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Johnny686
2017-01-22, 05:16 AM
Well I am back at it again, for some reason while browsing through the Rise of Tiamat, I decided I wanted to turn the wyrmspeaker into a class, so here it is.

Wyrmspeaker
The tiefling perches on top of a ledge of these ancient forgotten ruins, the giant below finally notices her presence as he orders his minions to scale the pillar towards the ledge. Now’s the chance. The tiefling closes her eyes and concentrates and very quickly in response, a spectral form materialises, five heads, one dragon. The next moment, all hell breaks loose, a flurry of colours spread across the entire ruins, and screams of agony fill the air, the all mighty giant himself, now being tortured by a multitude of elements, it was simply all too much. The elemental breaths eventually dissipates as the tiefling falls to the ground to catch her own breath. Glancing at the aftermath, there is nothing left but mutilated flesh and bone...

Flames wreath the surrounding houses and havoc ensues as a terrifying shadow swoops across what’s left of the village. Screams of horror can be heard throughout the place as the enraged red dragon prepares to unleash a final breath of flames to devour the rest of the survivors and the village itself. All of a sudden, a cloaked figure flies directly in front of the tyrant, gliding in for a strike with his blade. The furious wyrm immediately redirects his breath towards the cloaked man without batting an eyelid, engulfing him in red and yellow ribbons of intense heat but yet the blade connects. The dragon recoils from the impact and the flames then die off to reveal the unscathed man shouting... “Dastardly fiend! I am your wyrmspeaker!”

Wyrmspeakers are adept at the powers of draconic lore, allowing them to gain draconic power and to think like a dragon. Because of this, they are respected by most true dragons especially when it is of their type. Becoming a wyrmspeaker is a choice that requires hours of dabbling in a draconomicon, interaction with dragons and basic magic amplitude, only then will an individual earn the title of a wyrmspeaker and be able to communicate and influence dragons in a way most other individuals cannot. Wyrmspeakers often serve as ambassadors or agents between dragons, as they can influence their rivals in negotiations with the aid of the wyrmspeakers, while other wyrmspeakers use their exotic power for their own personal intentions.

Draconic Personality
Although wyrmspeakers mostly retain their original personality and alignment, they can tap on the essence of draconic power by emulating the personalities and likely actions of the dragons. A chromatic wyrmspeaker need not be evil, but by thinking like a chromatic dragon, it enhances the power of the wyrmspeaker. The same is true for metallic wyrmspeakers.

Respected If Not Grudgingly
An age old unwritten rule that all true dragons understand is that wyrmspeakers ordain a dragon’s respect, however many dragons are not rather fond of their wyrmspeakers but yet they will still recognise a wyrmspeaker for their knowledge and influence of dragons, a power that dragons are inclined to respect.

Creating A Wyrmspeaker
As you create your wyrmspeaker, consider the reasons for your choice of becoming a wyrmspeaker. Did you have an urge to attain power for your own intentions. Or did you wish to serve a dragon as a powerful agent or do you simply love dabbling in the lives of dragons. Perhaps you wished to become rich through the rewards or payments of dragons by serving them as an ambassador or agent to escape your previous life of poverty. Wyrmspeakers are each unique in themselves and can be of any alignment regardless of their draconic types. Those who are loyal to one specific dragon often take up the alignment of said dragon while those that act as ambassadors are often neutral, offering their services and power to the highest bidder or in exchange for protection by the strongest dragon of the bunch



