Warlock
Base Class: Warlock

Bellyan is a heavenly dragon with the ability to make pacts with other individuals, her motives may vary because she liked you, you may have helped some of her followers or she just had nothing to do and uses you for fun.
Regardless of the reason she always asks for a price in exchange for her powers and that would be her integrity, with time more and more her body ceases to be natural and begins and changes resembling a dragon.
She is extremely calm, but has a great curiosity always asking about everything and commenting nonsense about the past.

Bellyan Monster Status - www.dndbeyond.com/monsters/422864-bellyan-the-mother-of-dragons

Expanded Spell List

Bellyan Follower 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.

Bellyan Follower Expanded Spells

1st - absorb elements, chaos bolt

2nd - see invisibility, alter self

3rd - fireball, counsterspell

4th - arcane eye, ice storm

5th - cone of cold, flame strike

Draconic Skin

From 1st level, by your pact with Bellyan you gain resistance to an element of your choice from:  Fire, Lightning, Cold, Acid, Radiant or  Necrotic

Draconic Biology

Starting at 6th level, His covenant with Bellyan strengthens creating in you a pair of horns, a pair of wings gaining the ability to fly (Your flight movement equals its movement) and you win claws are natural weapons that cause 1d4 slashing damage.

Draconic Breathing

Starting at 10th level, you can use your action to exhale destructive energy. Your draconic skin determines the type of exhalation damage. When you use your breath weapon, each creature in a 15-foot line that is in the exhalation area must make a Dexterity saving throw.
The DC of this saving throw is 8 + your Charisma modifier + your proficiency bonus. A creature takes 3d6 + its Charisma modifier on a failed save, and half as much damage on a successful one.
You can use this ability as many times as your Charisma modifier and regain use after a short down.

Incarnate Fear

Starting at 14th level, You can choose up to 6 creatures that you can see that they must make a Wisdom saving throw (8 + charisma modifier + proficiency) or be frightened for 1 minute. If a creature's saving throw succeeds or the effect ends, the creature is immune to that effect for the next time. 24 hours.

You gain advantage in intimidation tests

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