Warlock
Base Class: Warlock

Swear fealty to the mighty rulers of the skies and hoards. Whether bound by ancient fear, a forced blood pact, or indentured servitude, you have been marked by a dragon. You channel their terrifying majesty and raw elemental fury, but this immense power strains the mortal mind, slowly eroding your sanity.

Tyrant of the Mind

You fully embrace the madness demanded by your patron, turning it into a weapon of total domination. When you cast a spell that causes the Frightened or Charmed condition, or deals Psychic damage, you ignore damage resistances to that damage type, and creatures have Disadvantage on saving throws against that spell.

 

Draconic Essence

You can attune your body and mind to the elemental nature of your patron. Choose a damage type from the Draconic Essence Table below. This choice dictates the element of your subclass features.

  • Draconic Resistance: You have Resistance to the chosen damage type.

  • Draconic Tongue: You can speak, read, and write Draconic. Furthermore, you have Advantage on Charisma checks when interacting with dragons.

Dragon Ancestry Damage Type
Black / Copper Acid
Blue / Bronze Lightning
Brass / Gold / Red Fire
Silver / White Cold
Green Poison
Shards of Madness

The psychological toll of housing a dragon's foreign magic begins to warp your perception. You can channel this unstable mental state outward as a bonus action, choosing one creature you can see within 60 feet.

The target must succeed on a Wisdom saving throw against your spell save DC or take Psychic damage equal to your Warlock level and suffer Disadvantage on the next attack roll it makes before the end of its next turn.

You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Shards of Madness

The psychological toll of housing a dragon's foreign magic begins to warp your perception. You can channel this unstable mental state outward as a bonus action, choosing one creature you can see within 60 feet.

The target must succeed on a Wisdom saving throw against your spell save DC or take Psychic damage equal to your Warlock level and suffer Disadvantage on the next attack roll it makes before the end of its next turn.

You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Dreadful Critical

When you score a Critical Hit against a creature, you can instantly unleash a shockwave of draconic terror from your fracturing mind. The target takes psychic damage equal to twice your Proficiency Bonus (2 × PB) and must succeed on a Wisdom saving throw against your spell save DC or become Frightened of you for 1 minute.

 

A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

 

Dread Critical

When you score a Critical Hit against a creature, you can instantly unleash a shockwave of draconic terror from your fracturing mind. The target takes psychic damage equal to twice your Charisma Modifier and must succeed on a Wisdom saving throw against your spell save DC or become Frightened of you for 1 minute.

A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Mind of the Hoard

Your fracturing sanity acts as a mental fortress. You gain Resistance to Psychic damage, and you are immune to the Frightened condition. Additionally, any creature that attempts to read your thoughts or telepathically communicate with you without your permission takes psychic damage equal to your Proficiency Bonus + your Charisma modifier.

Dominating Presence

The pressure of the draconic magic within you can no longer be contained; it bleeds constantly into your immediate surroundings, warping the minds of those who draw too close.

  • Passive Aura : You constantly emanate an aura of terrifying majesty and psychic pressure in a 15-foot emanation (radius) around you.

  • The First Breach: When an enemy creature starts its turn within the aura or enters it for the first time on a turn, it must make a Wisdom saving throw against your spell save DC. On a failure, the creature is Frightened of you until the start of its next turn.

  • Hardening the Will: Once a creature succeeds on its saving throw against this aura, it is immune to your Dominating Presence for the next 24 hours. You can choose to suppress or activate this aura as a Free Action on your turn.

 

Emotional Damage!

When you are hit by an attack, you can use your Reaction to shatter your own mental boundaries momentarily, causing the attacker to recoil. The attacker takes Psychic damage equal to your Charisma modifier + your Warlock level, and you can teleport up to 15 feet to an unoccupied space you can see. Once you use this reaction, you can't use it again until you finish a Short or Long Rest.

Apex Ascendency

As a Bonus Action, you can manifest a terrifying illusion of your patron dragon around yourself for 1 minute. While this form is active, you gain the following benefits:

  • Blindsight: You gain Blindsight out to a range of 30 feet.

  • Wings of Dread: You manifest spectral draconic wings, granting you a Fly speed equal to your walking speed.

  • Aura of Insanity: At the start of each of your turns, any enemy within 10 feet of you must succeed on a Wisdom saving throw against your spell save DC or take $2d6$ Psychic damage and suffer Disadvantage on ability checks until the start of your next turn.

Once you use this feature, you cannot use it again until you finish a Long Rest, unless you expend a level 4 or higher spell slot to reset it.

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