Dragon Crests
It is said that millenia ago, the humanoid races of the Prime Material Plane fell into vicious conflict with the dragons. The devastating war lasted for decades, but the humanoids eventually prevailed -- resulting in the eradication of the vast majority of dragons. From the dragon corpses, the humanoids extracted blood, and used ancient magic to infuse the dragons' magical powers into the blood of humanoids. And thus, Crests came to be.
In simplest terms, Crests are inherited marks that bestow magical or otherwise superhuman abilities upon their bearer. A Crest bearer may be exceptionally charismatic, effortlessly persuading all they speak with to follow them; they may be exceedingly strong, breaking their weapons over the heads of their enemies through sheer strength; or they may be incredibly intelligent, capable of twisting the magical Weave to their will more than a regular mortal ever could.
Crests manifest as physical marks on the bodies of their bearers. They may appear on any part of the body, and are colored similarly to birthmarks. When a Crest bearer uses an ability granted to them by their Crest, their Crest will glow softly -- and in the event that the bearer is using an active ability, a large, glowing image of their Crest will briefly appear in the air around their body. As such, Crest usage is rarely discrete.
The Crest-Bearing Nobility
As Crests are hereditary and bestow great power onto their bearers, it did not take long for them to become status symbols. Within the Taidon Empire, being a part of a Crest-bearing bloodline is a prerequisite to becoming a noble -- and bearing an actual Crest is a prerequisite to becoming a ruling noble. Notably, not all children of Crest Bearers will go on to manifest a Crest themselves, but even a non-Crest Bearer has the potential to give birth to a Crest bearer if at least one of their ancestors bore a Crest.
However, while all ruling nobles are Crest bearers, not all Crest bearers are nobles. Be it through disinterest or lack of connections, there exist many Crest bearers who prefer to live their lives apart from the echelons of nobility. Most of these individuals will hide their Crest, so as to avoid drawing unnecessary attention to themselves -- for a Crest bearer who is not already affiliated with a noble family may soon find themselves a pawn in the power struggles of nobles.
Crests and Remnants
Remnants are powerful, ancient, and magical weapons and items that date back to the war between humanoids and dragons. Remnants are divided into two categories: Lost Remnants, which possess an otherworldly origin, and True Remnants, which are believed to originate from the known Planes. True Remnants typically hold a greater potential for power than Lost Remnants, though they also possess one key drawback: only a Crest bearer can safely wield a True Remnant.
Furthermore, True Remnants are capable of displaying highly variable levels of power, all dependent on the strength of their wielder's Crest. Someone with a Minor Crest may find that a Remnant is little better than a regular magic weapon, while someone with an Exalted Crest will be capable of awesome displays of power with the same Remnant.
Crest Development
Crests typically manifest during puberty, at which point the bearer obtains a Fledgling Crest. In this stage, their Crest offers them very minor benefits, but thorough training and lifetime experience can develop a Crest's abilities further. Beyond the Fledgling stage, there exist four stages of Crest development: Minor, Major, Awakened, and Exalted. On each advancement, the Crest on the bearer's body grows larger and darker, and the usage of the Crest's abilities grows more obvious. The use of Fledgling Crest abilities will barely cause the Crest to glow at all, but the usage of an Exalted Crest ability is usually accompanied by a large, glowing image of the Crest in the air around the bearer.
The (Game) Mechanics of Crests
Crests offer benefits at character levels 1, 3, 6, 10, and 15, and do not replace racial and class features. Rather, they augment them; there is no disadvantage or drawback to possessing a Crest.
Additionally, possessing a Crest is necessary to safely wield a True Remnant. If a creature does not bear a Crest but decides to wield a True Remnant anyways, then they run the risk of eventually turning into a feral Wyvern with 3 INT. In this form, they are hostile to all creatures except dragons. The True Remnant that triggered the transformation cannot be reclaimed until the Wyvern is killed.
