Fury of the Ancients

by KajaGrae

Search GM Binder Visit User Profile
Fury of the Ancients


The Great Wyrm

Your patron is an ancient dragon, perhaps a direct servant of one of the Gods of Dragonkind themselves.

Dragons are one of the mightiest creatures throughout all of the planes. A blend of magic and raw physical might, they are a terror to behold in combat.

Great Wyrm Features
Warlock Level Feature
1st Wyrm Within, Furor Draconis
6th Draconic Affinity
10th Scaly Resilience
14th Fury of the Ancients

Expanded Spell List

The Great Wyrm 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.

Great Wyrm Expanded Spell List
Spell Level Spell
1st chromatic orb, shield
2nd dragon's breath. see invisibility
3rd elemental weapon, haste
4th chromatic lance*, freedom of movement
5th chromatic smite*, circle of power

Dragon Patron

At 1st level, you choose one type of dragon as your patron. The damage type associated with each dragon is used by features you gain later.

In addition, you learn the cantrip listed for your patron dragon. It counts as warlock cantrip for you, but does not count against your number of cantrips known.

Draconic Patron
Dragon Damage Type Cantrip Learned
Black Acid Primal Savagery
Blue Lightning Shocking Grasp
Brass Fire Produce Flame
Bronze Lightning Lightning Lure
Copper Acid Acid Splash
Gold Fire Fire Bolt
Green Poison Poison Spray
Red Fire Create Bonfire
Silver Cold Ray of Frost
White Cold Frostbite

Wyrm Within

At 1st level, your patron marks you as an its servant, and imbues you with some of its physical traits. You gain one of the the following natural weapons:

Attack Damage Type
Bite Piercing
Claw Slashing

Your natural weapon attacks deal 1d8 damage. When you attack with your natural weapons, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls

If you later gain the Pact of the Tooth and Claw feature, this natural weapon is considered a pact natural weapon for any benefits granted by that pact and invocations that require Pact of the Tooth and Claw as a prerequisite.

You also grow scales that match the color of your patron. While not wearing armor, your AC equals 16. In addition, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Furor Draconis

When you critically hit with a melee weapon attack, or reduce a creature to 0 hit points, as a bonus action, you can move up to half of your movement speed and make one melee attack with one of your natural weapons.

Draconic Affinity

At 6th level, your connection to your patron grows stronger. When you cast a spell that deals damage of the type associated with your draconic patron, you can add your Charisma modifier to one damage roll of that spell.

In addition, your natural weapons are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Scaly Resilience

At 10th level, as your connection to your patron continues to grow, your body begins to adapt and become more resilient. You gain resistance to the damage type associated with your draconic patron. In addition, your armor class increases to 18 (natural armor) while not wearing armor.

Fury of the Ancients

At 14th level, you learn to channel the power of your patron through your entire being. As a bonus action, your form shifts and begins to grow, as you take on the full physical might of a dragon.

At the beginning of your transformation, each creature of your choice within 60 feet of you that can see or hear you must succeed on a Wisdom saving throw against your warlock spell save DC or become frightened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

While transformed, you gain the following benefits:

  • Your size increases to Large, and your weight and carrying capacity increase by a factor of 8.
  • Your reach increases by 5 feet, and your natural weapons deal one extra die of damage.
  • You gain temporary hit points equal to twice your warlock level.
  • Anytime you make a Strength ability check or saving throw, you may use your Charisma saving throw or modifier, instead of Strength, for the roll.
  • Your scales thicken. Your AC increases to 20 (natural armor), and you gain immunity to the damage type associated with your patron.
  • Great wings sprout from your back, and you gain a flying speed of 60 feet.

This transformation lasts for 1 minute, and ends early if you are knocked unconscious or die. You can also choose to end the transformation early (no action required).

Once you use this feature, you can't use it again until you finish a long rest.

Pact Boon

At 3rd level, a warlock gains the Pact Boon feature. Here are new options for that feature, in addition to the options in the Player's Handbook..

Pact of the Tooth and Claw

Your pact with your patron allows you to manifest natural weapons. As an action, choose one natural weapon from the table below. The appearance is determined by the summoner.

Your natural weapons deal damage 1d8 damage. When you attack with your natural weapons, you may use your Charisma modifier, instead of Strength, for the attack and damage rolls. The damage type is determined by the attack chosen. These are considered natural weapons and melee weapon attacks for you, and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The natural weapon remains until dismissed by you (no action required).

Attack Damage Type
Bite/Beak Piercing
Claw/Talon Slashing
Fist/Slam Bludgeoning
Gore Piercing
Ram Bludgeoning
Tusk Slashing
Hoof Bludgeoning

You can bond a magical weapon to you by performing a special ritual while you hold the weapon against you. You perform the ritual over 1 hour, which can be done during a short rest. After the ritual is complete, the magic weapon is absorbed into your body, and appears as a mark on you. The mark's appearance should be something related to your patron. Once complete, your pact natural weapons gain the magical abilities of the magic weapon absorbed. You can only have one magic weapon bonded to you in this fashion. Attempting to bond another weapon absorbs that weapon, and the currently bonded weapon appears at your feet. Weapon abilities limited to a particular type of damage require an appropriate pact natural weapon to activate (i.e. slashing for sharpness or vorpal, blunt for disruption, etc.).

