Greatwyrm Soul (5e Class)

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Greatwyrm Soul[edit]

A Soul Reborn from the Greatest Heights[edit]

Constantly feeling the tug of something different inside you beyond any physical means, buried in the root of you being overflowing into you. Slowly but surely this anomaly in your inner being has grown and spilled out into your entire visage setting roots in your entirety. As scary as it seems a blessing has been bestowed upon you, the more it awakens the more you understand just how powerful you are becoming the more you seem to adapt to its form. However the circumstances be it through scientific explorations beyond their peers, dark rituals foulest even in their circle, or through the strings of fate themselves you have been blessed with the soul of what some may claim to be deities, the mighty Greatwyrm. The more you indulge in this bond the more it takes root in your form and transcends you into an avatar of its power.

Creating a Greatwyrm Soul[edit]

Quick Build

You can make a Greatwyrm Soul quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength.

Class Features

As a Greatwyrm Soul you gain the following class features.

Hit Points

Hit Dice: 1d12 per Greatwyrm Soul level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Greatwyrm Soul level after 1st

Proficiencies

Armor: All Armor and Shields
Weapons: Simple Weapons, Weapons with the Heavy Property
Tools: One type of artisan’s tools of your choice
Saving Throws: Strength, Constitution
Skills: Choose 3 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Chainmail or or (b) Leather armor, longbow, and 20 arrows
  • (a) A martial weapon and a shield or or (b) Two martial weapons
  • (a) A light crossbow and 20 bolts or or (b) Two handaxes
  • (a) A dungeoneer’s pack or or (b) An explorer’s pack
  • If you are using starting wealth, you have starting wealth, see PHB p. 143 in funds.

Table: The Greatwyrm Soul

Level Proficiency
Bonus
Resonance Features Manifestation
1st +2 2 Dragon Soul, Soul Resonance 1d4
2nd +2 2 Wyrmbreath, Physical Manifestation 1d4
3rd +2 3 Wyrm’s Resilience, Greatwyrm Domain 1d4
4th +2 3 Ability Score Improvement 1d4
5th +3 3 Dragon Soul Feature 1d6
6th +3 4 Dragon Blood, Greatwyrm Domain Feature 1d6
7th +3 4 Wrath of the Draconic 1d6
8th +3 4 Ability Score Improvement 1d6
9th +4 4 Greatwyrm Domain Feature, Dragon Soul Feature 1d6
10th +4 4 Greatwyrm’s Boon 1d6
11th +4 4 1d8
12th +4 5 Ability Score Improvement, Greatwyrm Domain Feature 1d8
13th +5 5 Dragon Soul Feature 1d8
14th +5 5 Deities Demand 1d8
15th +5 5 Greatwyrm Domain Feature 1d8
16th +5 5 Ability Score Improvement 1d8
17th +6 6 Dragon Soul Feature 1d10
18th +6 6 Greatwyrm Domain Feature 1d10
19th +6 6 Ability Score Improvement 1d10
20th +6 Unlimited 1d10

Dragon Soul[edit]

The aspects of the being rooted inside you are bubbling to the surface and manifesting as you inherit its innate advantages. At 1st, 5th, 9th, 13th, and 17th level pick two of the following abilities by level as the fission between you and your Greatwyrm manifests in several ways (you may pick one from a previous level if not obtained before):

1st level
* Longevity: At the end of each rest you gain a number of temporary hit points equal to your Greatwyrm Soul level doubled, these temporary hit points stack with Wyrm’s Resilience.

* Dragon’s Eye: You gain Darkvision out to 30ft.

* Greatwyrm’s Constitution: While you are not wearing any armor, your armor class equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit.

* Draconic Sense: You gain proficiency in Perception, if already proficient gain expertise instead.

* Drake’s Regeneration: As a bonus action on your turn, you can roll a hit die and regain a number of hit points as if you had completed a short rest.
5th level
* Dragon Hide: Gain resistance to the damage types associated with your Greatwyrm’s Domain. 
 
* Wings of Protection: Whenever creatures would be affected by your abilities in this class you may choose a number equal to your proficiency modifier to be immune to its effects. 