Whenever you use a Crest's active ability, a large, glowing image of your Crest appears in the air around you. You can choose where in the air it appears, be it behind you, in front of you, or elsewhere, and you can also choose its color, but it is always visible.
There are 21 Crests, each corresponding to a type of Dragon: White, Black, Green, Blue, Red, Brass, Copper, Bronze, Silver, Gold, Mithril, Adamantine, Sky, Earth, Water, Light, Shadow, Psionic, Astral, Void, and Life.
Crest of the White Dragon
Fledgling Crest. At level 1, you possess the Fledgling Crest of the White Dragon, granting you the following benefits:
- When you roll a Strength (Athletics) or Dexterity (Stealth) check, you may roll a d4 and add the result to the check.
- Your Strength ability score increases by 1.
Minor Crest. At level 3, your Crest develops into a Minor Crest, granting you the following active ability:
Critical Destruction. When you attack with a martial melee weapon as part of the Attack action, before you roll to attack you may choose to automatically land a critical hit. When you do so, you roll 1 additional damage die, but the weapon is utterly and irreparably destroyed. If the weapon is non-mundane, then it is not destroyed, and instead becomes completely unusable until it is repaired during a long rest. Once you use this ability, you cannot do so again until you complete a long rest.
Major Crest. At level 6, your Crest develops into the Major Crest of the White Dragon. You are now able to use Critical Destruction after you complete a short or long rest.
Awakened Crest. At level 10, your Crest develops into the Awakened Crest of the White Dragon. Whenever you use Critical Destruction, mundane weapons are no longer destroyed, though they remain unusable until you can repair them during a long rest. Non-mundane weapons can be repaired during a short rest.
Exalted Crest. At level 15, your Crest develops into the Exalted Crest of the White Dragon. You gain an additional active ability:
Rage. You gain the Rage class feature, with 2 uses. While you are raging, you have resistance to magical bludgeoning, piercing, and slashing damage, and your bonus rage damage is 2. If you already have access to the Rage class feature, then you gain an additional use instead. If you use Critical Destruction while Raging, you roll 2 additional damage dice instead of 1.
Crest of the Black Dragon
Fledgling Crest. At level 1, you possess the Fledgling Crest of the Black Dragon, granting you the following benefits:
- When you roll a Dexterity (Stealth) or Dexterity (Sleight of Hand) check, you may roll a d4 and add the result to the check.
- Your Dexterity ability score increases by 1.
Minor Crest. At level 3, your Crest develops into the Minor Crest of the Black Dragon, granting you the following active ability:
Siphon. When you damage a creature with a melee attack, you may regain a number of hit points equal to half of the damage you dealt. Once you use this ability, you cannot do so again until you complete a long rest.
Major Crest. At level 6, your Crest develops into the Major Crest of the Black Dragon. You are now able to use Siphon after you complete a short or long rest.
Awakened Crest. At level 10, your Crest develops into the Awakened Crest of the Black Dragon. Whenever you use Siphon, you now regain a number of hit points equal to the damage you dealt.
Exalted Crest. At level 15, your Crest develops into the Exalted Crest of the Black Dragon. You gain an additional active ability:
Lifetaker. When you use Siphon, you can choose to mark the target creature. If a marked creature dies within 1 hour of being marked, then you regain a number of hit points equal to half of that creature's maximum hit point total. If this heals you to your maximum hit point total, then you gain a number of temporary hit points equal to your proficiency bonus at the beginning of each of your turns until you complete a long rest. Once you use this ability, you cannot do so again until you complete a long rest.
Crest of the Green Dragon
Fledgling Crest. At level 1, you possess the Fledgling Crest of the Green Dragon, granting you the following benefits:
- When you roll a Charisma (Deception) check, you may roll a d4 and add the result to the check.
- You know the Minor Illusion cantrip and can cast it without material components. Charisma is your spellcasting ability for this spell.
- Your Charisma ability score increases by 1.