Eldritch Invocations

At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to the options in the Player's Handbook and Xanthar's Guide to Everything. If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

Bestial Blitz

Prerequisite: Pact of the Tooth and Claw
If you move at least 20 feet straight toward a target and then hit that target with a gore, ram, or tusk attack on the same turn, that creature takes a extra damage equal to your pact natural weapon die. If the target is a creature that is no more than one size larger than you, it must make a Strength saving throw against your warlock spell save DC or be knocked prone.

Gift of the Beastlands

Preqrequsite: 5th level
The cunning of the Beastlands makes you a consummate tracker. When you encounter a creature’s tracks, you can use an action to cause them to faintly glow. You have advantage on Wisdom (Survival) checks to follow their tracks. You can move at full speed without penalty to the roll, and can discern the creature’s general health and condition at the time the track was made.

This benefit lasts a number of hours equal to your Charisma modifier. Afterwards, you can’t you this feature again until you finish a long rest.

Improved Pact Tooth and Claw

Prerequisite: Pact of the Tooth and Claw
The damage of your natural weapons increases by one die. In addition, your pact natural weapons gain a +1 bonus to attack and damage rolls, unless you are already bonded with a magical weapon that has a bonus to these rolls.

Primal Tailpiece

Prerequisite: 12th level, Pact of the Tooth and Claw
As an action you conjure a bestial tail that takes a form you choose. It remains until dismissed by you (no action required). Choose bludgeoning, piercing, or slashing damage. It deals the chosen type of damage (until dismissed), has a reach of 10 feet, and damage deals equal to your pact natural weapon damage. As a part of an Attack action, you can use one of your attacks to strike with your tail attack. You can also use your reaction to make an opportunity attack against one creature enters or moves out of your reach.

Velocitas Bestiarius

Prerequisite: 5th level, Pact of the Tooth and Claw
You invoke your patron to temporarily grant you the ability to move like a beast. As an action, choose one of the following movement modes. You gain that movement mode for 1 minute.

Movement Type Speed
Burst Double your walking speed
Climb 40 ft.
Fly 30 ft.

Once you have used this feature, you can't use it again until you finish a short or long rest.

Virulent Venom

Prerequisite: 7th level, Pact of the Tooth and Claw
As a bonus action, you excrete venom on to your pact natural weapons. Until the start of your next turn, when you hit a creature with your pact natural weapons, the target takes an extra 2d6 poison damage, and must succeed a Constitution saving throw against your warlock spell DC or become poisoned for one hour.

Once you use this feature, you can't use it again until you finish a short or long rest.

Wild Frenzy

Prerequisite: 5th level, Pact of the Tooth and Claw
You can attack twice with your pact natural weapons, instead of once, when you take the Attack action on your turn.

Spells

Paladin

5th Level

Chromatic Smite

Sorcerer

4th Level

Chromatic Lance

Warlock

1st Level

Jinx

Wizard

4th Level

Chromatic Lance

Spell Descriptions

The spells are presented in alphabetical order.

Chromatic Lance

4th-level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a large diamond shaped into a small lance worth 500g)
  • Duration: Instantaneous

You hurl an 8 foot long lance of energy at a target you can see within range. Choose acid, cold, fire, lightning, poison, or thunder, and then make a ranged spell attack against the target. If the attack hits, the creature takes damage of the type you chose, and is affected by the spell as shown below:

Damage Type Damage Effect
Acid 6d8 3d8 acid damage at the end of the creatures next turn.
Cold 6d10 Movement speed becomes 0 until the end of its next turn.
Fire 6d12 Add your spellcasting ability modifier to the damage total
Lightning 6d10 Incapacitated until the end of its next turn
Poison 6d10 Poisoned until the end of its next turn
Thunder 6d10 Pushed 15 feet away from the caster and knocked prone

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by one additional die for each slot level above 4th (the additional damage for acid increases by one die for every two slot levels).

Chromatic Smite

5th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute.

You channel pure elemental energy into your weapon. Choose acid, cold, fire, lightning, poison, or thunder. The first time you hit with a melee wepaon attack during this spell's duration, elemental energy of the chosen type bursts forth and the attack deals an extra 6d10 damage of chose type to the target.

Jinx

1st-level enchantment


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V, S, M (bone of a dragon)
  • Duration: Concentration, up to 1 hour

You curse a creature that you can see within range. Choose acid, cold, fire, lightning, poison or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to the target whenever you hit it with an attack. The target also stumbles around while moving and its speeds are reduced by 10 feet for the duration.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to condemn a new creature. A remove curse cast on the target ends this spell early.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Because

Dragons.

That's

Why.

Also, a tiny murder Kobold NPC henchman that spriggans up to the jaw dropping chagrin of the entire PC party.

You're welcome, DMs.

Art Credits


Cover Art: Cygames, Inc


Page 1 Art: Wizards of the Coast


Page 2 Art: Bratuha-borcuha by iguancheg from Deviant Art

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.