Warlock
Base Class: Warlock

You have made a pact with the ultimate predator, a being that pushes the boundary between creature and god, an Ancient Dragon. Different Dragons have different personalities and will make pacts for different reasons. Perhaps you stole from a Chromatic Dragon and now it feels you owe it a debt, or perhaps you performed a good enough deed to attract the attention of a Metallic Dragon. Whatever the reason your pact has been made and you have gained some of the abilities of a Dragon, both natural and arcane.

Choose one of the dragon types for your patron from the table below. Your choice will grant you features later.

Color

Element

Red

Fire

Green

Poison

Blue

Lightning

Black

Acid

White

Cold

Gold

Fire

Silver

Cold

Bronze

Lightning

Copper

Acid

Bronze

Fire

Mark of the Wyrm

When you gain this pact you form a mark representing your patron somewhere on your body. No matter the type of mark you have it is colored to your patrons type.

You can choose what your mark is or determine it randomly from the table below.

D6

Mark

1

A patch of scales

2

Your eyes become slits and change color

3

Small colored horns sprouts from your head

4

A tattoo of a dragon appears and it faintly moves as you cast your warlock spells

5

Colored smoke pours out of your nose and mouth when you cast your warlock spells

6

You manifest a tail

Expanded Spell List

The Ancient Dragon lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level

Spells

1st

Absorb Elements, Chromatic Orb

2nd

Dragon’s Breath, Magic Weapon

3rd

Elemental Weapon, Protection from Energy

4th

Greater Invisibility, Polymorph

5th

Dominate Person, Legend Lore

Breath of the Ancient

Your Patron breathes power into your spells. Once during each of your turns when you deal damage, you can add your proficiency bonus to one of the damage rolls. The damage type is the same as your patron. When you use this ability the target of the damage sparks with the energy of your patrons breath weapon.
You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Black

The damage type of your patron is Acid Damage.

Blue

The damage type of your patron is Lightning Damage.

Brass

The damage type of your patron is Fire Damage.

Bronze

The damage type of your patron is Lightning Damage.

Copper

The damage type of your patron is Acid Damage.

Gold

The damage type of your patron is Fire Damage.

Green

The damage type of your patron is Poison Damage.

Red

The damage type of your patron is Fire Damage.

Silver

The damage type of your patron is Cold Damage.

White

The damage type of your patron is Cold Damage.

Resilient Blood

Your patron grants you some of their natural resistances. You gain resistance to the damage type associated with your patron.

Additionally you can call upon your patron to raise your defense to match their own, even if only for a moment. When you take damage you can use your reaction to gain immunity to the damage type associated with your patron for the triggering damage. 
Once you use this ability you can't use it again until you finish a long rest.

Black

Your patrons damage type is Acid Damage.

Blue

Your patrons damage type is Lightning Damage.

Brass

Your patrons damage type is Fire Damage.

Bronze

Your patrons damage type is Lightning Damage.

Copper

Your patrons damage type is Acid Damage.

Gold

Your patrons damage type is Fire Damage.

Green

Your patrons damage type is Poison Damage.

Red

Your patrons damage type is Fire Damage.

Silver

Your patrons damage type is Cold Damage.

White

Your patrons damage type is Cold Damage.

Form of the Great Wyvern

At 10th level you can call upon your patron to grant you some of their majesty and might. As a bonus action you can gain a flying speed equal to your current walking speed for 1 minute. When you enter this form each hostile creature within 30 feet of you that can see you must succeed on a Wisdom saving throw against your Warlock save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turn ending the effect on a success. When you are in this form you either become a dragonlike form of your normal self or a translucent form of your patron shimmers around you.

Once you use this feature you can't use it again until you finish a short or long rest.

Great Wyrms Embrace

At 14th your patron has granted you access to their strongest ability, their breath weapon. As action you can exhale energy of the same type as your patron in a 30 foot cone. Any creature in that area must make a Dexterity saving throw against your Warlock DC, taking 15d6 damage on a failed save or half as much on a success. The damage is the same as the one associated with your patron.

Once you use this ability you can't use it again until you finish a long rest.

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