Minor Crest. At level 3, your Crest develops into the Minor Crest of the Green Dragon, granting you the following active ability:
Deceptive Footwork. When you are targeted by a melee or ranged attack, you may use your reaction to force your attacker to have disadvantage on the attack roll. Once you use this ability, you cannot do so again until you complete a long rest.
Major Crest. At level 6, your Crest develops into the Major Crest of the Green Dragon. You are now able to use Deceptive Footwork after you complete a short or long rest.
Awakened Crest. At level 10, your Crest develops into the Awakened Crest of the Green Dragon. You are now able to use Deceptive Footwork twice before you must complete a short or long rest.
Exalted Crest. At level 15, your Crest develops into the Exalted Crest of the Green Dragon. All creatures have disadvantage on the first attack roll that they make against you in a round.
Crest of the Blue Dragon
Fledgling Crest. At level 1, you possess the Fledgling Crest of the Blue Dragon, granting you the following benefits:
- When you roll an Intelligence (History) check, you may roll a d4 and add the result to the check.
- You know the Shocking Grasp cantrip. Intelligence is your spellcasting ability for this spell.
- Your Intelligence ability score increases by 1.
Minor Crest. At level 3, your Crest develops into the Minor Crest of the Blue Dragon, granting you the following active ability:
Static Shock. When you hit a creature with a melee attack, you can force that creature to have disadvantage on their next attack. Once you use this ability, you cannot do so again until you complete a long rest.
Major Crest. At level 6, your Crest develops into the Major Crest of the Blue Dragon. You are now able to use Static Shock after you complete a short or long rest.
Awakened Crest. At level 10, your Crest develops into the Awakened Crest of the Blue Dragon. When you use Static Shock, you can now force your target to have disadvantage on all of their attacks until the end of their next turn.
Exalted Crest. At level 15, your Crest develops into the Exalted Crest of the Blue Dragon. You gain an additional active ability:
Shocking Blow. When you hit a creature with a melee attack, you can force them to make a Constitution saving throw against your Intelligence save DC (8 + your proficiency bonus + your Intelligence modifier). If they fail, they are stunned until the end of their next turn. You can use this ability a number of times equal to your Intelligence modifier (minimum 1) per long rest.
Crest of the Red Dragon
Fledgling Crest. At level 1, you possess the Fledgling Crest of the Red Dragon, granting you the following benefits:
- When you roll a Strength (Athletics) or Charisma (Intimidation) check, you may roll a d4 and add the result to the check.
- Your Strength ability score increases by 1.
Minor Crest. At level 3, your Crest develops into the Minor Crest of the Red Dragon, granting you the following active ability:
Furious Blow. When you take the Attack action, you can make one additional melee or ranged attack. Once you use this ability, you cannot do so again until you complete a long rest.
Major Crest. At level 6, your Crest develops into the Major Crest of the Red Dragon. You are now able to use Furious Blow twice before you must complete a long rest.
Awakened Crest. At level 10, your Crest develops into the Awakened Crest of the Red Dragon. You are now able to use Furious Blow twice before you must complete a short or long rest.
Exalted Crest. At level 15, your Crest develops into the Exalted Crest of the Red Dragon. You gain an additional active ability:
Action Surge. You gain the Action Surge class feature. If you already have access to Action Surge, then you gain an additional use.
Crest of the Brass Dragon
Fledgling Crest. At level 1, you possess the Fledgling Crest of the Brass Dragon, granting you the following benefits:
- When you roll a Charisma (Persuasion) or Intelligence (History) check, you may roll a d4 and add the result to the check.
- Your Charisma ability score increases by 1.
Minor Crest. At level 3, your Crest develops into the Minor Crest of the Brass Dragon. When you make a Charisma skill check and roll less than a 5 on the d20, you may treat the result as a 5. You can only do this once before you must complete a long rest.