* Draconian Authority: You gain proficiency in Intimidation, if you already have proficiency gain expertise instead. You may also use your Constitution modifier in place of you Charism modifier for Intimidation skill checks.

* Wyrm’s Warlock: You may channel your Greatwyrm’s Domain into arcane power summoning forth its powers onto the realm itself. As an action you may cast the spell associated with your domain at will:
- Voidwyrn: Pulse Wave
- Abysswyrm: Wall of Sand 
- Stormwyrm: Sleet Storm
This feature uses your Wyrmbreath’s DC and recharges on a long rest.

* Drake’s Tenacity: Your natural weapon attacks deal critical damage on 19-20.
9th level
* Dragon’s Pride: As a bonus action on your turn you may manifest the wings of your Greatwyrm, granting you a 60ft flying speed until dismissed as a bonus action or you are knocked unconscious.

* Temperance of the Dragons: You exchange your Wrath of Dragons ability into this one. Whenever you would gain temporary hit points through the effects of Wyrm’s Resilience you gain the full amount of damage taken.

* Peerless Presence: As an action, you can exude an aura of terror. Each creature within 10 feet of you and aware of your presence must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become frightened for 1 minute. If your check fails, the target can’t be frightened by you in this way for 1 hour.

* Scale Spell: You may channel your Greatwyrm’s Domain into arcane power summoning forth its powers onto the realm itself. As an action you may cast the spell associated with your domain at will:
- Voidwyrn: Fire Shield
- Abysswyrm: Evard’s Black Tentacles 
- Stormwyrm: Freedom of Movement 
This feature uses your Wyrmbreath’s DC and recharges on a long rest.

* Domain Domination: Your connection to Greatwyrm’s Domain flows much more smoothly out of you invigorating your Wyrmbreath based off your domain:
- Voidwyrm: Breathe of Sol now deals damage in the form of d6’s
- Abysswyrm: Breath of Frost now debuffs any creature that fails its saving throw a -2 to AC for 1 minute.
- Stormwyrm: Breath Zeus now jumps an additional time if the previous creature failed its saving throw.
13th level
* True Presence: You may summon forth the immense presence of the entity dwelling inside you, ignoring a creature’s immunity to being frightened or fear.

* Blood Enrichment: Your dragon blood becomes of the purest quality steeped in its power and defending you against all attacks, you gain magic resistance.

* Dragon’s Grace: You gain advantage on Dexterity saving throws, alongside advantage on Acrobatics.

* Draconian Arcana: You may channel your Greatwyrm’s Domain into arcane power summoning forth its powers onto the realm itself. As an action you may cast the spell associated with your domain at will:
- Voidwyrn: Holy Weapon 
- Abysswyrm: Maelstrom
- Stormwyrm: Steel Wind Strike
This feature uses your Wyrmbreath’s DC and recharges on a long rest.

* Drake’s Retaliation: As a reaction on your turn to being hit by an attack you may make a natural weapon attack or use your Wyrmbreath feature, or any abilities using its charge, targeting only them.
17th level
* Dragon’s Empowered Sight: You gain Truesight up to 30ft.

* Greatwyrm’s Blessing: You may channel your connection to the Greatwyrm’s raw physical prowess into attacks, at the expense of a Wyrmbreath charge for one minute you may increase the damage die of one weapon by 1 ( EX: 1d4 to 1d6).

* Greaterwyrm Grand Arcana: You may channel your Greatwyrm’s Domain into arcane power summoning forth its powers onto the realm itself. As an action you may cast the spell associated with your domain at will:
- Voidwyrn: Gravity Fissure
- Abysswyrm: Freezing Sphere 
- Stormwyrm: Chain Lightning 
This feature uses your Wyrmbreath’s DC and recharges on a long rest.

* Drake’s Deft: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

* Soul Savior: When your hp drops to zero or below, instead of falling unconscious, you can choose to drop to 1 hp. You need to finish a short rest before you can use this feature again.


Soul Resonance[edit]

You take your bind to the Greatwyrm housed in your soul to the next level as you center your soul closer inline to its roots converting you into a conduit of its power. As a bonus action on your turn you enter into resonance and gain the following benefits if you aren’t wearing heavy armor:


- You have advantage on Strength checks and Strength saving throws.

