The Great White Wyrm (5e Subclass)

So ended the life of Lord Venel, a practitioner of Violet Magic, at the will and the maw of the Great White Wyrm.

Great White Wyrm Patron

Unrelated to the novel of the same name.

In worlds where magic runs wild, the Great White Wyrm slithers from its nest in the Astral Plane and tracks down those who would abuse the arcane arts. It is a creature that can only be seen in mirrors and is, by all accounts, unstoppable. It is a thing with no origin and no true name. And it has chosen you as an avatar of its unfathomable justice.

Great White Wyrm Patron Expanded Spell List
Spell LevelSpells
1stdetect magic, inflict wounds
2ndpass without trace, warding wind
3rddispel magic, vampiric touch
4thdimension door, greater invisibility
5thenervation, far step
Seek and Destroy

Starting at 1st level, you are given the quest to eliminate users of certain kinds of magic. When a creature within 60 feet of you casts a spell, you can use your reaction to instantly teleport to a space within melee range of that creature and deal 3d10 force damage to that creature. Once you use this feature, you can't use it again until you complete a short or long rest. At 6th level, this damage increases to 5d10; at 10th level, it increases to 7d10; and at 14th level, it increases to 9d10.

The White Scale

Starting at 6th level, you gain some moderate resistance to magic. You have advantage on saving throws against spells and other magical effects.

Slip Between Realities

Starting at 10th level, you learn to vanish into the Ethereal Plane in order to carry out your attacks better. Whenever you teleport using a spell or your Seek and Destroy feature, you can vanish into the Ethereal Plane. You may leave the Ethereal Plane at any point as a free action.

Erasure

At 14th level, you can physically manifest an aspect of the Great White Wyrm: its annihilating maw. Whenever you deal damage with a spell or your Seek and Destroy feature, every creature that takes damage must succeed on a Wisdom saving throw against your spell save DC or lose 12 combined points of spell slots, starting with the highest possible and descending from there. Once you use this feature, you can't use it again until you complete a short or long rest.

In addition, whenever you kill a creature, you may banish its soul to the Astral Plane.


Unique Invocations

Cloak of Infinity (requires Great White Wyrm Patron, level 14)

Spell attacks have disadvantage to hit you. In addition, whenever you succeed on a spell's saving throw, you take no damage from that spell.

Incomprehensible Senses (requires Great White Wyrm Patron, level 7)

You can sense all creatures within 60 feet of you that can cast spells. Once per long rest, you may make a Wisdom saving throw against your own spell save DC and target a single creature that you know can cast magic. If you succeed, you learn the number and level of spell slots that that creature has, or the number and level of at-will or per-day spells that creature has.

Lashing Tongue (requires Great White Wyrm Patron, Pact of the Blade)

While you are wielding your pact weapon, your melee range is extended by 5 feet.

Mirror Blend (requires Great White Wyrm Patron)

When you see a reflective surface, you can close your eyes and see as though from the perspective of a 5-foot-square portion of that surface. Alternatively, you can close your eyes and project an image of yourself into any portion of that surface that you can see, moving in any way that you could in reality. You cannot affect anything in reality when you project this image, nor can you make any sound with this image.

The Tether (requires Great White Wyrm Patron)

The witch bolt spell is added to your expanded spell list.

The Wyrm's Gaze (requires Great White Wyrm Patron, Pact of the Chain, level 7)

Your Pact of the Chain familiar may be a white nothic.

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