Level
Proficiency Bonus
Features
Spells Known
1st
2nd
3rd
4th
5th


1st
+2
Wyrmspeaker Archetype, Way With The Dragons
--
--
--
--
--
--


2nd
+2
Spellcasting
2
2
--
--
--
--


3rd
+2
Fighting Style
3
3
--
--
--
--


4th
+2
Ability Score Improvement
3
3
--
--
--
--


5th
+3
Extra Attack
4
4
2
--
--
--


6th
+3
Wyrmspeaker Archetype Feature
4
4
2
--
--
--


7th
+3
Draconic Influence
5
4
3
--
--
--


8th
+3
Ability Score Improvement
5
4
3
--
--
--


9th
+4
--
6
4
3
2
--
--


10th
+4
Wyrmspeaker Archetype Feature
6
4
3
2
--
--


11th
+4
Dragon Wings
6
4
3
2
--
--


12th
+4
Ability Score Improvement
7
4
3
3
--
--


13th
+5
--
8
4
3
3
1
--


14th
+5
Wyrmspeaker Archetype Feature
8
4
3
3
1
--


15th
+5
Draconic Attunement Improvement
9
4
3
3
2
--


16th
+5
Ability Score Improvement
9
4
3
3
2
--


17th
+6
--
10
4
3
3
3
1


18th
+6
Draconic Fortitude
10
4
3
3
3
1


19th
+6
Ability Score Improvement
11
4
3
3
3
2


20th
+6
Wyrmspeaker of The Dragon Queen/Dragon King
11
4
3
3
3
2




Class Features
As a wyrmspeaker, you gain the following class features.

Hit Points
Hit Dice: 1d10 per wyrmspeaker level
Hits Point at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per wyrmspeaker level after 1st

Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, History, Insight, Nature, Perception, Religion, and Survival

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) longsword and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) scale mail (b) leather armor
(a) a dungeoneer’s pack or (b) an explorer’s pack

Way with The Dragons
At 1st level, your body is accustomed to your chosen type of dragon’s element, thus gaining you resistance to that elemental damage. You can now speak, read and write Draconic and can mentally communicate with dragons. You can also breathe air and water and gain a swimming speed equal to your current speed. All true dragons that are not wyrmlings are more likely to negotiate better terms with you and are less likely to attack you. All true dragons that are not wyrmlings recognise you as a wyrmspeaker.


Spellcasting
By 2nd level, you have learned to empower the magic within you that your draconic powers has given you, thus allowing you cast spells. Dragon magic focus on the Schools of Transmutation and Evocation. Dragons vow to use energy, matter and the elements to further empower their already powerful physical forms and that of others and to aid their mastery of the natural powers of the world. You can choose to know spells from the general spell list and your own specific draconic type spell list.

Spell Slots
The Wyrmspeaker table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known Of 1st Level And Higher
You know two 1st-level spells of your choice from the wyrmspeaker spell list. The Spells Known column of the Wyrmspeaker table shows when you learn more wyrmspeaker spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the wyrmspeaker spells you know and replace it with another spell from the wyrmspeaker spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your wyrmspeaker spells, since your magic draws on your attunement to draconic nature. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a wyrmspeaker spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Fighting Style
At 3rd level, you adopt a style of fighting as your speciality. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense
While you are wearing armor, you gain a +1 bonus to AC.

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Ability Score Improvement
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.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Draconic Influence
At 7th level, you can now mentally influence dragons to carry out certain actions. Suggestion will be added as a bonus to your spells known, this does not add towards your total spells known. If the target is a dragon and it has disadvantage on the saving throw.

Dragon Wings
At 11th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
At 15th level, your flying speed is doubled.

Draconic Fortitude
At 18th level, you now gain the ability to conjure up some of the bulk of a dragon’s physical form. You gain 1 legendary resistance that you can use once per day to pass any saving throw that you fail. Additionally, you are now immune to your dragon’s elemental damage.Your body also becomes more resilient to old age to match the longevity of dragons, your body ages 1 year for every 10 years that pass.

Wyrmspeaker of The Dragon Queen/Dragon King
At 20th level, you now gain the favor of Tiamat if you chose a chromatic dragon as your archetype, or Bahamut if you chose a metallic dragon as your archetype. Your Lore of The Dragons now extends to Tiamat or Bahamut. You now have 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. You regain spent legendary actions at the start of your turn.

Detect. Make a Perception check.
Wing Attack. (Cost 2 Actions) You must have wings to use this action. You beat your wings directly ahead of you forcing a creature of a medium size or smaller to make a Dexterity saving throw against your spell save DC or fall prone and take 2d6 + your Strength modifier bludgeoning damage. You can then fly up to half your flying speed.
Attack. You can make one attack with one of your weapons.
Aspect of Tiamat. (Cost 2 Actions) You call upon an aspect of Tiamat which unleashes a 90 foot cone of all 5 elements of the chromatic dragons. Creatures must make a Dexterity saving throw against your spell save DC, taking 4d8 acid damage, 4d10 lightning damage, 4d6 poison damage, 4d6 fire damage and 4d8 cold damage on a failed saving throw or half as much on a successful one. You cannot do anything as you recuperate your energy for the next whole round of combat, including the current round and gain 1 level of exhaustion. You can only use this action once per long rest. Chromatic Wyrmspeaker only.
Aspect of Bahamut. (Cost 2 Actions) You call upon an aspect of Bahamut which unleashes a 90 foot cone of searing blue light. Creatures must make a Dexterity saving throw against your spell save DC, taking 14d12 radiant damage on a failed saving throw or half as much on a successful one. You cannot do anything as you recuperate your energy for the next whole round of combat, including the current round and gain 1 level of exhaustion. You can only use this action once per long rest. Metallic Wyrmspeaker only.

