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# **The Chained Ancient** ## Class Description Taking to the sky for the first time in decades, a dragonborn tests her wings. The feeling is strange, because while they are brand new, something within her insists that they have always been there. Rebuking the town guard with a bolt of flame, a wickedly grinning aasimar steps through the gaping hole in the tavern's wall. He begins to laugh. Everything seems so simple, now that his true demonic nature is returning to his mind. An avariel drops to her knees, healing light glowing through her wings as she brushed her hand across the cheek of her dying comrade. When he miraculously wakes tomorrow, he will swear up and down that he was not healed by an elf, but by an actual angel. These adventurers are exceptional, even among the stuff of legends. They were not born, nor were they made. They were chained. ## Bound to reality Chained ancients are different from all other residents of the material plane. Not even planetouched races, such as aasimar and tieflings, truly compare to their raw potential. This is because chained ancients were never meant to be mortal. In their true forms they are beings of earthshaking or even cosmic power — angels, demons, dragons; even lesser gods. Their mortal body is not a blessing bestowed upon an eager spirit, but a prison imposed by devious and arcanely powerful enemies, meant to delay or derail their plans by millenia. ### Remembering That which was Forgotten The rituals and magics that can summon and indefinitely bind a cosmic being are dark and forbidden things. They are beyond the capabilities of even the greatest spellcasters, requiring choirs of mages both arcane and divine working in perfect tandem. Furthermore, they often require dark sacrifice, scores of lives being lost to chain beings ancient and immutable to a world that is fleeting and ever changing. These magics dispell, for a time, such a being's innate person. A bound angel need not be good in their mortal form, while a bound devil need not be evil, though such a ritual cannot force a creature to completely abandon its nature. Lesser bindings forge a lesser version of the being's true form — a celestial becoming aasimar, a fiend becoming tiefling. Greater bindings can forge bodies that differ from, or even contradict, such a being's nature, such as binding a lawful evil devil to the chaotic good body of an elf. Initially, such a contradictory binding causes no issue, as the creature's true identity and nature are buried deep or scattered throughout the cosmos. However, as the binding inevitably unwravels, the newfound discord of self can tear the psyche of a chained ancient apart, or convert one being into another entirely, raising devils to angelhood and changing the very colors of a dragon's scales. \columnbreak ### Creating a Chained Ancient When creating a chained ancient, consider three things above all else: How will your gaming group react to your story? What is your true form? How powerful was the ritual that bound you to your mortal form? Roughly half of chained ancients are innately evil creatures, such as fiends and chromatic dragons, that are meant to serve solely as antagonists for player characters to overcome and kill. If you choose such a story for your chained ancient character, it is important to be sure that your DM and your fellow characters approve, lest you sow discord. If you are certain that your character is appropriate for the type of game in which you are playing, consider your true form. This class-oriented decision defines your origins and past in a manner very similar to other characters' choice of race, and deserves consideration appropriately. The ritual that bound you gives you insight into a handful of important elements into your backstory as well. Was the group that bound you a desperate demonic cult, sacrificing the last of their numbers to make you, an archangel, into a meager assimar and prevent you from slaying their lord? Or did an empire spanning religious organization collect a willing tribute of blood to bind you, a tyrannical red dragon, to human form? Once you have decided this, you know your sworn enemies, what mortal forms are likely for you to inhabit, and how long you spent believing yourself to be mortal before your true nature began to outlive what you thought you were. ### Quick Build You can make a chained ancient quickly by following these suggestions. First, make Wisdom your highest ability score, followed by Constitution if you want to focus on spellcasting or Strength or Dexterity if you want to focus on martial prowess. Then take either the acolyte background, found in the Player's Handbook, or the Recovered Cultist background, found in the Tal'Dorei: Campaign Setting Guide. ## Class Features As a chained ancient , you gain the fallowing class features #### Hit Points ****Hit Dice****: 1d10 per Chained Ancient level ###### ****Hit Points at 1st level****: 10+ your Constitution modifier ###### ****Hit Points at higher levels**** 6+ your Constitution