Saginamúd

A visibly rudimentary metal chalice decorated with dragon teeth and strange leaves. A sculpted gem of jade adorns the chalice, held together by a sinister woven cord. The chalice exudes an imperial aura, inspiring fear and reverence. When entering one's vision, most would immediately lower their heads, not daring to take another look.

## **History**

Chalices such as these are frequently referenced in a few draconic rituals pertaining to the warrior caste, usually involving maturity and leadership. In all of those near-forgotten rituals, some of which is carved into the chalice. In these, the chalice is depicted as being filled with liquid, after which a complicated process of prayers, ritualistic dancing and, sometimes, a living sacrifice, the contents are drunk by an individual displaying a halo. Said individual are then portrayed as growing wings and taking to the sky, but some are depicted strangling themselves, or grasping for air.

## Personality

### **The Uniqueness of a Dragon**

Saginamúd, by virtue of its mystical significance, possesses some degree of intelligence. Although basic, more akin to a self-governing and ever-evolving set of rules and conditions, it still has access to all the perks and abilities of a Saint of Knowledge, and may bless or destroy according to its own mood. Normally, the chalice will be mostly inert, very seriously attempting to portray itself as a sacred relic worthy of respect.

Overhaul, Saginamúd can be said to fear the strong and disdain the weak. It is moody, easily angered, and likes attention, but is very fussy about maintaining propriety. Because of this, it is very distant and reserved, yet, conversely, truly treasures the company of others. It thinks of every possible very alternative and its consequences before committing to a decision, and has a great sense of duty. It is prideful and will prefer death over compromising with others, but is also genuinely fulfilled by assisting those worthy of its help.

Its intelligence increases along with its Stratum. Alternatively, an Awakening effect or similar enough abilities can uplift it from pre-sapience.

## **Ability**

### **Dracochrysalis**

If the blood of dragon is poured into the chalice and the ritual successfully performed (DC18, with appropriate bonuses depending on known lore of draconic rituals and the chalice's own mood), the contents can be drunk to unlock the full potential of an individual's dragon ancestry. When someone without draconic ancestry drinks the contents of chalice after a ritual, they must pass a DC20 Physique save or suffer true death. If they do pass, they are then knocked unconscious and gain both the dragon blood (of the same Order as the dragon whose blood they drank) and the abilities granted by the chalice, which are detailed below:

#### **Truth-blooded**

At 1st level, your soul begins to undergo dracochrysalis, accommodating the mysticism of a true dragon's blood. You become intuitively aware if someone bears true dragon blood, or is a dragon. If they attempt to mask it trough magic or an ability, you have advantage to any rolls required to bypass it, or are considered to fulfill the precondition's required to do so. You learn to speak, read, and write Draconic, if you didn't know how to already. Additionally, dragons will regard you as one of their own. Dragons of the same Order as you will even, at low levels, unconsciously view you as a noble-born cub, and at high levels, as an important member of their Order.

#### **Breath Weapon**

Starting at 1st level, when you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 12-meter line that is 2 meters wide. Each creature in that area must make an Agility saving throw (DC = 8 + your Physique modifier). On a failed save, the creature takes 1d6 damage of the type associated with your Dragon Order, as seen on the table below. On a successful save, it takes half as much damage. This damage increases by 1d6 when you reach 5th level (2d6), 10th level (3d6), and 15th level (4d6). You can use your Breath Weapon a number of times equal to your Physique modifier, and you regain all expended uses when you finish a short rest.

**Damage Type per Dragon Order**
 Sapphire
 Emerald
 Gold
 Amethyst
 Quartz
 Obsidian
 Platinum

#### **The Flesh**

The influence of the soul reflects upon one's body, the root of matter. Physical traits of your dragon Order begin to emerge. Also at 1st level, your maximum Condition increases by 1 and increases by 1 again whenever you gain a level, or for every level above 1 you currently have. Additionally, as parts of your skin are now covered by a thin sheen of scales, your unarmored AC is now 13 + your Agility modifier.

#### **The Spirit**

Sound is not matter, but spirit. Fire, frost and lighting, all a beautiful song. Starting at 5th level, when you cast a Spell or Effect that deals damage of the type associated with your Draconic Order, you can add your Wisdom modifier to one of it's damage rolls. At the same time, you can use an Action to gain Resistance to that same damage type until the beginning of your next round.

#### **The Word**

Bridging sound and spirit, soul and meaning, the door to the stars opens at the glabella. At 10th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your highest speed. You can create these wings at-will. They last until you dismiss them, similarly at-will. 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. Additionally, you are now considered proficient in your Breath Weapon, and may add your highest proficiency bonus to its DC.

#### **Presence**

Words can twist and fake, false knowledge is faster than starlight. Bearing, however, cannot be faked, one's bones cannot be faked. One's presence is true knowledge. Beginning at 18th level, you can channel the dread presence of a true dragon, causing those around you to become Awestruck or Frightened. As an action you can exude an aura of awe or fear (your choice) to a distance of 24 meters. For 1 minute, or until you lose your Concentration (as if you were casting a Concentration spell), each creature of your choice that starts its turn in this aura must succeed on a Wisdom saving throw or be Charmed (if you chose awe) or Frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.