Wyrmspeaker Archetypes
Wyrmspeaker archetypes represent your alignment to one of the draconic types, each type entails a series of benefits that represent the nature of your dragon type you choose. Your choice also determines what unique spells you have access to from the specific spell list.

Black Wyrmspeaker
Cruel sadistic dragons who care about nothing but watching the mere mortals suffer at the hand of their superiority. A black wyrmspeaker can tap on the essence of a black dragon to inflict brutal wounds onto enemies and make them regret fighting in the first place.

Lore of The Dragons
As a 1st level wyrmspeaker of the black dragons, you curry favor from all black dragons. As such, you gain advantage on any mental ability checks or saving throws that is associated with black dragons and their minions while not in combat with them. All black dragons and their minions will immediately recognise you as their wyrmspeaker and will not attack you unless you show any form of aggression to them or they perceive you as a threat.

Draconic Attunement
By 6th level, you gain a pool of 5 draconic attunement points that recharges on a long rest. You can use these points to carry out certain lair actions of a black dragon that happen on initiative count 20 losing initiative ties.

--Magical darkness surrounds you in a 15 foot radius that lasts until the next initiative count 20. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and non magical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 1st level or lower, the spell that created the light is dispelled.
--You can cause a pool of water you can see within 60 feet of you to surge it outwards in a grasping tide. Any creature on the ground within 10 feet of the pool must make a Strength saving throw against your spell save DC or be swept 10 feet towards the pool of water and be knocked prone.
--You can cast the cantrip Acid Splash, however the damage does not scale with level.

At 15th level, your pool of draconic attunement increases to a maximum of 10 points.

Prey on The Weak
By 10th level, you start to be able to employ the personalities of a black dragon to benefit yourself. Whenever you successfully deal damage to a target that has less than half of its health left, you can deal an extra 2d6 damage. Everytime you kill something in melee, you can use your bonus action to brutally overkill your target, all targets that you choose that are within 30 feet of you must make a Wisdom saving throw against your spell save DC, on a failed throw, they shudder at your brutality and gain disadvantage on attacks against you, a creature can repeat this saving throw at the end of each of its turns. Creatures that are immune to being frightened are not affected by this.

False Hope
At 14th level, you further develop some personalities of a black dragon. As an bonus action, you can make a Deception check against a creature that can see you, the target must be have less than half of its health left and must be damaged by you during your turn. If you succeed, the target becomes pacified and will make any actions or reactions, it can make a Wisdom saving throw against your spell save DC with advantage if you are not within 5 feet of it or disadvantage if you are at the end of each of its turns. The next attack against a pacified creature takes is an automatic critical hit. If it succeeds on its saving throw or it gets attacked, the creature leaves its pacified state. Creatures that are immune to being frightened or charmed are not affected by this.

Blue Wyrmspeaker
Dragons bent on asserting their dominance and strength on other creatures that also adopt a patient and tactical way of fighting as compared to the brute force other dragons use. A blue wyrmspeaker can adopt these methods to gain surges of energy during the heat of battle.

Lore of The Dragons
As a 1st level wyrmspeaker of the blue dragons, you curry favor from all blue dragons. As such, you gain advantage on any mental ability checks or saving throws that is associated with blue dragons and their minions while not in combat with them. All blue dragons and their minions will immediately recognise you as their wyrmspeaker and will not attack you unless you show any form of aggression to them or they perceive you as a threat.

Draconic Attunement
By 6th level, you gain a pool of 5 draconic attunement points that recharges on a long rest. You can use these points to carry out certain lair actions of a blue dragon that happen on initiative count 20 losing initiative ties.