- You have resistance to bludgeoning, piercing, and slashing damage.

- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to your proficiency modifier.


If you are able to cast spells, you can't cast them or concentrate on them while in resonance. Your resonance lasts for 1 minute. It ends early if you are knocked unconscious or end your resonance on your turn as a bonus action. This forms appearance is heavily influenced by the imbued’s mental image of the union of the Greatwyrm and itself. Once you have used Soul Resonance the number of times shown for your level in the Resonance column of the table, you must finish a long rest before you can resonate again.


Wyrmbreath[edit]

You feel the Greatwyrm inside you stir and awaken through your resonance, with it unlocking the dragon’s mightiest weapon the ability to spew forth elements. You can use your action to exhale destructive energy igniting the very air in front of you. When you use this breath weapon, each creature in a 15ft cone is forced to make a Dexterity saving throw, taking 3d8 fire damage on a failed save, or half as much damage on a successful one. The damage increase to 4d8 at 6th level, 5d8 at 11th, and 6d8 at 16th level. The DC for any ability that uses Wyrmbreath charges is 8 + your Constitution modifier + your proficiency bonus. You have a limited number of Wyrmbreath charges equal to your proficiency bonus, which you replenish on a long rest.


Physical Manifestation[edit]

Thanks to your efforts in resonating with the Greatwyrm you are able to call forth its power and imbue your form to fight like the dragon slumbering inside. As a bonus action you can turn you nails and teeth into natural weapon attacks empowering them into claws and fangs each dealing a d4 (slashing for claws/piercing for fangs) damage. This enchantment will last until dismissed as a bonus action or knocked unconscious. This die changes as you gain level and your connection grows stronger, as shown in the Manifestation column of the table.


Wyrm’s Resilience[edit]

The effects of your bond with the entity housed in you further entwine, your flesh is now theirs and it will respond as so shielding your damage with its scales. Whenever you take damage from an attack that causes slashing, piercing or bludgeoning damage, you gain temporary hit points equal to half the damage taken (minimum of 1). This ability may stack with itself.


Greatwyrm Domain[edit]

At 3rd level your connection with the Greatwyrm inside you manifest until the point where it’s possible to commune with the dragon itself. This established connection allows you limited access to the the domain associated. Choose from amongst which form your Greatwyrm implores its influence: Voidwyrm [Radiant/Force], Stormwyrm [Lightning/Thunder], or Abysswyrm [Cold/Bludgeoning]. You get a feature at this level and gain more at 6th, 9th, 12th, 15th, and 18th level.


Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Dragon Blood[edit]

The Greatwyrm’s roots inside you have grown so far as to influence your blood itself transforming you at your foundation. Starting at 6th level, your natural weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


Wrath of the Draconic[edit]

At 7th level the Greatwyrm inside has gotten used to the response of shielding you from damage and has adapted to retaliate. As a reaction to gaining temporary hit points through Wyrm’s Resilience you may subject a target within 15ft to the elements under your domain. You may expend any amount of temporary hit points and deal half the amount as damage of a type your Greatwyrm Domain is associated with.


Greatwyrm’s Boon[edit]

The entity in your soul has fully awoken and with this fully empowered the bonds that bind you and strengthen you. Providing the imbued with a powerful boon based on their domain:

Voidwyrm

Your bond with your Greatwyrm erupts forth taking root in the material plane manifesting as giant weapon of your design dealing 3d8 radiant damage, this weapon uses your Constitution modifier when determining attack and damage.

Abysswyrm

Your bond with your Greatwyrm pours forth seeping into everything that surrounds you corrupting it dragging it into the realms of the abyss. You gain a burrow speed equal to your swim speed and can move through enemies and objects as if they were water.

Stormwyrm

Your bond with your Greatwyrm surges forth allowing you to manifest it into a miniature avatar of its power. At the expense of a number of Wyrmbreath charges equal to half your maximum you summon forth an Air Elemental in the form similar to your Greatwyrm it lasts until your next rests or you’re knocked unconscious.


Deities Demand[edit]

At 14th level, you learn to use your bond to repress and strip your enemies of their advantages. Whenever a target of your attack makes an attempt to reduce your damage you may use a reaction to render their efforts null. This applies to immunities and resistances. You may exert your bond this way a number of times equal to your proficiency bonus, recharging all expended charges on long rest.