Major Crest. At level 6, your Crest develops into the Major Crest of the Brass Dragon. You can now use your Minor Crest ability twice before you must complete a long rest.
Awakened Crest. At level 10, your Crest develops into the Awakened Crest of the Brass Dragon. When you use your Minor Crest ability, the roll minimum becomes 10.
Exalted Crest. At level 15, your Crest develops into the Exalted Crest of the Brass Dragon. You may add your proficiency bonus to all Charisma skill checks, including those in which you are already proficient. You cannot do so if you have expertise in the skill.
Crest of the Copper Dragon
Fledgling Crest. At level 1, you possess the Fledgling Crest of the Copper Dragon, granting you the following benefits:
- When you roll a Charisma (Deception) or Charisma (Performance) check, you may roll a d4 and add the result to the check.
- Your Wisdom ability score increases by 1.
Minor Crest. At level 3, your Crest develops into a Minor Crest, granting you the following active ability:
On Your Toes. When you roll for initiative and are not surprised, you may choose to reroll your initiative. You must use the new result. Once you use this ability, you cannot do so again until you complete a long rest.
Major Crest. At level 6, your Crest develops into the Major Crest of the Copper Dragon. You may now use On Your Toes even if you are surprised. Additionally, when you use On Your Toes and roll less than a 5 on the d20, you may treat the result as a 5.
Awakened Crest. At level 10, your Crest develops into the Awakened Crest of the Copper Dragon. You may now use On Your Toes twice before you must complete a long rest.
Exalted Crest. At level 15, your Crest develops into the Exalted Crest of the Copper Dragon. You gain an additional active ability:
Pranked. When you roll for initiative and are not surprised, you can attempt to fool or distract one other creature of your choice that you can see within 60 feet. Roll a Charisma (Deception) or Charisma (Performance) check against the target creature's Wisdom (Insight). If you succeed, the target creature's maximum initiative roll is 2 less than your initiative roll. If the target has a static initiative, then your minimum roll is 2 greater than theirs. Once you use this ability, you cannot do so again until you complete a long rest.
Crest of the Bronze Dragon
Fledgling Crest. At level 1, you possess the Fledgling Crest of the Bronze Dragon, granting you the following benefits:
- When you roll a Wisdom (Insight) check, you may roll a d4 and add the result to the check.
- You know the Booming Blade cantrip. Charisma is your spellcasting ability for this spell.
- Your Strength ability score increases by 1.
Minor Crest. At level 3, your Crest develops into the Minor Crest of the Bronze Dragon, granting you the following active ability:
Overpower. When you land a critical hit, you can choose to maximize all of the additional damage dice. Once you use this ability, you cannot do so again until you complete a long rest.
Major Crest. At level 6, your Crest develops into the Major Crest of the Bronze Dragon. When you use Overpower, you can choose to maximize all of the damage dice.
Awakened Crest. At level 10, your Crest develops into the Awakened Crest of the Bronze Dragon. You can now use Overpower twice before you must complete a long rest.
Exalted Crest. At level 15, your Crest develops into the Exalted Crest of the Bronze Dragon. You gain an additional active ability:
Divine Smite. You gain the Divine Smite class feature, and two additional level 1 spell slots that can only be used to smite. If you already possess the Divine Smite class feature, then you gain one additional level 2 spell slot instead, that can only be used to smite. Once used, these spell slots are restored after you complete a long rest.
Crest of the Silver Dragon
Fledgling Crest. At level 1, you possess the Fledgling Crest of the Silver Dragon, granting you the following benefits:
- When you roll an Intelligence (History) check, you may roll a d4 and add the result to the check.
- You know the Prestidigitation cantrip. Intelligence is your spellcasting ability for this spell.
- Your Intelligence ability score increases by 1.
Minor Crest. At level 3, your Crest develops into the Minor Crest of the Silver Dragon. When you make an Intelligence ability check and roll less than 5 on the d20, you may treat the result as a 5. You can only do this once before you must complete a long rest.
