Warlock
Base Class: Warlock

Steel Dragons are odd and mystical beings, living much of their life not in the form of a dragon but that of a person. Going through multiple lives in this fashion it creates great works to record it's multiple mortal lives. These works encompass an entire life's work into one piece of art, literature, song, or any number of things. The works are all collected into what is called it's 'Great Composition'. A Steel Dragon's Soul Bound is someone the dragon has created such a friendship with they wish to spend more than one lifetime with them, often relying on them with each new existence. Now that the Steel Dragon is looking upon it's Reflection, a state that lets them recollect all things, you as the Soul Bound must deliver it's Composition all over the world, letting it's great expanse of knowledge be shared with the world in whatever way you seem fit. A Steel Dragon is often truly neutral though, and will have wished the exposure to be as non-biased as possible, a responsibility placed upon your shoulders.

 

Expanded Spell List

The Soul bound 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. The Soul Bound uses Intelligence as it's spell casting modifier.

Soul Bound Expanded Spells

 
 

The Great Composition

Starting at 1st level, you may select one item which you carry with you and is bound to you. If you willingly give the item away or sell the item, it is no longer bound to your person. If a bound item is removed from your person, you may spend 1 hour during a long rest or down time to magically call the item back to your possession.

At levels where you gain Invocations, you may instead take a new item from the list in addition to any previous items you already have or their sold boons. You may not swap an item for an invocation or an invocation for an item upon level up. You may have multiple boons/sold boons active in this way.

You may sell, give away, or copy the item as per your DM's discretion, gaining gold, favor, or other benefits in doing so to the party that now benefits from the piece of work. All items are considered great works and unique. When doing so you can no longer share the boon with an ally, and the boon itself changes. Steel dragons are known for their neutrality and has wished it's works to be distributed without bias.

