The Great Wyrm of Enthris: Tier 5 Talents

Ascensions Binds

You have ascended to the status of Great Wyrm. You have garnered power nigh incomprehensible, and that you are still wrestling to fully grasp, let alone wield.

One thing you are certain of however, is that this method of ascension, as you were told, has bound you to Enthris. This talent is the heart of your connection to the world, and to your accepted charge, to protect the child of Errosyr, the Allmother, to protect your friend, Enthris.

You know not if this will whither upon The Calamity's defeat, but you are certain that, with effort, you would be able to expand the reach of Enthris exceptionally.

Through this document, you will find the talents that you have access to as The Great Wyrm of Enthris. Leveling up into, and throughout, Tier 5 will net you with 4 talent points each time, alongside either a single Optional or Subclass feature.

Additionally, you gain 1 + half your Body in health each level.

Each talent tree, of which there are 4 for this particular Ascendant Class, has 4 talents within it. You must have acquired the previous level, in order to select the next level, and the final talent in each tree requires at least 1 level in another tree.

There are 4 levels in Tier 5, unlike all other Tiers, and by the end you will have filled out each tree, so feel free to focus on what you want immediately as you will not miss out on anything else for doing so.

World Soul

Talent Level 1

Empowering of Enthris:

You are able to deepen the bond you have with this world, and you do so gladly. This strengthens the world itself, expanding his capacity, his awareness, and what he can offer you as his Breather. All damage and healing you deal gains an additional d8.


Talent Level 2

Unison of Intent:

Your connection to Enthris has expanded, allowing you to blend your intent together far more frequently. Once per Long Rest, you may choose to gain an adornment as a Free Action.


Talent Level 3

Intent With Direction, Intent With Complexity:

Enthris, still young, still unaware of the depths of his own capacity, is unable to provide the direction and multilayering for greater complexity of runes. That is, alone. With your strength, the two of you, together, are more than capable of forging complex runes. Once per Rest, at the start of your turn, you may gain double your rune fragments, up to 10 as you provide direction and layered depth to the runes, allowing you to gain far more use out of them.


Talent Level 4 (requires at least 1 point in Not Alone)

To Heal the Wound, to Learn from the Beyond:

The wound of the world was expected to be all too similar to a scar, unhealable, and a mark forevermore. With what you have felt from the great vastness of the beyond, you know that is not true. Upon taking this talent, you become capable of learning from the movements of the further entities, you see that they connect with worlds, some to cause disorder, others to heal. You may now heal the wound of the world, strengthening Enthris, and your bond with him, even further.


Not Alone

Talent Level 1

Keen Awareness:

You have become suddenly aware of so very much beyond the borders of your world. There are eyes, ears, and sheer presence all around, and yet so far away. All of these entities, they clearly have their own goals, their own tasks, their own concerns, and you are not one of them, but you could become so.

This talent provides you with the ability to see far more than you otherwise might, primarily around the touch of other entities, and what actions of yours might draw their eye.


Talent Level 2

Knowledge Expanding:

Knowing the types of beings that exist is a great boon, but tapping further into this you may see the strands of what has actually touched this world. Their imprints, and perhaps connect them to what lies out there still, to know what may be keeping an eye out for this place.


Talent Level 3

To Reach Out in Kindness, in Curiosity:

Not to fully extend your influence, or your hand, but more to poke your head out of the water, to get a better look. Projecting a keen lack of animosity, and seeing what turns its head. This may be a risk in a sense, but you have enough control over your strength to not seem as what you are, a new, and perhaps a bit naive, Great Wyrm. There are others out there that may be able to help in a number of ways. Now to only find out how to seek them and not stir the waters too much.


Talent Level 4 (requires at least 1 point in A Great Wyrm's Full Height)

Establishing Connections, Bonds, and Promises to Commune:

You have found a few that may be willing to open lines of communication, though you understand they may very well have requests. Some of these are...intriguing however, such as taking on a particular trouble, one that you know to involve combat and testing yourself against another. Perhaps not one as large as yourself, but one that might be able to push your limits. You are unsure if you can follow through, being bound with Enthris as you are, but the possibility of asking such questions to those who know more is now possible.