modifier ## Proficiencies ****Armor****: Light,and Medium armor ###### ****Weapons****: Simple weapons, One martial weapon of your choice ###### ****Saving Throws**** Wisdom, Constitution ###### ****Skills****: Choose three Skills from Arcana, Athletics, Insight, Intimidation, Investigation, Perception, Religion, and Nature \pagebreak #### Equipment You start with the fallowing equipment in addition to the equipment granted by your background: 1. (a) chain mail or (b) studded leather armor, a hand crossbow, and 20 bolts 1. (a) a martial weapon with which you are proficient or (b) two simple weapons 1. An Explorer's pack ### Innate Spellcasting Your true form has innate magical ability, and one of the first things to happen as your binding begins to come lose is that this magical ability again becomes yours to wield. See chapter ten of the Player's Handbook for the general rules of spellcasting and the end of this class for the Chained Ancient spell list. #### Cantrips You know two cantrips of your choice from the Chained Ancient spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Chained Ancient table. #### Spell slots The Chained Ancient table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Chained Ancient spells of first level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are fifth level, you have two third level spell slots. To cast the first level spell Burning Hands, you must expend one of these spell slots, and you cast Burning Hands as a third level spell. #### Spells known of first level and higher At first level, you know two first level spells of your choice from the Chained Ancient spell list. The Spells Known column of the Chained Ancient table shows when you learn more Chained Ancient spells of your choice of first level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach sixth level, for example, you learn a new Chained Ancient spell, which can be of first, second, or third level. Additionally, when you gain a level in this class, you can choose any of the Chained Ancient spells you know and replace it with another spell from the Chained Ancient spell list, which also must be of a level for which you have spell slots. At 18th level you can change your known spells on a long rest #### Sixth Level Spells and Spells Slots Sixth level spells represent the pinacle of your power. Even when you have sixth level spell slots, you may only know the sixth level spell granted by your True Form and one other sixth level spell of your choice. The number of sixth level spell slots that you have is shown in the Sixth Level Slots column of the Chained Ancient table. Unlike your spell slots of fifth level and lower, you do not regain your sixth level spell slots after a short rest. You regain expended sixth level spell slots only after completing a long rest. \columnbreak #### Spell Casting ability Wisdom is your spellcasting ability for your Chained Ancient spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Chained Ancient spell you cast or when making an attack roll with one. ###### ****Spell Save DC: =**** 8 + your proficiency bonus + your Wisdom modifier ###### ****Spell Attack Modifier: =**** 8 + your proficiency bonus + your Wisdom modifier #### Spellcasting Focuses and Material Components Because your spellcasting is innate, you can use yourself as a spellcasting focus for your Chained Ancient spells. If a spell requires you to provide material components that are consumed, you can instead offer up your life force. Your hit point maximum is reduced by an amount equal to the cost of the material components in gold pieces, divided by five, and the spell is cast. This hit point reduction lasts until you have finished three short or long rests. ### True Form Also at first level, you are defined by a form that transcends your mortal body. Choose for your True Form to be a Celestial, Demon, Devil, Dragon, or Great Old One. Your True Form grants you features at first level and again at sixth, tenth, fourteenth, and eighteenth levels. #### Innate spells Each True Form has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an Innate spell, you add it to your list of spells known, and it does not count against the number of Chained Ancient spells that you know. If you gain an Innate spell that doesn't appear on the Chained Ancient spell list, it is nonetheless a Chained Ancient spell for you. ### Divine Carriage Starting at second level, your supernatural nature has begun to poke through your humanoid form. You gain a +2 bonus to ability check you make that use the Intimidation and Persuasion skills. In addition you gain access to the ****Find Familiar**** Spell as a ritual , your familiar is based on your true form ### High Calling Starting at third level, you regain a sense of the station you once held. You gain one of the following features of your choice. Each one represent a role that a supernatural being might have played before being bound to the material plane. Though they might have different names given them by different True Forms — for example, celestials typically