The Great Composition

Item Description Boon Boon (Item Sold)
Masterpiece Painting  A painting showing masterwork technique and showing a great battle, event, or scenery. Gazing upon it invokes strong emotions and inspiration for things yet unseen.  During a short rest, gain Temporary hit points equal to 2 x your INT modifier (Minimum of 2), these temporary hitpoints last until your next long rest. An ally who gains this boon uses your INT modifier when determining temporary hitpoints.  You gain inspiration at the thought of the painting, inspiring you as it once did. You gain advantage on the first saving throw or ability check made after a short rest.
 Sheet Music  A single piece, or a collection of music composed to create a single emotion, or a variety of emotions during the course of the composition.  You gain proficiency with one musical instrument in which you use to play the song (you retain this proficiency even after giving away the sheet music). You may play this song to non-hostile creatures, giving you advantage on any social checks (such as persuasion, deception, or animal handling) made with the creature for 1 hour. Once used, the creature can no longer be effected by this music. An ally must have proficiency with an instrument in order to use this boon.  You still remember the melody and tone of the song, even if you no longer hold the sheet music. You gain advantage against any effect that would change your mood or disposition of a target, including being charmed or frightened.
 Battle Manual  A collection of combat notes that explain in great detail different strategies and maneuvers that can be used in single combat or larger combat scenarios. This mainly deals with an individuals fighting style and not necessarily tactics.  You may take 1 hour to study the manual during a long rest, gaining one of the following benefits: +1 AC, +1 to attack and damage rolls with melee weapons, +1 to attack and damage rolls with ranged weapons, or +1 to ranged and melee spell attacks. An ally may also study the book, gaining one of the benefits as well.   You take what the manual taught you to heart, you permanently gain one of the effects, taking a +2 to either AC, rolls with melee weapons, rolls with ranged weapons, or spell attack rolls.
 Book of Poetry  A collection of poems, meant to inspire thought or raw emotion, or even to make one think and ponder on a specific subject.  You may read a poem during a short rest, any creature who rolls hit dice to restore HP gains additional health back per dice rolled. This addition is equal to your INT modifier divided by 2, rounded down (minimum 1). An ally who you shared the boon with may also read a poem should you be unable to read it, but the effects will not stack.  You write down one poem that was particularly powerful to you, which you have memorized and recite during times of rest. After a long rest you have a d8 which you may roll whenever you are making an attack roll, ability check, or saving throw. You may choose to use it after the roll, but before knowing the results of the roll. This does not take an action to use.
 Magnificent Sculpture  Carved out of wood, glass, metal, ivory, or any combination, the sculpture may be abstract or of a defined object, creature, or ideal. Inspecting it leads one to appreciate the craftsmanship.  While holding the sculpture you are inspired by the skill used to craft it. You may activate the boon as an action, allowing you to use your INT modifier for any ability check. Once used you can not use this ability again until completing a short rest. An ally may use the same feature, using your INT modifier for their check.  You strive to put your all into anything you create or work with, just as was done with the sculpture. You can use your INT modifier with any check made with tools that you are proficient with.
 Book of Tactics  A book detailing tactics to handle tough situations. From natural disaster, to plagues, or even war. While the tactics may not be full proof, they offer insight and guidance to make the right decisions in dangerous situations.  After studying the book, you may use your reaction to add your INT modifier to any saving throw that you make. You can use this ability up to your proficiency bonus, after which you must complete a long rest to regain all uses. An ally may only use this ability once before needing to complete a long rest.  You gained a new understanding on how to handle most dangerous situations, keeping at least a slightly calmer mind under pressure. You gain a permanent +1 to all saving throws, including death saving throws.
Exquisite Trinket  A creation of metal, perhaps a piece of jewelry, or a delicate amulet made of silver and platinum. Arcane energy course through metal and jewels alike. Crafted in such a way to inspire awe and amazement, as well as to show what is capable of a skilled jeweler.  Holding or wearing the trinket bolsters your resolve and your magical abilities, you may treat the item as a spell focus that is worn and not held. Additionally should your health points be reduced to 0, you may instead set your health to 1, once this effect is used, it can not be used again until finishing a long rest. This boon can not be shared with an ally.  The effects of the item linger, you make death saves at advantage, additionally you may add your INT modifier to any medicine checks made to stabilize an ally.
 Arcane Tome  A tome filled with notes pertaining to the weave and the various schools of magic. New and old theories and ideas fill the pages.  You may use the tome as a spell focus, when doing so roll 1d20 whenever casting a spell using one of your spell slots. This boon can not be shared with an ally.
1: The spell is cast as normal.
2-14: roll 1 additional damage dice, or double the duration up to 24 hours if the spell does no damage.
15-19: Treat the spell as if it was upcast 1 level.
20: The spell does not consume a spell slot.
 You now see the weave differently, even if you no longer hold onto the book. You learn one cantrip from any spell list. You may pick two warlock spells between level 1-5. You may pick spells higher than the level you can currently cast, if you do so you gain access to these spells when you are able to cast spells of that level. These spells do not count against spells known.
 Mastercraft Weapon  A weapon crafted both for efficiency and elegance. A true sign of a master craftsman, the steel weapon shines with a magical gleam in both sunlight and in darkness.  This weapon takes the form of a simple or martial weapon, while holding it you have proficiency with that weapon and may use your INT modifier for attack and damage rolls. It is treated as a magical weapon. Sharing this boon with an ally grants them a +1 to attack rolls with a simple or martial weapon.  Though the weapon is gone, what you learned in wielding it has not, you gain proficiency with that type of weapon and may add your INT modifier to attack and damage rolls made with that specific weapon.
 Book of Languages  The book contains notes and ideas on language and the similarities between languages as a whole. There are as many notes on specific languages as there are theories on translating new ones.  You may decipher any written language with an INT ability check while holding the book. Common languages have a DC 10, while uncommon have a DC of 13, exotic languages have a DC 18, though the DM may change the DC as they deem necessary. Once you have deciphered a written language, you have advantage on any other checks against that language. An ally who shares this boon may roll as well to decipher the message using their own INT score.  You've picked up certain traits and abilities when it comes to languages you do not understand. You learn an additional language. After hearing a language for 1 hour you may make an INT saving throw decided by the DM to attempt to speak in common words to convey a simple message, such as warning of danger, or saying your party is friendly.
 Heist Plans  A collection of plans and stories of famous heists and the common weakness of certain security measures commonly used, including the mundane and arcane measures. While helpful for dungeon delving, they are more aimed at thievery and robbery.  Following the guidelines in the set of plans, you gain proficiency with thieves tools and advantage when trying to detect traps or alarms. You may attempt to stake out a public place before a robbery for 1 hour, gaining advantage on any stealth checks. An ally with this boon may accompany the stake out to gain the same stealth advantage.  Either used for dungeons or homes, a certain bit of the rogues and thieves mindset has befallen you. You may use an action to observe a lock, rolling an INT check to see if there are any traps, alarms, or complications to the lock. On a success you find out if it is trapped or alarmed, and at DMs discretion lower the lockpicking DC of the lock.
 Explorer's Guide to the Unknown  A book explaining the most basics of surviving unknown terrain, but also specific stories and findings about otherwise unknown regions and planes. Including some sparse sketches and information of the location.  Pick a terrain or plane on which the guide focusses on. When you are in that terrain or plane, you gain advantage on any survival, stealth, or nature checks. You may also make INT ability checks to identify flora and fauna of the area as you reference the guide. This boon can not be shared with an ally.  Learning from the guide, you never get lost when exploring unknown areas, additionally you gain proficiency in either Survival or Nature. If you already have proficiency in both then gain expertise in one of your choice.
 