Major Crest. At level 6, your Crest develops into the Major Crest of the Silver Dragon. You can now use your Minor Crest ability twice before you must complete a long rest.
Awakened Crest. At level 10, your Crest develops into the Awakened Crest of the Silver Dragon. When you use your Minor Crest ability, the roll minimum becomes 10.
Exalted Crest. At level 15, your Crest develops into the Exalted Crest of the Silver Dragon. You can choose two of your skill or tool proficiencies to gain the benefit of Expertise. If all of your proficiencies already benefit from Expertise, then you may choose new skills to become proficient in.
Crest of the Gold Dragon
Fledgling Crest. At level 1, you possess the Fledgling Crest of the Gold Dragon, granting you the following benefits:
- When you roll a Charisma (Persuasion) check, you may roll a d4 and add the result to the check.
- You know the Thaumaturgy cantrip. Charisma is your spellcasting ability for this spell.
- Your Charisma ability score increases by 1.
Minor Crest. At level 3, your Crest develops into the Minor Crest of the Gold Dragon, granting you the following active ability:
Protective Ward. As a bonus action, you can gain a number of temporary hit points equal to your character level. Once you use this ability, you cannot do so again until you complete a long rest.
Major Crest. At level 6, your Crest develops into the Major Crest of the Gold Dragon. You can now use Protective Ward after you complete a short or long rest.
Awakened Crest. At level 10, your Crest develops into the Awakened Crest of the Gold Dragon. You can now use Protective Ward twice before you must complete a short or long rest.
Exalted Crest. At level 15, your Crest devlops into the Exalted Crest of the Gold Dragon. You gain an additional active ability:
Resistant Ward. When you take damage while you still have temporary hit points granted by your Protective Ward ability, you may choose to gain resistance to the damage.
Crest of the Mithril Dragon
Fledgling Crest. At level 1, you possess the Fledgling Crest of the Mithril Dragon, granting you the following benefits:
- When you roll a Dexterity (Acrobatics) or Dexterity (Stealth) check, you may roll a d4 and add the result to the check.
- Your Dexterity ability score increases by 1.
Minor Crest. At level 3, your Crest develops into the Minor Crest of the Mithril Dragon, granting you the following active ability:
Skillful Blow. As a bonus action, you can grant yourself advantage on your next attack roll. Once you use this ability, you cannot do so again until you complete a long rest.
Major Crest. At level 6, your Crest develops into the Major Crest of the Mithril Dragon. You can now use Skillful Blow after you complete a short or long rest.
Awakened Crest. At level 10, your Crest develops into the Awakened Crest of the Mithril Dragon. When you use Skillful Blow, you now gain advantage on all of your attack rolls until the end of your next turn.
Exalted Crest. At level 15, your Crest develops into the Exalted Crest of the Mithril Dragon. Whenever you have disadvantage on a Dexterity (Acrobatics) or Dexterity (Stealth) check, you may roll normally.
Crest of the Adamantine Dragon
Fledgling Crest. At level 1, you possess the Fledgling Crest of the Adamantine Dragon, granting you the following benefits:
- When you roll a Strength (Athletics) check, you may roll a d4 and add the result to the check.
- You know the Mending cantrip and can cast it without material components. Constitution is your spellcasting ability for this spell.
- Your Constitution ability score increases by 1.
Minor Crest. At level 3, your Crest develops into the Minor Crest of the Adamantine Dragon, granting you the following active ability:
Hardened Presence. As a bonus action when you are not wearing heavy armor, you can increase your Armor Class by 1 for 10 minutes. Once you use this ability, you cannot do so again until you complete a long rest.
Major Crest. At level 6, your Crest develops into the Major Crest of the Adamantine Dragon. When you use Hardened Presence, the Armor Class bonus now lasts for 1 hour.
Awakened Crest. At level 10, your Crest develops into the Awakened Crest of the Adamantine Dragon. When you use Hardened Presence, your Armor Class is increased by 2.