call those of their number who follow the Calling of the Reaper "Archangel" — they are conceptually universal. \pagebreak #### Calling of the Exemplar At 3rd level when you take this Calling, your place is at the head of the fight. Whenever you reduce an enemy to 0 hit points, you may choose a number of friendly creatures less than or equal to your Wisdom modifier. The chosen creatures each gain temporary hit points equal to half your Chained Ancient level, rounding down. This feature can be used once per round. #### Calling of the Demagogue At third level, the bonus to Charisma checks granted by your Divine Carriage feature increases by an amount equal to half your proficiency bonus. In addition, whenever a spell you cast causes a one or more creatures to make a saving throw to resist being frightened or charmed, you may cause one creature that you can see within sixty feet of you to suffer disadvantage on its saving throw. #### Calling of the Reaper You can use your action to create a reaper's weapon in your empty hand. You can choose the form that is a martial weapon takes each time you create it (see chapter 5 of the Player's Handbook for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your reaper's weapon disappears if it is more than five feet away from you for one minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your reaper's weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of one hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your reaper's weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your reaper's weapon if you die, if you perform the one hour ritual on a different weapon, or if you use a one hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. ### Supernatural Senses Starting at fifth level, your superhuman true form begins to augment your mortal senses. You gain Darkvision to a range of sixty feet, or increase the range of your Darkvision by thirty feet if you already had Darkvision with that radius or greater. In addition, you have advantage on ability checks that rely on sight, smell, or hearing. ### Extra Attack You can forgo Supernatural senses in exchange for the extra attack feature ### Arcane Eye Beginning at seventh level, you can focus your mind to grant yourself unparalleled insight into the world surrounding you. Finally, as a bonus action, you can give yourself Truesight with a radius of thirty feet until the start of your next turn. \columnbreak ### Legendary Saves Starting at ninth level, you regain a modicum of the immortal resilience that was once yours. Once per long rest, when an effect requires you to make a saving throw and you fail, you may use your reaction to choose to automatically succeed on that saving throw instead .In addition, if that effect would normally impose an effect even on a successful saving throw, you suffer no ill effect. ### Magical Channel At eleventh level, you regain access to a font of magical power. Once per long rest, you may touch a creature other than yourself as an action and cause it to regain two expended spell slots. The spell slots that the creature regains are both of a level less than or equal to half of your character level, rounding down. You cannot restore spell slots of sixth level or higher using this feature. When you reach fifteenth level, you can increase the maximum level spell slot you can restore with this feature to seventh level by expending a Chained Ancient spell slot when you use it. For example, if a level six Chained Ancient were to target a friendly Wizard with this feature, the Wizard would regain two expended spell slots of the Chained Ancient's choice. Regardless of the Wizard's level, these spell slots would both be of third level or lower. You can use this feature once per long rest ### Freed Agent Upon reaching twentieth level, the ritual that bound you to a mortal form is very nearly dissolved. You gain the following benefits: * You are considered the creature type associated with your True Form in resepect to all spells and class features. * You gain proficiency in all saving throws. * You regain 10 hit points at the start of each of your turns if you are below half your hit point maximum and are conscious. * You gain one additional use of your Magical Channel and Legendary Saves features,and it returns on a short rest * If you are killed, you reform 10d10 days later at a random location on the material plane, having gained the effective benefits of a long rest. All of your equipment is left where you were slain. \pagebreak