Bound by Soul

Staring at 1st level, A long time spent with the Steel Dragon as their soul bound has meant a lifetime or four of experiences. While not every adventure was met with peril or danger, picking up an additional proficiency and learning the draconic language. Additionally the Steel Dragon has shares some of it's magic with you. You can make small alterations to your features, including changing your hair color and length, small changes to the shape and size of features on your face. This does not completely change your appearance, but can fool someone who is trying to identify you, particularly in a crowd. (DC 12 Inspection check)

 
Life Experiences (Armor and Shield Proficiency)

The various experiences with the multiple lives of the steel dragon have been a bit more on the combative side at times, giving you proficiency in light armor and shields.

 

Life Experiences (Tool Proficiencies)

 The various experiences with the multiple lives of the steel dragon have been less about fighting, and more about the ways and skill of living.

 

 

Bond of Steel

Starting at 6th level, the bond you share with the Steel dragon deepens, giving you similar resistances as the dragon itself. You gain resistance to acid damage and both poison damage and the poison condition.

As a bonus action you can channel the magical resistance of the steel dragon, gaining resistance to any damage caused by magic, as well as advantage on any saving throws against magical abilities until the end of your next turn, this feature, once used, can not be used again until after a long rest.

 

Hall of the Steel Dragon

Starting at 10th level, the magical gateway to your Steel Dragon's Composition is now available to you, and only you, allowing you additional benefits during your long rest. While within the walls of the room divination magic can not effect you and others can not know your location or your status through magical means and upon entering any negative magical status is removed, including charms and curses. You may study some of the pieces left by the steel dragon, gaining knowledge of one of it's lives, or refreshing yourself on times long ago spent with them. You can gain proficiency in one ability or one tool for up to 12 hours, at which point you loose the proficiency until you return to the Composition room and brush up on a new skill. You are unable to leave items not present when you arrive and are unable to bring other living creatures or sentient constructs into the room with you, any bag of holdings or other dimensional spaces can not be opened while within this room. The process to open this room requires a 1 hour ritual that can only be cast by you.

 

Will of the Dragon

Starting at 14th level, you gain additional benefits based upon how many items have been sold or given away, following the chart. Additionally when you no longer have an item, you may enter the Composition room through the 10th level ability and take another item, you may only have as many boons active as you have chosen through the 1st level ability. If you have not taken any additional items, you may only have 1 boon active and may swap any available ones out during a long rest, even for items given away or sold. If you have taken two items, skipping one invocation, then you may have 2 boons active and may swap only 1 during a long rest. You may swap items until every item in the list has been given away or sold.

 

Bonuses

Items Given Away/Sold Bonus
1 Gain 1 tool proficiency, 1 language, or proficiency in medium armor.
3 As a bonus action, sprout steel wings, gaining a fly speed of 30 feet for 1 minute. Once used, can not be used again until you have complete a long rest.
6 Magical Resistance feature now recharges on a short rest.
9 Fly speed increases to 40 ft, and regain use after a short rest.
12 Increase AC, Spell attack, and Spell DC by 1. Gain an additional spell slot.
 
 

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