--Sand erupts around a targeted creature you can see within 60 feet of you, the creature must make a Constitution saving throw against your spell save DC or it will be blinded for 1 minute. The creature can repeat its saving throw at the end of each of its turn. Creatures larger than large are not affected by this.
--You create a thunderclap in the location of a creature you can see within 60 feet of you, the creature must make a Constitution saving throw against your spell save DC or be deafened for 1 minute. The creature can repeat its saving throw at the end of each of its turn.
--You can cast the cantrip Thunderclap, however the damage does not scale with level.

At 15th level, your pool of draconic attunement increases to a maximum of 10 points.

Overwhelming Dominance
By 10th level, you start to be able to employ the personalities of a blue dragon to benefit yourself. You learn to assert your dominance in situations thus granting you proficiency in Deception, Intimidation, Performance and Persuasion. Your advantage on ability checks or saving throws from your Lore of The Dragons now extends towards two more creature types of your choice.

Tactical Combat
At 14th level, you further develop some personalities of a blue dragon. If you have not been damaged between your turns during combat. You can use your bonus action to instead carry out a full action. Additionally, you can take a dodge, dash or disengage action as a bonus without taking up your action on each of your turns if you succeed on a Dexterity check.

Green Wyrmspeaker
Deceptive dragons that are always one step ahead of their enemies. They are renowned for their cunning and are a constant fear of corruption and manipulation among other creatures. A green wyrmspeaker can use this to their advantage by spreading fear

Lore of The Dragons
As a 1st level wyrmspeaker of the green dragons, you curry favor from all green dragons. As such, you gain advantage on any mental ability checks or saving throws that is associated with green dragons and their minions while not in combat with them. All green dragons and their minions will immediately recognise you as their wyrmspeaker and will not attack you unless you show any form of aggression to them or they perceive you as a threat. You gain proficiency in Deception.

Draconic Attunement
By 6th level, you gain a pool of 5 draconic attunement points that recharges on a long rest. You can use these points to carry out certain lair actions of a green dragon that happen on initiative count 20 losing initiative ties.

--Vines rise up from the ground and grapples a creature you can see within 60 feet of you. The creature make a Strength saving throw against your spell save DC to break free or be restrained for 1 minute. The vines wilt away if the target escapes or if you use a bonus action to dismiss it. Another creature can take an action and make a Strength check to help the restrained target break free. Creatures larger than large are not affected by this.
--A magical soothing fog momentarily surrounds a creature you can see within 60 feet of you. The creature must make a Wisdom saving throw against your spell save DC or become charmed by you for 1 round of combat. A creature with a CR equal or higher than your level gains advantage on this saving throw. Creatures with a CR double your level are not affected.
--The can cast the cantrip Thorn Whip, however the damage does not scale with level.

At 15th level, your pool of draconic attunement increases to a maximum of 10 points.


Treacherous Appearance
By 10th level, you start to be able to employ the personalities of a green dragon to benefit yourself. Each creature that can see you within 60 feet can be forced to make a Wisdom saving throw against your spell save DC or become frightened for 1 minute. A 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, it is immune to this effect for the next 24 hours.

Terrifying Surprise
At 14th level, you further develop some personalities of a green dragon. If you have advantage on an attack roll, your attacks deal an extra 2d6 damage, the target must then take a Wisdom saving throw against your Treacherous Appearance again even if it immune to it during the 24 hours, if the target is already frightened, deal 4d6 extra damage instead.

Red Wyrmspeaker
Living embodiments of tyranny and rage. Red dragons are among the strongest true dragons and are very prone to fits of destructions and also see themselves as superior to the rest of the dragons. Red wyrmspeakers experience the influence of draconic rage in their minds which empower their potential of spreading destruction.

Lore of The Dragons
As a 1st level wyrmspeaker of the red dragons, you have a knack for dealing with red dragons. As such, you gain advantage on any mental ability checks or saving throws that is associated with red dragons and their minions. However, most red dragons disdain you as one of their possible rivals.
Your fearsomeness can often intimidate other dragons as well, choose 1 other dragon type, your Lore of The Dragons now extends to them as well.