##### Chained Ancient | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot level | 6th Level Spell Slots | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | 2 | Innate Casting, True Form | 2 | 2 | 1 | 1st | — | — | — | — | — | — | — | | 2nd | 2 | Divine Carriage | 2 | 2 | 2 | 1st | — | — | — | — | — | — | — | | 3rd | 2 | High Calling | 2 | 3 | 2 | 2nd | — | — | — | — | — | — | — | | 4th | 2 | Ability Score Improvement | 3 | 3 | 3 | 2nd | — | — | — | — | — | — | — | | 5th | 3 | Supernatural Senses | 3 | 4 | 3 | 3rd | — | — | — | — | — | — | — | | 6th | 3 | True Form Feature | 3 | 4 | 4 | 3rd | — | — | — | — | — | — | — | | 7th | 3 | Arcane Eye | 4 | 4 | 4 | 4th | — | — | — | — | — | — | — | | 8th | 3 | Ability Score Improvement | 4 | 5 | 4 | 4th | — | — | — | — | — | — | — | | 9th | 3 | Legendary Saves | 4 | 5 | 5 | 5th | — | — | — | — | — | — | — | | 10th | 4 | True Form Feature | 5 | 5 | 5 | 5th | — | — | — | — | — | — | — | | 11th | 4 | Magic Channel | 5 | 6 | 5 | 5th | 1 | — | — | — | — | — | — | | 12th | 4 | Ability Score Improvement | 5 | 6 | 6 | 5th | 1 | — | — | — | — | — | — | | 13th | 5 | Legendary Saves(2) | 5 | 6 | 6 | 5th | 1 | — | — | — | — | — | — | | 14th | 5 | True Form Feature | 6 | 7 | 6 | 5th | 1 | — | — | — | — | — | — | | 15th | 5 | Magic Channel(2) | 6 | 7 | 6 | 5th | 1 | — | — | — | — | — | — | | 16th | 5 | Ability Score Improvement | 6 | 7 | 7 | 5th | 1 | — | — | — | — | — | — | | 17th | 6 | Legendary Saves(3) | 6 | 8 | 7 | 5th | 1 | — | — | — | — | — | — | | 18th | 6 | True Form Feature | 7 | 8 | 7| 5th | 1 | — | — | — | — | — | — | | 19th | 6 | Ability Score Improvement | 7 | 8 | 7 | 5th | 1 | — | — | — | — | — | — | | 20th | 6 | Freed Agent | 7 | 9 | 8 | 5th | 1 | ─ | ─ | — | — | — | — |
\pagebreak ## True forms ### Archfey #### Fey Shielding At first level, you gain advantage on saving throws against the charmed condition. In addition, when a creature attempts to charm you and you succeed on your saving throw, you may use your reaction to cause that creature to make a Wisdom saving throw against your spell save DC. On a failure, that creature is instead charmed by you for one minute. An affected creature may repeate this saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature fails its save against this feature, you may not use this special reaction again until you finish a short or long rest. #### Innate Spells As a Archfey, you gain innate spells at the levels listed. You gain access to these spells at the levels shown in the Archfey Innate Spells table below. Once you gain access to an Innate spell, you add it to your list of spells known, and it does not count against the number of Chained Ancient spells that you know. If you gain an Innate spell that doesn't appear on the Chained Ancient spell list, it is nonetheless a Chained Ancient spell for you. | Archfey Innate List | Spells | |:---:|:-----------:| | 1st | Charm Person, Friend, Sleep | | 3rd | Alter Self, Suggestion | | 5th | Haste, Hypnotic Pattern | | 7th | Dominate Beast, Confusion | | 9th | Mislead, Modify Memory | | 15th | Mass Suggestion | \columnbreak #### Tricksters escape Starting at sixth level, when you are hit by an attack, you may use your reaction to gain resistance to that attack's damage. When you do so, you turn invisible and may teleport up to thirty feet to an unoccupied space that you can see. You remain invisible until you take anything but a move action or one minute passes whichever is sooner Once you have used this feature, you may not do so again until you finish a long rest. #### Fey Tongue Also starting at sixth level, you learn to read, write, and speak Sylvan, or one other language of your choice if you already knew Sylvan. #### Greater Fey Shielding Starting at tenth level, you may use the special reaction granted by your Fey Shielding feature twice per short or long rest. In addition, creatures make their saving throws against your Fey Shielding feature with disadvantage. #### A Thousand Faces Starting at fourteenth level, you can cast Alter Self at will, without expending a spell slot or material components. #### Incomprehensible Starting at eighteenth level, your charm and personality enable you to do things no other being can. You have advantage on to any check you make that uses your Charisma. In addition, a number of times per long rest equal to your proficiency bonus, you may choose to substitute your Charisma for any roll you make that uses one of your other ability scores. For example, you could choose to make an attack roll using your Charisma instead of your Strength or Dexterity, or you could use Charisma for an Arcana check in place of Intelligence. ### Celestial True Form #### Divine Radiance Starting at first level, you have resistance to radiant damage and fire damage. In addition, whenever you restore hit points to a creature with a spell or class features, that creature regains an additional number of hit points equal to half your Chained Ancient level, rounding down (minimum of 1). #### Innate Spells As a Celestial, you gain innate spells at the levels listed. You gain access to these spells at the levels shown in the Celestial Innate Spells table below. Once you gain access to an Innate spell, you add it to your list of spells known, and it does not count against the number of Chained Ancient spells that you know. If you gain an Innate spell that doesn't appear on the Chained Ancient spell list, it is nonetheless a Chained Ancient spell for you. \pagebreak | Celestial Innate spells | Spells | |:---:|:-----------:| | 1st | Cure Wounds, Protection from Evil and Good, Spare the Dying | | 3rd | Aid, Spiritual Weapon | | 5th | Glyph of Warding, Revivify | | 7th | Banishment, Death Ward | | 9th | Dawn, Raise Dead | | 15th | Planar Ally (Celestials only) | #### Celestial Purpose At sixth level, you begin to remember the strength of purpose that once guided your actions. You gain immunity to the charmed and frightened conditions. #### Celestial Tongue Also starting at sixth level, you learn to read, write, and speak Celestial, or one other language of your choice if you already knew Celestial. #### Beacon of Hope Starting at tenth level, you can cast Beacon of Hope without expending spell slots or material components. You may cast the spell in this way a number of times equal to half your proficiency bonus, and regain the ability to do so when you finish a short or long rest. In addition, as a bonus action on your turn, you may cause yourself to shed bright light in a forty foot radius and dim light for a further forty feet. You may extinguish this light as a free action as well. #### Celestial Conduit Starting at fourteenth level, whenever you deal radiant damage or restore hit points to a creature, you may treat any dice that roll ones or twos as having rolled a three instead. #### Angelic Brilliance Starting at eighteenth level, the radius of both the bright light and the dim light shed by your Beacon of Hope feature doubles. In addition, a creature that begins its turn within fifteen feet of you or that moves within fifteen feet if you for the first time on its turn while this light is shining takes 4d6 + your Chained Ancient level radiant damage. \columnbreak ### Demonic True Form #### At Home in Chaos Once on each of your turns, if there are at least two hostile creatures within five feet of you, you may use your reaction to make one melee attack on one creature. In addition you have fire resistance. #### Innate spellcasting As a Demon, you gain innate spells at the levels listed. You gain access to these spells at the levels shown in the Demonic Innate Spells table below. Once you gain access to an Innate spell, you add it to your list of spells known, and it does not count against the number of Chained Ancient spells that you know. If you gain an Innate spell that doesn't appear on the Chained Ancient spell list, it is nonetheless a Chained Ancient spell for you. | Demonic Innate spells | Spells | |:---:|:-----------:| | 1t | Chaos Bolt, Cause Fear, Infestation | | 3rd | Alter Self, Enlarge/Reduce | | 5th | Fear, Summon Lesser Demons | | 7th | Compulsion, Cloud Kill | | 9th | Conjure Elemental, Stormsphere | | 15th | Soul Cage | #### Maddening Presence Starting at sixth level, whenever you cause a creature to be frightened as a result of a class feature or spell, that creature has disadvantage on future saving throws made to end the frightened condition on itself. Once a creature succeeds on a saving throw against the frightened condition caused by you, it is immune to this effect for twenty-four hours. #### Abyssal Tongue Also starting at sixth level, you learn to read, write, and speak Abyssal, or one other language of your choice if you already knew Abyssal. #### Unpridictable Nature Starting at tenth level, creatures that are further than five feet away from you have a penalty to attack rolls against you equal to half your proficiency bonus, rounded up. #### Minion of Chaos Starting at fourteenth level, whenever you make an ability check, attack roll, or saving throw, you may choose to do so with advantage. You have two uses of this ability, and regain expended uses when you finish a short or long rest. In addition, whenever you make an ability check, attack roll, or saving throw with disadvantage, you regain one expended use of this feature. \pagebreak #### Touch of Corruption Starting at eighteenth level, you may cast the Finger of Death spell once innately, and regain the ability to do so when you finish a long rest. A zombie created by this feature is considered a fiend instead of an undead. In addition you radiate a aura of fire dealing 4d6 + your chained ancient level in fire damage ### Devilish True Form At first level, the power of the Nine Hells sustains you. You can cast the False Life spell at first level at will. In addition you gain resistance to cold damage #### Innate Spells As a Devil, you gain innate spells at the levels listed. You gain access to these spells at the levels shown in the Devilish Innate Spells table below. Once you gain access to an Innate spell, you add it to your list of spells known, and it does not count against the number of Chained Ancient spells that you know. If you gain an Innate spell that doesn't appear on the Chained Ancient spell list, it is nonetheless a Chained Ancient spell for you. | Devilish Innate Spells | Spells| |:---:|:-----------:| | 1st | Bane, Fire Bolt, Hellish Rebuke | | 3rd | Branding Smite, Flame Blade | | 5th | Fireball, Vampiric Touch | | 7th | Fire Shield, Locate Creature| | 9th | Infernal Calling, Steel Wind Strike | | 15th | Mental Prison | #### Hellish Strike Starting at sixth level, once per turn