Base Class: Warlock
The Brasswyrm is a ...
Expanded Spell List
The Brasswyrm lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Brasswyrm Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Brasswyrm's Spite
Starting at 1st level, the Brasswyrm encroaches on your victory. You gain the ability to breathe underwater, and gain a swimming speed equal to half your walking speed (which increases to your walking speed at 6th level). Additionally, when you reduce a hostile creature to 0 hit points, it does not die, and instead it remains in the position it was struck, solidified into rusted brass. A spell that removes curses or paralyzation can undo this effect, and the creature then dies.
Corrosive Iron
At 1st level, when you strike a creature with a weapon attack, you can mark them with the Brasswyrm's corrosive rust. The creature takes 1d6 acid damage for each of your Warlock levels (halved, rounded down). You can cause this damage again using your bonus action, including on the same turn you applied it, reducing the amount of dice by half (rounded down) for every time it's used. For example, a 9th level Warlock can deal 4d6 damage, then 2d6, then 1d6. This effect lasts for 1 minute, or until the creature dies, you die, you are incapacitated, or you end it as a free action on your turn.
You can use this feature once, and regain the ability to do so on a short rest.
Additionally, when the effect ends, you can choose to deal the total damage from all subsequent rounds at once. For example, a 9th level Warlock would deal 7d6 acid damage (4d6+2d6+1d6) at the end.
You can use this feature once, and regain the ability to do so on a long rest.
Rusting Curse
Starting at 6th level, you can call on your patron to diminish the quality of a creature's equipment. As a bonus action, you mark a target wearing metal armour or wielding a metal weapon. The creature is cursed for 1 minute. If the creature dies, you can use a reaction to move the curse to another creature within 30 feet, or the curse disappears. The curse ends early if the target takes off their armour/drops their weapon, you die, or you are incapacitated. Until the curse ends, the creature gains the following detriments depending on what you target:
- Weapon: The creature's weapon is rusted and decayed, and their damage is reduced by one damage die (ex. a d6 becomes a d4).
- Armour: The creature's armour is weakened, and their Armour Class is lowered by a number equal to half your proficiency bonus (rounded down).
You can use this feature a number of times equal to your proficiency bonus, and regain all expended charges on a long rest.
Brass Heirloom
Starting at 10th level, the Brasswyrm's defensive exoskeleton manifests in times of need. As a ritual, you can attune to a non-magical set of metal armour or a metal shield, granting it a +1 bonus when worn by you and grafting to your body. This item cannot be destroyed by non-magical means. As a bonus action, you can summon or remove it from your person from a pocket dimension. You are proficient in this armour while you wear it.
Walk the Abyss
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly throttle the target through several layers of raging ocean. The creature disappears and hurtles through scalding, frigid, turbulent and horrifying waters.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space, soaked with salt water. If the target does not have a swimming speed, it takes 6d10 bludgeoning damage. If the target does not have the ability to breathe underwater, it takes 6d10 cold damage. If the target has neither, it takes both.
Once you use this feature, you can’t use it again until you finish a long rest.
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