Worship of the creatures known as the Great Wyrms is not something one should boast off. The beings are known all over, but by different names. To some, they are Voidserpents, ever consuming of the energy that lies between the planes. To others, they are the World Snakes, long enough to reach all around the world and bite their own tails. But the danger of these creatures is well-known, and one should try to be strong against their temptations.
|1st||Expanded Spell List, Wyrm Skin, Viper Senses|
|14th||Caller of the Void|
Expanded Spell List
|1st||absorb elements, command|
|2nd||calm emotions, detect thoughts|
|3rd||nondetection, protection from energy|
|5th||geas, skill empowerment|
At 1st level, your skin becomes hard and smooth to the touch.
When you are not wearing armor, your armor class equals 13 + your Dexterity modifier.
You also gain resistance to poison damage and you have advantage on saving throws against poison.
Beginning at 6th level, you can release the force of the wyrm into a power draining assault. When a creature within 30 feet of you targets you with an attack, you an use your reaction to cause dark coils of energy to seize the creature’s body. The creature may add neither its Strength or Dexterity modifier to any attack rolls it makes before the end of its turn. If the use of this feature means the creature misses you, you heal an amount of hit points equal to your warlock level. If the 91 creature hits you, the creature can add neither its Strength or Dexterity modifier when determining the damage.
Once you’ve used this feature, you cannot use it again until you’ve finished a short or a long rest.
Beginning at 10th level, you can innately communicate with snakes and serpents as if casting the speak with animals spell.
You also gain the ability to infuse a serpent with magical energy, and thereby cast spells through it.
Using an action, you can conjure up a small wyrm, taking the stats of a poisonous snake but its creature type is an aberration instead of a beast. This wyrm remains in existence for 1 hour, until it reaches 0 hit points, or until you dismiss it as an action. Upon its conjuration, you choose one of the following spells to infuse into it: crown of madness, hold person, mind spike or suggestion. The chosen spell lies dormant within the wyrm until you activate it as an action. For the spell to be viable for activation, the wyrm must be coiled around or otherwise touching the desired target of the spell.
You must be able to see the wyrm to activate the infused spell, and you do not expend a spell slot when casting a spell using this feature. You can only cast a spell in this manner at 2nd level. You use your spellcasting ability when casting the spell.
The infused spell stays within the wyrm until the creature disappears. While the wyrm is in existence, you control its actions and movement, and once you’ve used this feature, you can’t use it again until you finish a short or long rest.
If you been granted a familiar by this class through the Pact of the Chain feature, you may use that familiar in place of the wyrm you would have conjured from this feature.
Caller of the Void
Starting at 14th level, you can call upon the awe-striking force of the Great Wyrms.
As an action, you may choose a number of creatures within 60 feet of you equal to your Charisma modifier and make one ranged spell attack roll against each of them. Each successful attack deals 2d10 force damage and the creature is pushed back 10 feet where they fall prone. You can then draw their lifeforce into you, lowering their hit point maximum for the amount of force damage they took, and heal yourself for half of the total dealt force damage.
Once you’ve used this feature, you can’t use it again until you finish a short or long rest.
Aaralyn’s Stolen Notes to Velea Copyright 2018 Anne Gregersen Author Anne Gregersen