when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 magical fire damage to the target. The extra damage dealt by this feature increases by 1d6 when you reach certain levels in this class: 2d6 at tenth level, 3d6 at fourteenth level, and 4d6 at eighteenth level. #### Infernal Tongue Also starting at sixth level, you learn to read, write, and speak Infernal, or one other language of your choice if you already knew Infernal. #### Bound to Order Starting at tenth level, whenever you have to roll a die, you may forgo the die roll and use the average result of the die, rounding up. For example, instead of rolling a d8 for a weapon attack, you could instead choose for the attack to automatically deal five damage, plus relevant bonuses. Once you have used this feature a number of times equal to your Wisdom modifier, you must finish a long rest before you may use it again. Each die you affect counts as a use of this feature, so taking the average result for both d6s when attacking with a greatsword requires you to expend two uses of this feature. \columnbreak #### Collector of Debts Starting at fourteenth level, when you reduce a hostile creature with a CR of five or greater to zero hit points, you regain hit points equal to your Chained Ancient level + the slain creature's challenge rating + . #### Lawful Destruction Starting at eighteenth level, allies who bow to your will are blessed for their wisdom. If you have dealt Hellish Strike damage to a creature, that creature takes an extra 2d8 magical fire damage the first time that any ally of yours hits it with a weapon attack. This benefit lasts until the start of your next turn. ### Draconic True Form #### Draconic Heritage Starting at first level, you begin to manifest scales. When you aren't wearing armor, you have a natural armor of 13 + Your dexterity modifier. In addition, your true draconic color begins to show through your form. Choose which color dragon you were. You gain resistance to the damage type associated with your choice, as shown in the table at top right. Your choice also affects some of your later features. #### Draconic Heritage
| Dragon | Damage type | |:---:|:-----------:| | Black | Acid | | Blue | Lighting | | Brass | Fire | | Bronze | Lighting | | Copper | Acid | | Gold | Fire | | Green | Poison | | Red | Fire | | Silver | Cold | | White | Cold | | Breath Weapon | |:---:|:-----------:| | 30ft Line (Dex Save) | | 30ft Line (Dex Save) | | 30ft Line (Dex Save) | | 30ft Line (Dex Save) | | 30ft Line (Dex Save) | | 15ft Cone (Dex Save) | | 15ft Cone (Con Save) | 15ft Cone (Dex Save) | | 15ft Cone (Dex Save) | | 15ft Cone (Dex Save) |
#### Innate Spellcasting As a Dragon, you gain innate spells at the levels listed. You gain access to these spells at the levels shown in the Draconic Innate Spells table below. Once you gain access to an Innate spell, you add it to your list of spells known, and it does not count against the number of Chained Ancient spells that you know. \pagebreak | Draconic Innate Spells | Spells | |:---:|:-----------:| | 1st | Absorb Elements, Cause Fear, Primal Savagery(damage as draconic type) | | 3rd | Dragon's Breath, Suggestion | | 5th | Fear, Fly | | 7th | Polymorph, Hallucinatory Terrain | | 9th | Control Winds, Geas | | 15th | Primordial Ward | #### Breath Weapon Starting at sixth level, you have a breath weapon representative of your proper draconic form. As an action, you can use this breath weapon to devastate your enemies When you use your breath weapon, each creature in the area of the exhalation must make a saving throw against your spell save DC, the type of which is determined by your Draconic Heritage. A creature takes 4d6 damage on a failed save, or half as much on a successful save. The damage increases to 6d6 at eleventh level and 10d6 at sixteenth level. After you use your breath weapon, you can't use it again until you finish a short or long rest. #### Draconic Tongue Also starting at sixth level, you learn to read, write, and speak Draconic, or one other language of your choice if you already knew Draconic. #### Draconic Immunity At tenth level, you gain immunity to the type of damage associated with your Draconic Heritage. #### Draconic Wings At fourteenth level, in a moment of exultation, you regain your wings. You can choose to fold them in, keeping them tight against your back. As a bonus action, you can unfurl or furl them. While the wings are unfurled, you have a flying speed equal to your highest speed. You can't unfurl your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be torn or destroyed when you unfurl them. #### Draconic Intimidation Starting at eighteenth level, when you cast Fear, all targets make their saving throw with disadvantage and ignore immunity to fear for none construct creatures with a intelligence greater then 2. \columnbreak ### Great Old True Form #### Opened Mind Starting at first level, your alien mind allows you to communicate telepathically. You can communicate telepathically with any creature you can see within thirty feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. As