Draconic Attunement
By 6th level, you gain a pool of 5 draconic attunement points that recharges on a long rest. You can use these points to carry out certain lair actions of a red dragon that happen on initiative count 20 losing initiative ties.

--A tremor shakes the ground in a 15 foot radius around you, all creatures except you have to make a Dexterity saving throw against your spell save DC or fall prone. Creatures larger than large are not affected, large creatures gain advantage on the saving throw.
--Volcanic gas surround a creature you can see within 60 feet of you, the creature must make a Constitution saving throw against your spell save DC or be poisoned for 1 minute. The gas lightly obscures the creature. The gas travels with the creature and dissipates at the next initiative count 20.
--You can cast the cantrip Fire Bolt, however the damage does not scale with level.

At 15th level, your pool of draconic attunement increases to a maximum of 10 points.

Frightful Tyrant
By 10th level, you start to be able to employ the personalities of a red dragon to benefit yourself. You become a symbol of fear and terror, all creatures that can see you that are not immune to being frightened have disadvantage on Wisdom checks and saving throws. You gain proficiency in Intimidation or double proficiency if you are already proficient in it. The rage of red dragons flows within you allowing you to deal an extra 2d4 fire damage when you attack with unarmed strikes or natural weapons.

Ferocious Rampage
At 14th level, you further develop some personalities of a red dragon. Every time you get damaged by an enemy, you can fly into a rage and make a melee attack against the enemy that damaged you as a reaction once between your turns. If you have less than half of your hit points left, you score critical hits on a natural 19 or 20.

White Wyrmspeaker
Primal, animalistic dragons that favor physical strength over other traits more than other dragons. Most white dragons dwell alone and can easily fend for themselves, the same is then true for white wyrmspeakers that are most often master hunters and survivors in any condition or place.

Lore of The Dragons
As a 1st level wyrmspeaker of the white dragons, you curry favor from all white dragons. As such, you gain advantage on any mental ability checks or saving throws that is associated with white dragons and their minions while not in combat with them. All white dragons and their minions will immediately recognise you as their wyrmspeaker and will not attack you unless you show any form of aggression to them or they perceive you as a threat.

Draconic Attunement
By 6th level, you gain a pool of 5 draconic attunement points that recharges on a long rest. You can use these points to carry out certain lair actions of a white dragon that happen on initiative count 20 losing initiative ties.

--You create an opaque wall of ice on a solid surface you can see within 60 feet of you. The wall can be up to 15 feet long, 15 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 5-foot section of the wall has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall lasts for 1 minute.
--Icy fog surrounds a creature that you can see within 60 feet of you. The creature has disadvantage on attack rolls and Constitution saving throws. The fog travels with the creature and dissipates on the next initiative count 20. Creatures that are immune the cold damage are not affected.
--You can cast the cantrip Ray of Frost, however the damage does not scale with level.

At 15th level, your pool of draconic attunement increases to a maximum of 10 points.

Fight Alone
By 10th level, you start to be able to employ the personalities of a white dragon to benefit yourself.
If there are no allies within 10 feet of you, you gain advantage on attack rolls you make. If you are flanked by enemies, you can choose to push an enemy that you successfully hit 10 feet away from you. You can now deal an additional 1d4 cold damage every time you damage a creature.

Primal Fury
At 14th level, you further develop some personalities of a white dragon. You gain proficiency in the Survival skill. Your Strength and Constitution score increases by 1 and your maximum for these scores are now 22. When you successfully hit an enemy, you can choose to make your enemy prone if you succeed on a Strength check against their saving throw.


Brass Wyrmspeaker
Talkative creatures that love conversing with other creatures. A brass dragon might go to extreme measures just of sate their need for small talk. They enjoy the company of others that enjoy conversation but will not be easily tricked either.

Lore of The Dragons
As a 1st level wyrmspeaker of the brass dragons, you curry favor from all brass dragons. As such, you gain advantage on any mental ability checks or saving throws that is associated with brass dragons and their minions while not in combat with them. All brass dragons and their minions will immediately recognise you as their wyrmspeaker and will not attack you unless you show any form of aggression to them or they perceive you as a threat.