A Great Wyrm's Full Height

Talent Level 1

With Intent, I Act:

The raw size, capacity, and power you are now capable of wielding is simply immense, and with your first mote of control inacted upon it, you find that you are capable of acting and being where your physical form could be, given being in the full draconic body. When you make a weapon or spell attack, you may consider yourself as standing anywhere within 15 ft. of you for the purpose of the starting location of the attack.

Talent Level 2

The Shell of Possibility:

Within your eyes, within your shadow, lies the entirety of what you've become, and you can have others witness it, if only for a moment. Twice per Rest as a Free Action, you may have a target creature take notice of your shell, take notice of the true imensity of what you are and what you are capable of. In social situations, this causes pause, potentially fear, and gives you advantage on a check against them. In combat this imposes advantage or disadvantage on a damage roll, Defensive Action, or contest roll of your choice.

Talent Level 3

Stand Tall, Wipe Away the Field:

You allow your draconic shell to be your form, suddenly encompassing the entire area within a 15 ft. radius. Any creature that would be in this space is suddenly pushed out, and you make a massive sweeping attack with claw, wing, and tail, all around you. All target creatures within 10 ft. of you must make a Body saving throw or take 4d12 keen, and 4d12 blunt damage. On a success they take half damage. You may also choose to bite at a singular target instead, making this a weapon attack, and dealing 5d12 piercing, and 5d12 keen damage.

This feature is consiered a Full Action and may only be used once per Long Rest.

Talent Level 4 (requires at least 1 point in The Fire Within)

Full Bodied, Fully Empowered:

After every attack you make, a massive transparent draconic head bites down at a target, dealing an additional 1d8 piercing damage. This additional damage may be sent to anyone within 15 ft. of you, as your draconic shell may move anywhere within that space. This damage then activates your choice of a single talent that you have within The Fire Within talents, besides The Fires Burn Not Just for the Wyrm.


The Fire Within

Talent Level 1

Burst of Power From the Well Within:

You can feel the power you hold, but do not yet have the finesse to truly command it. Instead, you call forth a sudden burst of power when you make an attack, dealing 1d6 aetheirc and 1d6 fire damage to all targets within 5 ft. of you.


Talent Level 2

Arcane Flame:

At the end location of every spell, you unleash a 15 ft. cone of hellish, or revitalizing, fire. This heals, or deals fire damage, to all targets within the space equal to 1d12.


Talent Level 3

Paint Flames Across the Battlefield:

With each and every attack you make, you may draw a 5 ft. wide and 15 ft. long line of blazing fires anywhere within within 50 ft. of you. The fires deal 1d6 aetheric and 1d6 fire damage to all targets along them. Whenever a line overlaps with another, it deals an additional 1d4 radiant damage. These fires evaporate at the end of your turn.


Talent Level 4 (requires at least 1 point in World Soul)

The Fires Burn Not Just for the Wyrm:

The strength of your flames, of the everything that makes up your being a Great Wyrm, burns right alongside your connection to Enthris, and he too finds great strength from it. This culminates in the ability to share intent in a way that is beyond even Breathers. Once per Extended Rest, when you cast a 6th level spell, you may do so without spending Action Points, and by only using 2 adornments.

This talent may also be used for The Unrelenting Tide.


Apex Talent

To Continue Towards Greater Heights, For This World, and For This Self

The worlds reach moves with you. The surface of this planet is not your boundary, nowhere is. Your actions can move even amongst the stars now, and if you so choose to explore, you take Enthris with you, showing him all that you see, allowing him to feel all that you experience.

This does not affect your capability to return and defend your home, as your tether to this world is something that can pull you back in mere moments, allowing the full might of a Great Wyrm to come crashing down upon any who might try to spread such harm.