a bonus action, you can allow the creature to respond to you telepathically for one minute. As a Great Old One, you gain innate spells at the levels listed. You gain access to these spells at the levels shown in the Great Old One Innate Spells table below. Once you gain access to an Innate spell, you add it to your list of spells known, and it does not count against the number of Chained Ancient spells that you know. If you gain an Innate spell that doesn't appear on the Chained Ancient spell list, it is nonetheless a Chained Ancient spell for you. | Innate Spells | Spells | |:---:|:-----------:| | 1st | Arms of Hadar, Dissonant Whispers, Vicious Mockery | | 3rd | Crown of Madness, Detect Thoughts | | 5th | Blink, Hunger of Hadar | | 7th | Evard's Black Tentacles, Phantasmal Killer | | 9th | Modify Memory, Synaptic Static | | 15th | Mental Prison | #### Collapse Distance Starting at sixth level, you can cast the spell Misty Step at will once per long rest. When you deal ten or more psychic damage to a creature, you regain the use of this feature. #### Deep Tongue Also starting at sixth level, you learn to read, write, and speak Deep Speech, or one other language of your choice if you already knew Deep Speech. #### Psychic Ward Starting at tenth level, you are immune to effects that would read or detect your thoughts unless you want your thoughts to be visible. In addition, you have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of psychic damage that you do. \pagebreak #### Subcorporeal Form Starting at fourteenth level, you can move through other creatures and objects as though they are difficult terrain. When you exit a creature's space after moving through a creature in this way, it takes 1d10+ Your warlock level psychic damage; though a creature cannot take this damage more than once per turn. If you end your turn inside a creature or object, you take 2d10 force damage. #### Sense of Otherness Starting at eighteenth level, whenever you deal psychic damage to a creature or a creature is exposed directly to your thoughts, you may cause that creature to make a Wisdom saving throw against your spell save DC. The creature must make this save at the start of each of its turns until it succeeds or fails three times in total. If a creature fails three saves, it is driven insane for 1 minute. While the insanity persists, that creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The GM controls its movement, which is erratic. Once you have used this feature a number of times equal to your Wisdom modifier + 1, you must finish a long rest before you may do so again. \pagebreak ##### Cantrips (0 Level) - Friends - Guidance - Green Flame Blade - Infestation - Light - Message - Resistance - Sacred Flame - Thaumaturgy - Toll the dead - Word of radiance ##### 1st Level - Bane - Bless - Charm Person - Command - Disguise self - Dissonant Whispers - Divine Favor - Hellish Rebuke - Ice Knife - Identify - Inflict wounds - Protection from Evil and Good - Shield - Sleep - Unseen Servant ##### 2nd Level - Aganazzar's Scorcher - Aid - Alter Self - Animal Messenger - Blindness Deafness - Calm Emotions - Detect thoughts - Enthrall - Hold Person - Lesser Restoration - Invisibility - See Invisibility - Phantasmal Force - Skyright - Suggestion - Warding Bond - Zone of Truth \columnbreak ##### 3rd Level - Bestow Curse - Blink - Clairvoyance - Counter Spell - Dispel Magic - Crusader’s Mantle - Glyph of Warding - Hypnotic Pattern - Magic Circle - Remove Curse - Speak with Dead - Sleet Storm - Spirit Guardians - Wind Wall - Wall of Water ##### 4th Level - Arcane Eye - Confusion - Deathward - Dimension Door - Dominate beast - Freedom of Movement - Greater Invisibility - Mordenkainen's Faithful Hound - Polymorph - Wall of Fire - Watery Sphere ##### 5th Level - Animate Objects - Antilife Shell - Circle of Power - Contact Other Plane - Conjure Elemental - Dawn - Destructive Wave - Dispel Evil and Good - Dominate Person - Dream - Far Step - Flame Strike - Geas - Hallow - Planer Binding - Wall Of light ##### 6th Level - Circle of Death - Contingency - Create Homunculus - Conjure Fey - Disintegrate - Flesh to Stone - Mental Prison - Tenser's Transformation - Planar Ally - Primordial Ward \pagebreak # Credits Credits This homebrew was created by Huntsman LeBaron. The subclasses presented in this document draw significant inspiration from Marvel Comics, DC Comics, Assassin's Creed, Warhammer 40k, and several other preexisting fictional works. This is in no way meant to be an infringement upon copyrighted works; rather, it is my way of paying tribute to the stories I have loved. This document was formatted using the Homebrewery. I highly recommend it. It takes some getting used to, but once you figure it out, it is quite simple to use. This document contains artwork available as part of the DM's Guild resources for Dungeon Master's Guild Creators, specifically artwork available in the Adventurers, Angels and Demons, DEMON, Dragons, Dragons 2, and FIEND art packages. 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