Draconic Attunement
By 6th level, you gain a pool of 5 draconic attunement points that recharges on a long rest. You can use these points to carry out certain lair actions of a brass dragon that happen on initiative count 20 losing initiative ties.
--Sand erupts around a targeted creature you can see within 60 feet of you, the creature must make a Constitution saving throw against your spell save DC or it will be blinded for 1 minute. The creature can repeat its saving throw at the end of each of its turn. -- Creatures larger than large are not affected by this.
--You surround a creature that you can see within 60 feet of you with sleep gas. The creature must make a Constitution saving throw or fall unconscious for 5 minutes. The effect ends if someone uses an action to wake it up or when it takes damage.
--You can cast the cantrip Fire Bolt, however the damage does not scale with level.
At 15th level, your pool of draconic attunement increases to a maximum of 10 points.

Talkative Folks
By 10th level, you start to be able to employ the personalities of a brass dragon to benefit yourself.
You gain proficiency in Persuasion or double proficiency if you are already proficient. As a bonus action. You also gain advantage on an Insight check to see whether another creature is lying or manipulating you. As an bonus action, you can confuse or distract a creature within 60 feet of you that can hear you, giving them disadvantage on attack rolls or one type of saving throw of your choice.

Thrill Of Conversation
At 14th level, you further develop some personalities of a brass dragon. If you carry a sentient magic weapon that can interact with you, you can gain inspiration during battle allowing you to deal 2d6 extra damage when you hit a creature with an attack. You also have advantage on any mental ability checks or saving throws while conversing with sentient magic weapons. Your Charisma score improves by 1, your maximum score for this is now 22.

Bronze Wyrmspeaker
Bronze dragons heavily oppose evil acts and seek to enact justice on anyone they see committing such acts. These strong dragons are powerful adversaries that love to fight for a just cause, even in large scale combats.

Lore of The Dragons
As a 1st level wyrmspeaker of the bronze dragons, you curry favor from all bronze dragons. As such, you gain advantage on any mental ability checks or saving throws that is associated with bronze dragons and their minions while not in combat with them. All bronze dragons and their minions will immediately recognise you as their wyrmspeaker and will not attack you unless you show any form of aggression to them or they perceive you as a threat.

Draconic Attunement
By 6th level, you gain a pool of 5 draconic attunement points that recharges on a long rest. You can use these points to carry out certain lair actions of a bronze dragon that happen on initiative count 20 losing initiative ties.
--You create a thunderclap in the location of a creature you can see within 60 feet of you, the creature must make a Constitution saving throw against your spell save DC or be deafened for 1 minute. The creature can repeat its saving throw at the end of each of its turn.
--You create a force of repulsion against a creature within 60 feet of you that you can see. The creature must make a Strength saving throw or be pushed up to 15 feet directly away from you.
--You can cast cantrip Thunderclap, however the damage does not scale with level.
At 15th level, your pool of draconic attunement increases to a maximum of 10 points.

Strength And Mettle
By 10th level, you start to be able to employ the personalities of a bronze dragon to benefit yourself. Your power is so immense that you can borrow draconic strength as a bonus action. Until the start of your next turn, your weapons gain the siege property, allowing you to deal double damage to objects and structures and you Strength score increases by 1. Your maximum score for your Strength is now 21.

Agents Of Justice
At 14th level, you further develop some personalities of a brass dragon. You can start to oppose all evil acts, whenever you attack an evil creature, you deal 2d10 extra damage. If you witness an unjustified killing of a creature by another creature, your next attack against it has advantage and does an extra 5d10 damage.

Copper Wyrmspeaker
Copper dragons love companion with others and appreciate a good laugh while communicating with others.

Lore of The Dragons
As a 1st level wyrmspeaker of the copper dragons, you curry favor from all copper dragons. As such, you gain advantage on any mental ability checks or saving throws that is associated with copper dragons and their minions while not in combat with them. All copper dragons and their minions will immediately recognise you as their wyrmspeaker and will not attack you unless you show any form of aggression to them or they perceive you as a threat.

Draconic Attunement
By 6th level, you gain a pool of 5 draconic attunement points that recharges on a long rest. You can use these points to carry out certain lair actions of a copper dragon that happen on initiative count 20 losing initiative ties.
--You choose a point on the ground within 60 feet of you that you can see. Stony spikes pierce out of the ground in a 15 foot radius, the area is now difficult terrain until the next initiative count 20.
--You surround a creature you can see that is within 60 feet of you with slowing gas. The creature must make a Constitution saving throw against your spell save DC or have its speed reduced by half for 1 minute. Additionally, the creature cannot make any reactions during this duration. The creature can repeat its saving throw at the end of each of its turns.
--You can cast the cantrip Acid Splash, however the damage does not scale with level.
At 15th level, your pool of draconic attunement increases to a maximum of 10 points.