Exalted Crest. At level 15, your Crest develops into the Exalted Crest of the Adamantine Dragon. While you are not wearing armor, your Armor Class equals 15 + your Constitution modifier. You can use a shield and still gain this benefit.
Crest of the Sky Dragon
Fledgling Crest. At level 1, you possess the Fledgling Crest of the Sky Dragon, granting you the following benefits:
- When you roll a Dexterity (Acrobatics) check, you may roll a d4 and add the result to the check.
- You know the Gust cantrip. Constitution is your spellcasting ability for this spell.
- Your Dexterity ability score increases by 1.
Minor Crest. At level 3, your Crest develops into the Minor Crest of the Sky Dragon. Your walking speed increases by 5 feet.
Major Crest. At level 6, your Crest develops into the Major Crest of the Sky Dragon. The walking speed bonus granted by your Minor Crest is increased to 10 feet.
Awakened Crest. At level 10, your Crest develops into the Awakened Crest of the Sky Dragon, granting you the following active ability:
Liftoff. When you dash, you gain a flying speed equal to your walking speed. If you end your turn in the air, then you immediately fall.
Exalted Crest. At level 15, your Crest develops into the Exalted Crest of the Sky Dragon. You gain a flying speed equal to your walking speed. If you already have a flying speed, then it is instead increased by 30 feet. Additionally, your Liftoff active ability changes to the following:
Liftoff. When you dash, your flying speed is doubled until the end of your turn.
Crest of the Earth Dragon
Fledgling Crest. At level 1, you possess the Fledgling Crest of the Earth Dragon, granting you the following benefits:
- When you roll an Intelligence (Nature) check, you may roll a d4 and add the result to the check.
- You know the Mold Earth cantrip. Constitution is your spellcasting ability for this spell.
- Your Constitution ability score increases by 1.
Minor Crest. At level 3, your Crest develops into the Minor Crest of the Earth Dragon, granting you the following active ability:
Earth's Embrace. When you take damage from a melee or ranged attack, you can use a reaction to gain resistance to the damage. Once you use this ability, you cannot do so again until you complete a long rest.
Major Crest. At level 6, your Crest develops into the Major Crest of the Earth Dragon. You can now use Earth's Embrace after you complete a short or long rest.
Awakened Crest. At level 10, your Crest develops into the Awakened Crest of the Earth Dragon. Now when you use Earth's Embrace, all other melee or ranged attacks made against you until the end of your next turn are made with disadvantage.
Exalted Crest. At level 15, your Crest develops into the Exalted Crest of the Earth Dragon. You have advantage on saving throws against being stunned, poisoned, or paralyzed. Additionally, you cannot be knocked prone against your will while you are conscious.
Crest of the Water Dragon
Fledgling Crest. At level 1, you possess the Fledgling Crest of the Water Dragon, granting you the following benefits:
- When you roll a Charisma (Performance) check, you may roll a d4 and add the result to the check.
- You know the Shape Water cantrip. Constitution is your spellcasting ability for this spell.
- Your Constitution ability score increases by 1.
Minor Crest. At level 3, your Crest develops into the Minor Crest of the Water Dragon. You gain a swimming speed equal to your walking speed. If you already have a swimming speed, then it is increased by 30 feet.
Major Crest. At level 6, your Crest develops into the Major Crest of the Water Dragon. You can hold your breath for 30 minutes longer than you normally could.
Awakened Crest. At level 10, your Crest develops into the Awakened Crest of the Water Dragon. You can now hold your breath for 1 hour longer than you normally could.
Exalted Crest. At level 15, your Crest develops into the Exalted Crest of the Water Dragon. You gain the ability to breath in water, and your swimming speed increases by 30 feet. Additionally, you gain Truesight out to 30 feet, but only through water.
Crest of the Psionic Dragon
Fledgling Crest. At level 1, you possess the Fledgling Crest of the Psionic Dragon, granting you the following benefits:
- When you roll a Wisdom (Insight) check, you may roll a d4 and add the result to the check.
- You know the Message cantrip and can cast it without material components. Wisdom is your spellcasting ability for this spell.
- Your Wisdom ability score increases by 1.
Minor Crest. At level 3, your Crest develops into the Minor Crest of the Psionic Dragon, granting you the following active ability:
Forceful Spell. You can choose to raise the DC of a spell you cast by 1. This only applies to the initial casting of the spell. Once you do this, you cannot do so again until you complete a long rest.
Major Crest. At level 6, your Crest develops into the Major Crest of the Psionic Dragon. You can now use Forceful Spell twice before you must complete a long rest.
Awakened Crest. At level 10, your Crest develops into the Awakened Crest of the Psionic Dragon. When you use Forceful Spell, you can raise the DC by 2 instead of 1 for 1 target that you can see.
Exalted Crest. At level 15, your Crest develops into the Exalted Crest of the Psionic Dragon. You can choose to cast a spell without somatic or verbal components. You can do this a number of times equal to your Wisdom modifier (minimum 1) before you must complete a long rest.
Crest of the Astral Dragon
Fledgling Crest. At level 1, you possess the Fledgling Crest of the Astral Dragon, granting you the following benefits:
- When you roll an Intelligence (Arcana) check, you may roll a d4 and add the result to the check.
- You know the Mage Hand cantrip. Intelligence is your spellcasting ability for this spell.
- Your Intelligence ability score increases by 1.
Minor Crest. At level 3, your Crest develops into the Minor Crest of the Astral Dragon, granting you the following active ability:
Astral Teleport. As a bonus action, you can teleport up to your walking speed to an unoccupied space that you can see. Once you use this ability, you cannot do so again until you complete a long rest.
Major Crest. At level 6, your Crest develops into the Major Crest of the Astral Dragon. When you use Astral Teleport, you can bring 1 adjacent willing creature with you.
Awakened Crest. At level 10, your Crest develops into the Awakened Crest of the Astral Dragon. You can now use Astral Teleport after you complete a short or long rest. Additionally, you can now use Astral Teleport as a reaction to being targeted by an attack or a spell; if your new location makes you no longer a valid target, then you are not affected by the attack or spell.
Exalted Crest. At level 15, your Crest develops into the Exalted Crest of the Astral Dragon. When you teleport, you and anything you are carrying become invisible for 1 minute. You become visible early if you attack or cast a spell.
Crest of the Void Dragon
Fledgling Crest. At level 1, you possess the Fledgling Crest of the Void Dragon, granting you the following benefits:
- When you roll an Intelligence (History) or Intelligence (Arcana) check, you may roll a d4 and add the result to the check.
- Your Intelligence ability score increases by 1.
Minor Crest. At level 3, your Crest develops into the Minor Crest of the Void Dragon, granting you the following active ability:
Resourceful Spell. You can cast a ritual spell that you know or have prepared without spending a spell slot or extra casting time. Once you use this ability, you cannot do so again until you complete a long rest.
Major Crest. At level 6, your Crest develops into the Major Crest of the Void Dragon. When you use Resourceful Spell, you can now choose to cast any 1st-level spell you know or have prepared at 1st level without spending a spell slot.
Awakened Crest. At level 10, your Crest develops into the Awakened Crest of the Void Dragon. You can now use Resourceful Spell twice before you must complete a long rest.
Exalted Crest. At level 15, your Crest develops into the Exalted Crest of the Void Dragon. You gain the Arcane Recovery class feature as though you are a level 10 wizard. If you already have access to Arcane Recovery, then you gain an additional use of it per long rest.
Crest of the Light Dragon
Fledgling Crest. At level 1, you possess the Fledgling Crest of the Light Dragon, granting you the following benefits:
- When you roll a Wisdom (Perception) check, you may roll a d4 and add the result to the check.
- You know the Light cantrip and can cast it without material components. Wisdom is your spellcasting ability for this spell.
- Your Wisdom ability score increases by 1.
Minor Crest. At level 3, your Crest develops into the Minor Crest of the Light Dragon. Whenever you stand in an area that is brightly lit, other creatures do not have advantage from being unseen when they attack you.
Major Crest. At level 6, your Crest develops into the Major Crest of the Light Dragon. Whenever you stand in an area that is brightly lit, you can see for 60 feet around you as though the entire area is brightly lit, even if it isn't.
Awakened Crest. At level 10, your Crest develops into the Awakened Crest of the Light Dragon. Whenever you stand in an area that is brightly lit, you can see for 120 feet around you as though the entire area is brightly lit, even if it isn't.
Exalted Crest. At level 15, your Crest develops into the Exalted Crest of the Light Dragon. Whenever you stand in an area that is brightly lit, you can see through magical darkness within 120 feet of you. Additionally, you gain the following active ability:
Perceptive Strike. When you make a melee or ranged attack while you are in an area that is brightly lit and your target is not, you may choose to roll a Wisdom (Perception) check against your target's AC instead of a normal attack roll. If you hit, you may deal additional damage equal to your Wisdom skill modifier.
Crest of the Shadow Dragon
Fledgling Crest. At level 1, you possess the Fledgling Crest of the Shadow Dragon, granting you the following benefits:
- When you roll a Dexterity (Stealth) or Charisma (Deception) check, you may roll a d4 and add the result to the check.
- Your Dexterity ability score increases by 1.
Minor Crest. At level 3, your Crest develops into the Minor Crest of the Shadow Dragon, granting you the following active ability:
Hide In Plain Sight. You can hide even if there is nothing to hide behind. Once you use this ability, you cannot do so again until you complete a long rest.
Major Crest. At level 6, your Crest develops into the Major Crest of the Shadow Dragon. You can now use Hide In Plain Sight as a bonus action.
Awakened Crest. At level 10, your Crest develops into the Awakened Crest of the Shadow Dragon. You can now use Hide In Plain Sight after you complete a short or long rest.
Exalted Crest. At level 15, your Crest develops into the Exalted Crest of the Shadow Dragon. You gain an additional active ability:
Sneak Attack. You gain the Sneak Attack class feature, dealing 1d6 damage when you Sneak Attack. If you already possess the Sneak Attack class feature, then your Sneak Attack damage is increased by 1d6 instead.
Crest of the Life Dragon
Fledgling Crest. At level 1, you possess the Fledgling Crest of the Life Dragon, granting you the following benefits:
- When you roll a Wisdom (Medicine) check, you may roll a d4 and add the result to the check.
- You know the Spare the Dying cantrip. Wisdom is your spellcasting ability for this spell.
- Your Wisdom ability score increases by 1.
Minor Crest. At level 3, your Crest develops into the Minor Crest of the Life Dragon, granting you the following active ability:
Healing Wind. When you heal a creature, you may choose another creature that you can see within 60 feet (including yourself or your original target) to gain an amount of hit points equal to your character level. Once you use this ability, you cannot do so again until you complete a long rest.
Major Crest. At level 6, your Crest develops into the Major Crest of the Life Dragon. You can now use Healing Wind after you complete a short or long rest.
Awakened Crest. At level 10, your Crest develops into the Awakened Crest of the Life Dragon. All creatures that you heal during a turn in which you use Healing Wind gain resistance to the next damage they take.
Exalted Crest. At level 15, your Crest develops into the Exalted Crest of the Life Dragon. You gain an additional active ability:
Lay On Hands. You gain the Lay On Hands class feature, with a static pool of 50 hit points. If you already possess the Lay on Hands feature, then your pool of hit points is increased by 50.
Image Sources
All Crest images originally from the video game Fire Emblem: Three Houses for Nintendo Switch.