The Greatwyrm

by Teetengee

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The Greatwyrm

To approach the lair of a an ancient dragon is to know true greatness. Whether you've come to do it harm, to bargain, to worship, to rescue, or to steal, makes little difference. In the presence of such awesome power, the soul of mortals finds itself small. But those who come to serve, to barter with their small mortality and offer up their willing hands to work, can sometimes be selected by a dragon as its eyes and ears, extensions of itself out in the world. However powerful such creatures are, they can only be so many places at once, after all.

Those who forge a pact with ancient wyrms find themselves the benefactors of that dragon's knowledge and skill, refined across oceans of time. In order to be better servants and extensions of the dragon's own power, they develop an instinctive sense for treasure, the value of the world around them that could be hoarded for a dragon's personal gain. The magic granted by the patron is inevitably tinged with that patron's own special kind of power, granting a greater skill in eliminating enemies with that particular piece of the world's energies. The greatest of draconic vessels carry the presence and the aura of their patron's power with them wherever their adventure leads, becoming a true extension of their masters' presence in the world.

Greatwyrm Features
Warlock Level Feature
1st Expanded Spell List, Dragon Emissary, Hoardsense
6th Tempered by Dragonbreath
10th Frightful Presence
14th Lair Echoes

Expanded Spell List

The Greatwyrm 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.

Greatwyrm Expanded Spells
Spell Level Spells
1st absorb elements, identify
2nd dragon's breath, locate object
3rd fireball, glyph of warding
4th Mordenkainen’s private sanctum, polymorph
5th dominate person, legend lore

Dragon Emissary

You can speak, read, and write Draconic. Additionally, you become proficient in your choice of two of the following skills: Arcana, Deception, History, Insight, Intimidation, Perception, or Persuasion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Hoardsense

As an action, you can determine the total value of any collection of trade goods and/or non-magical treasure you can see. If there is magical treasure in the collection, you still determine the value of the collection, but only as the value assuming the magical items were not magical.

Tempered by Dragonbreath

At 6th level, you have gained the power to further imbue your abilities which evoke your patron's breath weapon. Choose a damage type other than bludgeoning, piercing, or slashing that is associated with your draconic patron. When you deal damage of this type, you can reroll any dice of that damage type that roll a 1, keeping the second roll, even if it is also a 1.

Frightful Presence

Starting at 10th level, you gain the ability to manifest the terrifying presence of your draconic patron. You can use your action to choose a number of creatures you can see within 30 feet of you equal to your Charisma modifier (minimum of 1). If a selected creature can see or hear you, it must succeed on a Wisdom saving throw at your Warlock spellcasting save DC or be frightened of you for the next minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.

Once you use this feature, you may not do so again until finishing a short or long rest.

Credit

Made using GMBinder

Created by Teetengee.

Art on page 1 by Raymond Swanland.

Art on page 2 by Jason Chan.

Find me as well as other great brewers on the Haven discord!

Lair Echoes

At 14th level, the influence of your patron echoes in the very space around you, though bent to your desires.

On initative count 20 (losing initiative ties), you can cause one of the following effects; you can't use the same effect twice in a row. Saving throws are taken at your Spellcasting save DC. You can't use this feature while incapacitated or otherwise unable to take actions. If surprised, you can't use this feature until after your first turn in the combat.

  • A burst of energy sprays into being near a creature you can see within 60 feet. That creature must make a Dexterity saving throw or take 1d6 damage of the type chosen for your Tempered by Dragonbreath feature.
  • The environment tugs and pulls at a creature you can see within 60 feet. That creature must pass a Strength saving throw or be knocked prone.
  • A flash glitters like gold near a creature you can see within 60 feet. The creature must make a Wisdom saving throw or have disdvantage on the next attack roll or ability check it makes before the end of its next turn.

 

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