Covetous Misers
By 10th level, you start to be able to employ the personalities of a copper dragon to benefit yourself. You gain advantage on Charisma skill checks and saving throws while bartering for an item. While you are attuned to three magic items, you can draw confidence from it, you can add your proficiency bonus to all Charisma skill checks and Concentration saving throws.

Humorous Creatures
At 14th level, you further develop some personalities of a copper dragon. You can cast Tasha’s Hideous Laughter as a bonus action as long as you know the spell. If the target succeeds the saving throw, you become annoyed at it allowing you to gain advantage on your next attack roll against that creature and deal extra damage equal to your proficiency bonus if the attack hits.

Gold Wyrmspeaker
Extremely wise dragons that are both powerful and majestic. They seek to oppose all evil but are reserved in doing so, hardly ever communicating with others.

Lore of The Dragons
As a 1st level wyrmspeaker of the gold dragons, you curry favor from all gold dragons. As such, you gain advantage on any mental ability checks or saving throws that is associated with gold dragons and their minions while not in combat with them. All gold dragons and their minions will immediately recognise you as their wyrmspeaker and will not attack you unless you show any form of aggression to them or they perceive you as a threat. As a gold wyrmspeaker, you use Wisdom as your spellcasting ability instead of Charisma.

Draconic Attunement
By 6th level, you gain a pool of 5 draconic attunement points that recharges on a long rest. You can use these points to carry out certain lair actions of a gold dragon that happen on initiative count 20 losing initiative ties.
--You gain a brief insight of a creature you can see that is within 60 feet of you. The creature must make a Wisdom saving throw against your spell save DC, on a failed save, you gain advantage on attack rolls or saving throws depending on your choice against the targeted creature. This lasts until the next initiative count 20.
--You surround a creature you can see that is within 60 feet of you with weakening gas. The creature must make a Strength saving throw against your spell save DC of gain disadvantage on Strength-based attack rolls or Strength saving throws depending on your choice for 1 minute. The creature can repeat its saving throw at the end of each of its turns.
--You can cast the cantrip Fire Bolt, however the damage does not scale with level.
At 15th level, your pool of draconic attunement increases to a maximum of 10 points.

Reserved Shapeshifters
By 10th level, you start to be able to employ the personalities of a gold dragon to benefit yourself. You cast the spell Polymorph only on yourself at will once per long rest without expending a spell slot, you retain your mental ability scores. You can only transform into a beast that is CR 1 or lower.

Embodiment Of Wisdom
At 14th level, you further develop some personalities of a gold dragon. While there are no allies within 15 feet of you, you can use a bonus action to enter a state of mind that allows you to concentrate on two spells simultaneously for a duration of up to 1 hour. Each time you use this feature, you must expend one draconic attunement point. If any allies is within 15 feet of you during the duration, this feature stops working and you must choose to lose concentration on one spell if you were concentrating on two before. Additionally, you gain disadvantage on attack rolls and ability checks during this duration.

Silver Wyrmspeaker
Friendly social dragons that seek to oppose evil acts and to protect innocents from harm. They love communicating with humanoids and assisting those in need.

Lore of The Dragons
As a 1st level wyrmspeaker of the silver dragons, you curry favor from all silver dragons. As such, you gain advantage on any mental ability checks or saving throws that is associated with silver dragons and their minions while not in combat with them. All silver dragons and their minions will immediately recognise you as their wyrmspeaker and will not attack you unless you show any form of aggression to them or they perceive you as a threat.

Draconic Attunement
By 6th level, you gain a pool of 5 draconic attunement points that recharges on a long rest. You can use these points to carry out certain lair actions of a gold dragon that happen on initiative count 20 losing initiative ties.
Icy wind surrounds a creature that you can see that is within 60 feet of you, a targeted creature must succeed on a Constitution saving throw against your spell save DC, or have its speed reduced by 10 feet.
You surround a creature you can see that is within 60 feet of you with paralysing gas. The creature must make a Constitution saving throw against your spell save DC or become paralysed until the end of its next turn. The creature has advantage on the saving throw if it has been targeted by this the previous turn.
You can cast the cantrip Frostbite, however the damage does not scale with level.
At 15th level, your pool of draconic attunement increases to a maximum of 10 points.

