlock’s mind and senses sharpen, and soon you discover you can see and hear details that once evaded them. You even find that you can converse with Dragons in their own tongue. The Greatwyrms influence goes so far that your mind is never able to rest, constantly taking in its surroundings and contemplating existence.
Dragons have always been feared in battle for both their ferocity and magical capabilities. The Greatwyrms influence extends to you by increasing your battle prowess and effective combat magic. Eventually you are able to close the gap between your ability to wield magic and weapons during combat.
Vestments of the Wyrm: When not wearing armor you may add your Charisma modifier to your Dexterity modifier, to determine your AC.
Wyrm Tongue: Whether it was learned, or the ability just mystically happened, somehow you obtained the ability to speak, read, and write in their patron’s Draconic tongue.
Heightened Awareness: You gain proficiency in Insight and Perception checks.
Slumber of the Dragon: You no longer sleep. To gain the benefits of a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. You cannot be forced to sleep by magical means either.
Wrath of the Greatwyrm:
Level 6: Majestic Presence of the Wyrm
Starting at 6th level, your mind and body are being conditioned to the perfection of their Patron. The Greatwyrm extends an umbrella of influence over you that puts your body in tune with your mind, limiting the loss of control from external stimulus or effects.
You appear as a figure of absolute power and authority. The majestic presence of the Greatwyrm emanates from you and causes hesitation in others, unsure of their attack as they stand awestruck of their adversary. You are the embodiment of legends told of warriors moving uncontested through battlefields. You have even been bestowed the gift of limited flight, furthering your magnificent presence and representation of your patron.
Draconic Focus: Gain proficiency in CONSTITUTION Saving Throws, and immunity to the charmed condition.
Majesty: You can take a bonus action to Disengage on each of your turns in combat.
Draconic Flight: As an Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed of 40. Your wings appear to be made of shimmering metal of your choice. Once you use this trait, you can’t use ability again until you finish a Long Rest.
Level 10: Soul of the Wyrm
At 10th level, Your connection with the Greatwyrm grows even more powerful. You no longer appear to age. At least not on a scale anyone else is able to perceive. As the influence of the Wyrm permeates through you. Extending your life seems to slow the rest of the world around you, allowing you supernatural awareness. Ever mindful and aware of your surroundings. Your mind is constantly calculating Your existence and the impending actions of others.
Dragon Age: Your Warlock's life expectancy, based on their species, is multiplied ten fold (x10).
Dragon Purity: You are no longer afflicted by threat of disease.
Draconic Intuition: Add your proficiency bonus to Initiative rolls.
Level 14: Aspect of the Wyrm
A level 14 Warlock has nearly achieved the pinnacle of perfection. Your patron has gifted you numerous powers that brings you even closer to the greatness of the Wyrm, mimicking their legendary resistance to shrug off magic attacks, and even sense the exact location of their enemies when they are near. But none are more impressive than your new ability to expertly wield the supernatural fear of the Greatwyrm’s frightful presence.
Fortitude of the Wyrm: (Legendary Resistance) If you fail a saving throw, you may choose to succeed instead. This ability is usable once per day, and refreshes after a long rest.
Eyes of the Wyrm: You gain access to Blindsight, with a range of 50 feet. The effect of this ability lasts for one minute. You may invoke this ability your proficiency bonus times per day. All uses refresh after a long rest.
Frightful Presence of the Wyrm: You are able to cast Fear without expending a spell slot. You can do this your Charisma modifier times per day, minimum once. This ability refreshes after a long rest.
Adding cha and dex for ac is massive.
It's just unarmored defense. No more or less than what the Dragon Sorc gets, and comparable to getting medium armor proficiency like the Hexblade... Most will start with a 16 AC (+2 if they use a shield)
Even the new Paladin Oath of the Noble Genie (I call them Paladjinn) gets to wear light armor with the CHA and DEX bonus. They can easily start with an 20 AC at level 1.
Additionally, if you're not wearing armor, then you're missing out on gaining extra abilities from wearing magic armor. Magic armor is one of the most common magic items in the game. If you're not going to use armor, you are passing up using any of their potential bonuses.
Technically, the way you have it written, it's not just like Unarmored Defense. Several features, including that one, could use refined wording, but all in all it doesn't look overpowered to me. A couple minor suggestions:
(1) don't say "the Warlock" but address the player directly, and (2) put all of the fluff and only the fluff at the beginning of a feature's description; then, when presenting actual mechanical features, only state the feature. Thus the 6th-level feature would look something like this:
Those are minor concerns though, except when they occasionally confuse the intent of the mechanics (like in brackets above). Cool 'brew!
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Where do you get that from? I personally have never received magic armor in any campaign I've played (nor my party members) and have never given any players magic armor as the DM. In my experience, magic armor is on of the least common magic items in the game.
Extended signature
I like it. A few things I noticed:
Eyes of the Wrym is interesting because it recharges on a long rest rather than short rest, removing the Warlock's ability to bounce back from combat on a short rest. I like it, because blindsight is useful against invisible enemies, but also situational.
Fortitude of the Wrym is kinda underwelming in my opinion. I've seen a few abilities do this, but again, its my opinion. It looks good. I would make it that Fortitude of the Wrym gives you temp hitpoints, maybe charisma times level or something?
I would like to see Dragonsight added in (idk if you've got the Fizban's Treasury of Dragons, but that might give you some inspiration!), but that's just me wanting a better dragonsight trait than what's in there.
Anyway, it's amazing. Good job!
A Fools Errand will fail. A Foolish Errand has a chance to succeed.
I really liked your suggestions. I tried to implement them, and rewrote a number of passages. I even redid the outline to be more in spec. I edited the text above.
I'm glad it helped! It's much cleaner now and easier to read both quickly and fully.
One thing I don't remember noticing is the Frightful Presence part of the capstone. It's thematically on point, but I would be wary of giving an at-will 3rd level spell, and a fairly strong crowd control one at that. I would probably reduce it to something like this: "You may cast the fear spell without using a spell slot. Once you cast this spell in this way, you cannot do so again until you finish a short rest." (Or some other limiter, could be prof. bonus per day or some such.)
Or, to take it in a very different direction (which is totally up to you, of course), you could replace the whole feature with parallel buffs that come online with each use of Draconic Flight. Something like (1) CHA mod bonus to all saves, (2) 30-ft. blindsight, and (3) creatures that start their turn within 30 ft. make a WIS save or become frightened for a round, repeating the save each turn they start in the aura. But that's a big change, and I don't have much of a recommendation as to which design is actually better.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Updated with my most recent modification/edit. I finally have all the features working properly.
Please rate/critique my work.