Voidwyrm[edit]

The Voidwyrm is a being of cosmic power emboldening itself in its radiance. Know for their ability to scorch the planes and exert unnatural force. Glistening across the light sky as fast as the stars they manipulate.

Light’s Embrace

Beginning at 3rd level, your Soul Resonance is enhanced by the radiance of your Greatwyrm, enchanting you in a heavenly light and granting you the following benefits while in Soul Resonance:

- You may add your Constitution modifier to your attack rolls.

- You may add your Constitution modifier to your Dexterity checks and saving throws.

- Your attacks reach out and stretch with your light giving your weapon attacks a range of 20ft

Maw of the Sun

At 3rd level the ability to spew forth elements has grown and deepened with the realization of your Greatwyrm’s domain, granting you the following new abilities using charges from your Wyrmbreath ability:

* Breathe of Sol: 
You can use your action to exhale destructive energy scorching all caught in its path. When you use this breath weapon, each creature in a 60ft line must make a Dexterity saving throw, taking 3d4 radiant damage and being set ablaze on a failed save, or half as much damage and not set ablaze on a successful one. A target set ablaze takes 1d4 radiant damage each turn as the light eats away at them, as an action on its turn a creature may end this effect on itself or another by making a Charisma saving throw vs your Wyrmbreath DC. The initial damage and being set ablaze increases to 4d4 and 2d4 at 6th level, 5d4 and 3d4 at 11th, and 6d4 and 4d4 at 16th level. 


* Breathe of Constraint: 
You can use your action to exhale cosmic energy oppressing anything within a 100 feet range. When you use this breath weapon, each creatures in a 10ft radius must make a Strength saving throw vs your Wyrmbreath DC, having their movement speeds reduced to 0 on a failed save, or having their movement speeds be cut in half on a successful one. A creature may end these effects on its turn as an action by repeating the saving throw or leaving the radius of effect. Any creature who starts its turn with 0 movement speed is dropped to the ground prone. The radius of effect increases to 20ft at 6th, 30ft at 11th, and 40ft at 16th level. 
Gravity Well

Beginning at 6th level, your soul’s empowerment spills over into everything you do causing you to embolden yourself and debilitate your enemies. You may add your Wisdom modifier to the DC of Wyrmbreath as your abilities seem to draw in your opponent. You gain a bonus to any Strength rolls equal to your Constitution modifier.

Solar Scales

At 9th level your protection offered through the scales of the entity inside you begins to exhibit the enchantment of its domain. Whenever you take a hit as a reaction you may cause your scales to flash in response forcing the attacker to make a Dexterity saving throw vs your Wyrmbreath, blinding the attacker until the start of its next turn on failed save, or suffering no effects on successful save.

Icarus Immolation

Beginning at 12th level, your control and manipulation of your Greatwyrm’s domain extends past just your form. As a bonus action you may force any enemies within a 30ft radius of you that is currently set ablaze to make a Constitution saving throw vs your Wyrmbreath DC. Antagonizing the scorch marks searing into them dealing an amount of damage equal to set ablaze on a failed save, or causing disadvantage on any saves to end the condition on them until the start of your next turn upon a successful save.

Gravity of the Monarch

At 15th level you have become in sync with your Greatwyrm to the point of a perfect Soul Resonance, whenever you enter the form provided by Soul Resonance you exude a field of cosmic force around you damaging anyone foolish enough to come near. Whenever you are targeted by a melee attack the attacker takes an amount of force damage equal to your Constitution modifier.

Sol’s Sanctity

Beginning at 18th level, You have manifested the Greatwyrm deeply rooted inside him to a point even beyond perfection letting you fully command the elements of their domain and redirecting them into your own control. As an action whenever you are in the form provided by Soul Resonance you can don a crown and robes made entirely of heavenly light. Anytime you would be subjected to fire, radiant, or force damage while wearing this attire you instead gain that as temporary hit points, this ability stacks with Wyrm’s Resilience.

Abysswyrm[edit]

The Abysswyrm is a Greatwyrm rarely seen shrouded in mysteries and power hidden below the deepest of depths. Known for bending the colds of the depths to its will and chilling all who stand before it and turning cities to ice cubes only to be washed away by its command of the tides.

Depth’s Embrace
  • Beginning at 3rd level, your Soul Resonance is enhanced by the power accrued from the depths from your Greatwyrm, enchanting you with a constant source of water around you and granting you the following benefits while in Soul Resonance:

- You may add your Constitution modifier to your attack rolls.

- You gain a bonus to your AC equal to your Constitution modifier.

- As an action you may cast Shape Water choosing two effects, you may select an effect more than once, ignoring Soul Resonance’s restraint.


Maw of the Sea

At 3rd level the ability to spew forth elements has grown and deepened with the realization of your Greatwyrm’s domain, granting you the following new abilities using charges from your Wyrmbreath ability:


* Breath of Frost: 
You can use your action to exhale destructive energy immobilizing and debilitating all caught in its path. When you use this breath weapon, each creature in a 30ft cone must make a Dexterity saving throw vs your Wyrmbreath DC. Taking 4d6 cold damage and reducing their movement speed to 0 giving them disadvantage on attack rolls, Strength, Dexterity, and Constitution saving throws becoming frozen on a failed save, or halving their movement speed on a successful one. A creature may attempt to end this effect on it as an action making a Constitution saving throw vs your Wyrmbreath DC. The damage increase to 5d6 at 6th level, 6d6 at 11th, and 7d6 at 16th level.


* Breath of the Tide: 
You can use your action to exhale a mysterious energy summoning forth the tide and sending it crashing through all caught in its path. When you use this breath weapon you summon a 20ft long, 20ft tall, 30ft wide tidal wave pushing it a 60ft line, each creature caught in this area must make a Strength saving throw vs your Wyrmbreath DC. Taking 2d4 bludgeoning damage and pushed along with the tide on a failed save, or only taking half as much damage and being pushed back 10 feet on a successful save. If the wave encounters a large object or wall it will stop, slamming all inside with an additional d10 bludgeoning damage. The initial damage and the crash of the wave increases to 3d4 and 1d10 at 6th level, 4d4 and 2d10 at 11th, and 5d4 and 3d10 at 16th level.
Pitch Black Blue

Beginning at 6th level, your soul’s empowerment spills over into everything you do causing the very air around you to reflect the abyss your Greatwyrm commands. You may add your Charisma modifier to the DC of Wyrmbreath as your enemies seem to stuck in water attempting to evade your abilities. As a bonus actions you can subject all creatures within a 30ft radius of you to damage equal to your Constitution modifier as the depths crush their lungs, any creature who does not need to breathe is immune to this effect.

Subzero Scales

At 9th level your protection offered through the scales of the entity inside you begins to exhibit the enchantment of its domain. Whenever you take a hit in your form provided by Soul Resonance you may cause your scales to explode frost blanketing your attacker forcing them to make a Constitution saving throw vs your Wyrmbreath DC, reducing their movement speed to 0 giving them disadvantage on attack rolls, Strength, Dexterity, and Constitution saving throws becoming frozen on a failed save, or halving their movement speed on a successful one. A creature may attempt to end this effect on it as an action making a repeating the saving throw vs your Wyrmbreath DC.

Iceberg Infection

Beginning at 12th level, your control and manipulation of your Greatwyrm’s domain extends past just your form. As a bonus action may choose to use any frozen target and manipulate the frost around it spreading it in a 20ft radius. Each creature in that area must make a Constitution saving throw, reducing their movement speed to 0 giving them disadvantage on attack rolls, Strength, Dexterity, and Constitution saving throws becoming frozen on a failed save, or halving their movement speed on a successful one.

Ferocious Frostbite

At 15th level you have become in sync with your Greatwyrm to the point of a perfect Soul Resonance, whenever you enter the form provided by Soul Resonance the ice around you crackles and freezes further sapping all unfortunate enough to be in its grasps. Anyone who is frozen within 20ft radius of you takes 4d4 damage at the start of their turns.