Respectful Beings
By 10th level, you start to be able to employ the personalities of a silver dragon to benefit yourself. Choose two types of humanoid creatures, you gain advantage on any mental ability checks or saving throws that is associated with those humanoids of your choice while not in combat with them. Your Charisma score increases by 1, your maximum score for your Charisma is now 21.

Virtuous Beings
At 14th level, you further develop some personalities of a silver dragon. When dealing with evil creatures, you gain advantage on any mental ability checks or saving throws against them. When an ally is attacked, if you are within 5 feet of the attacker, you can choose to take the attack instead as your reaction.


Wyrmspeaker Spell List

General


Feather Fall
Jump
Longstrider
Catapult
Goodberry
Chromatic Orb
Faerie Fire
Expeditious Retreat
Magic Missile
Cure Wounds
Healing Word


Alter Self
Darkvision
Enhance Ability
Levitate
Magic Weapon
Spider Climb
Shatter
Gust of Wind
Darkness
Detect Thoughts
Enlarge/Reduce


Elemental Weapon
Protection from Energy
Haste
Slow
Gaseous Form
Mass Healing Word
Sending
Dispel Magic
Daylight
Fear
Counterspell


Polymorph
Fabricate
Elemental Bane
Control Water
Otiluke’s Resilient Sphere
Freedom of Movement


Animate Objects
Control Winds
Reincarnate
Telekinesis
Mass Cure Wounds
Wall of Force

Specific


Black:
Inflict Wounds
False Life
Blue:
Command
Witch Bolt
Green:
Hex
Ray of Sickness
Red:
Hellish Rebuke
Burning Hands
White:
Ice Knife
Hunter's Mark
Brass:
Dissonant Whispers
Hellish Rebuke
Bronze:
Thunderwave
Wrathful Smite
Copper:
Tasha's Hideous Laughter
Charm Person
Gold:
Heroism
Burning Hands
Silver:
Bless
Sanctuary


Black:
Melf’s Acid Arrow
Blue:
Enthrall
Green:
Phantasmal Force
Red:
Heat Metal
White:
Pass Without Trace
Brass:
Calm Emotions
Bronze:
Branding Smite
Copper:
Calm Emotions
Gold:
Flaming Sphere
Silver:
Aid


Black:
Stinking Cloud
Bestow Curse
Blue:
Lightning Bolt
Wall of Sand
Green:
Feign Death
Major Image
Red:
Fireball
Aura of Vitality
White:
Sleet Storm
Create Food and Water
Brass:
Wall of Sand
Fireball
Bronze:
Tidal Wave
Call Lightning
Copper:
Tongues
Stinking Cloud
Gold:
Spirit Guardians
Fireball
Silver:
Beacon of Hope
Sleet Storm


Black:
Blight
Blue:
Dominate Beast
Green:
Phantasmal Killer
Red:
Fire Shield
White:
Ice Storm
Brass:
Compulsion
Bronze:
Watery Sphere
Copper:
Confusion
Gold:
Aura of Life
Silver:
Aura of Purity


Black:
Insect Plague
Blue:
Dominate Person
Green:
Mislead
Red:
Immolation
White:
Cone of Cold
Brass:
Modify Memory
Bronze:
Destructive Wave
Copper:
Bigby's Hand
Gold:
Flame Strike
Silver:
Greater Restoration

Johnny686
2017-01-26, 09:08 AM
Changes

Added Brass and Bronze Wyrmspeakers
Reduced White Wyrmspeaker primal fury ability score bonuses from +2, +1, to +1 ,+1 instead.
Changed Black Wyrmspeaker specific spell from Tidal Wave to Bestow Curse.

Right, only three more wyrmspeakers to go, then I can call the class complete, I might be putting them up next week or so.

Johnny686
2017-02-12, 12:35 AM
Final three metallic dragons has been added, and the class is pretty much finished, looks like I am done here, hope you enjoy it.:smallsmile: