Warlock
Base Class: Warlock

Your pact was made with a being of draconic nature. Perhaps an ancient and mighty dragonborn, a legendary dragon of immeasurable strength, or even the cruel Tiamat herself.

Expanded Spell List

You learn additional spells when you reach certain levels in this class. Each spell counts as warlock spell for you, but it doesn’t count against the number of warlock spells you know. These spells can’t be replaced when you gain a level in this class.

Draconic Spells
Spell Level Spells

1st

Distort Value, Chromatic Orb

2nd

Dragon's Breath, Arcane Lock

3rd

Glyph of Warding, Fly

4th

Leomund's Secret Chest, Stoneskin

5th

Dominate Person, Summon Draconic Spirit

 

Additionally, the following spells are added to your Mystic Arcanum as options:

Draconic Arcanum
SPELL LEVEL SPELLS

6th

Fizban's Platinum Shield

7th

Draconic Transformation

8th

Illusory Dragon

Patron's Pigment

You may choose the colour of dragon you draw your strength from. Your choice determines which dragon's associated damage type you will use to apply to the following features;.

  • You have resistance to the damage type associated with your chosen dragon colour.
  • When dealing of the same type as your chosen dragon's associated damage type with a spell, you can add your Charisma modifier to the damage done.
  • When you hit a creature with a weapon attack, the creature takes extra damage equal to your charisma modifier of the damage type of your chosen dragon colour. This cannot stack with the previous feature. For example, using green-flame blade as a 5th level warlock with +4 charisma would not grant +4 fire damage on the melee weapon attack and +4 fire damage from the effects of the spell. You receive only one instance of additional damage.
  • If you are a Dragonborn of the same colour as your chosen patron, you may add your Charisma modifier to both the DC and damage roll of your breath weapon attack.
  • If you cast the Eldritch Blast cantrip, it deals the same damage type as your chosen dragon colour's associated damage type.
Amethyst Dragon

Your chosen damage type is Force.

Black Dragon

Your chosen damage type is Acid.

Blue Dragon

Your chosen damage type is Lightning.

Brass Dragon

Your chosen damage type is Fire.

Bronze Dragon

Your chosen damage type is Lightning.

Copper Dragon

Your chosen damage type is Acid.

Crystal Dragon

Your chosen damage type is Radiant.

Emerald Dragon

Your chosen damage type is Psychic.

Gold Dragon

Your chosen damage type is Fire

Green Dragon

Your chosen damage type is Poison.

Red Dragon

Your chosen damage type is Fire.

Sapphire Dragon

Your chosen damage type is Thunder.

Silver Dragon

Your chosen damage type is Cold.

Topaz Dragon

Your chosen damage type is Necrotic.

White Dragon

Your chosen damage type is Cold.

Heart of the Dragon

Starting at 6th level, as an action, you can unleash the raw might of your draconic presence to end one paralysing or frighting effect on all allies within 10 feet of you, and grant all allies effected a number of temporary hit points equal to twice your charisma modifier. Once you use this feature, you can't use it again until you finish a short or long rest.

Scaled Resilience

Beginning at 10th level, the hardy nature of dragons grants you a defensive advantage. You gain advantage on Dexterity and Constitution saving throws.

Draconic Ascension

Beginning at level 14, Once a day you may use an action to transform into a young dragon of your patrons colour You can stay in Dragon shape for 1 minute You then revert to your normal form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the Dragon, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the dragon. If the dragon has the same proficiency as you and the bonus is higher than yours, use the dragon's bonus.
  • You assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any extra damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can cast spells and speak while transformed, but your ability to take any action that requires hands is limited to the capabilities of your form. Transforming breaks your concentration on a spell you've already cast and prevents you from taking actions that are part of a spell that you've already cast. While in this form, your magically induced body replaces the need for material components, unless they are stated to be consumed by the spell.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change to match the new form unless it is magical, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
  • You may add your Charisma modifier to the DC and damage roll of your breath attack.

You may use this feature once per long rest.

Previous Versions

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