Subzero Subnautica

Beginning at 18th level, You have manifested the Greatwyrm deeply rooted inside him to a point even beyond perfection letting you fully command the elements of their domain and influencing yourself and your environment even further. As an action whenever you are in the form provided by Soul Resonance you can don a thin membrane of ice and depths, gaining a bonus to your AC equal to your proficiency modifier. In addition the atmosphere in a 30ft radius around you is drained of all light and direction becoming a depth of black, any creature besides you in the area is considered blinded regardless of senses.

Stormwyrm[edit]

The Stormwyrm is renowned for its raw power and devastating command of it. A truly ferocious dragon known for its violent tantrums rumbling and tearing through the heavens.

Storm’s Embrace

Beginning at 3rd level, your Soul Resonance is enhanced by the power accrued from the depths from your Greatwyrm, enchanting you with constant currents of lightning in and around you granting you the following benefits while in Soul Resonance:


- You may add your Constitution modifier to your attack rolls

- You gain a bonus to Dexterity rolls (ex: skills, checks, saving throws) equal to your proficiency modifier.

- You double all your movement speed

Maw of the Tempest

At 3rd level the ability to spew forth elements has grown and deepened with the realization of your Greatwyrm’s domain, granting you the following new abilities using charges from your Wyrmbreath ability:

* Breath of Zeus: 
You can use your action to exhale destructive energy spewing forth a thousand bolts decimating anything caught in its path. When you use this breath weapon, each creature in a 80ft long, 10ft wide line must make a Dexterity saving throw vs your Wyrmbreath DC taking 3d12 lightning damage and applying the stunned condition until the end of your next turn on a failed save, or half as much damage and losing their reaction until the end of your next turn on a successful one. If a creature is stunned by this effect the bolt will seek a target not currently stunned to within 10ft subjecting them to the same saving throw resulting in the creature receiving the stunned condition until the end of your next turn on a failed save, or losing their reaction on successful save. The damage increase to 4d12 at 6th level, 5d12 at 11th, and 6d12 at 16th level.


* Breath of Jupiter:
You can use your action to exhale an absurd amount of energy summoning forth a calamity of thunder and wind around then away from you. When you use this breath weapon, each creature in a 20ft radius around you must make a Strength saving throw vs your Wyrmbreath DC. Taking 2d6 thunder damage being pushed back away from you 15ft and being knocked prone on a failed save, or taking half damage and being pushed back 5ft on successful save. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level.
Chaotic Conduit

Beginning at 6th level, your soul’s empowerment spills over into everything you do causing your entire body to be enveloped and empowered at your Greatwyrm’s command. You may add your Dexterity modifier to the DC of Wyrmbreath as your abilities fire off before your enemies ever have a chance to react. You reflexes are heightened and your body responds to your control as quickly as you can think, as a bonus action you may make two natural weapon attacks.

Storm Stained Scales

At 9th level your protection offered through the scales of the entity inside you begins to exhibit the enchantment of its domain. Whenever you take a hit in your form provided by Soul Resonance you may cause your scales to crackle raw lightning enveloping your your attacker forcing them to make a Wisdom saving throw vs your Wyrmbreath DC, applying the stunned condition until the end of that creature’s next turn on a failed save, or losing their reaction until the end of that creature’s next turn.

Storm Shroud

Beginning at 12th level, your control and manipulation of your Greatwyrm’s domain extends past just your form. As a reaction you may retaliate in response to a weapon attack against you, dealing 4d6 lightning damage to melee attackers. A creature subjected to this effect must make a Strength saving throw vs Wyrmbreath DC. Causing the attack to fail and knock weapons used 10ft away randomly and ammunition to be destroyed on a failed save, or imbuing the weapon with 2d6 lightning damage until the end of the creature’s next turn.

Living Tempest

Beginning at 18th level, You have manifested the Greatwyrm deeply rooted inside him to a point even beyond perfection letting you fully command the elements of their domain and draw them into you transforming and empowering you even further. As an action whenever you are in the form provided by Soul Resonance you can take your resonance even farther than beyond turning you into a being made entirely of lightning and storms. While in this form you may teleport up to 60ft for each 10ft of current walking speed you possess as a free action. This form further empowers your raw destructive power giving any natural weapon attacks made an additional 3d6 lightning damage.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Greatwyrm Soul class, you must meet these prerequisites: 14 Constitution, 13 Strength

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Martial Weapons

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