Warlock
Base Class: Warlock

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Crown of the Oathbreaker © 2022, Elderbrain, Inc.; Authors: Gabor Dan, David Feher, and Tamas Marton; edited by Wrexxal.
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Warlocks who venerate a Great Wyrm are bestowed with powers that emulate those of their draconic patrons. Their patrons share their blood with these warlocks, slowly transforming their physical forms as they gain draconic features like claws and even wings, as well as the senses and frightful presence of their mighty master. 

Expanded Spell List

At 1st level, your Great Wyrm patron 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:

Dragon Patron Expanded Spells

SPELL LEVEL SPELLS

1st

feather fall, hunter's mark

2nd

darkvision, enhance ability

3rd

clairvoyance, haste

4th

freedom of movement, stoneskin

5th

geas, legend lore

Dragon’s Tongue

Starting at 1st level, you can speak, read, and write Draconic. Additionally, whenever you make a Charisma ability check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Dragon’s Claws

Starting at 1st level, your hands become clawlike that you can use to make attacks. The claws have a reach of 5 feet, can be used as an unarmed strike, and deal 1d6 + Strength modifier slashing damage on a hit.

Draconic Ancestry

Starting at 6th level, you become dragonlike in your nature. You gain the Draconic Ancestry, and associated Breath Weapon and Damage Resistance traits of the Dragonborn race.

Black Dragon Ancestry

You have draconic ancestry of a Black Dragon. Your breath weapon damage type and damage resistance are acid.

Blue Dragon Ancestry

You have draconic ancestry of a Blue Dragon. Your breath weapon damage type and damage resistance are lightning.

Brass dragon Ancestry

You have draconic ancestry of a Brass Dragon. Your breath weapon damage type and damage resistance are fire.

Bronze Dragon Ancestry

You have draconic ancestry of a Bronze Dragon. Your breath weapon damage type and damage resistance are lightning.

Copper Dragon Ancestry

You have draconic ancestry of a Copper Dragon. Your breath weapon damage type and damage resistance are acid.

Gold Dragon Ancestry

You have draconic ancestry of a Gold Dragon. Your breath weapon damage type and damage resistance are fire.

Green Dragon Ancestry

You have draconic ancestry of a Green Dragon. Your breath weapon damage type and damage resistance are Poison.

Red Dragon Ancestry

You have draconic ancestry of a Red Dragon. Your breath weapon damage type and damage resistance are fire.

Silver Dragon Ancestry

You have draconic ancestry of a Silver Dragon. Your breath weapon damage type and damage resistance are cold.

White Dragon Ancestry

You have draconic ancestry of a White Dragon. Your breath weapon damage type and damage resistance are cold.

Dragon’s Senses

Starting at 10th level, you gain blindsight 30 ft. Additionally, you sense the presence of any treasure worth over 100 gold pieces within 120 feet of you. This ability merely reveals that treasure is present. You don’t learn the location of the treasure, but you do learn its general value. This ability can’t locate treasure if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Dragon Wings

Starting at 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a fly speed equal to your walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. 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.

Frightful Presence

Starting at 14th level, you can channel the dread presence of your dragon ancestor, causing those around you to become frightened. As an action, you can draw on this power and exude an aura of fear to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were concentrating on a spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw against your spell save DC or be frightened until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. Once you use this feature, you can’t use it again until you finish a short or long rest.

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