Base Class: Warlock
You have forged a pact with a powerful dragon who has command of great magical power, and a vast hoard of magical relics and knowledge
Archdragon Spells
3rd-level Archdragon features
The magic from your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Archdragon Spells table, you thereafter always have the listed spells prepared.
Fathomless Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Detect Magic, Identify |
| 2nd | Alter Self, Dragon's Breath |
| 3rd | Dispel Magic, Protection from Energy |
| 4th | Locate Creature, Compulsion |
| 5th | Legend Lore, Summon Dragon |
Vestige Pool
3rd-level Archdragon feature
Your patron grants you a reserve of draconic power; this is called your vestige pool. This pool of power is represented by a number of d8s equal to your Charisma modifier (minimum 1), also called your Vestige Dice. Choose one of the below vestige pools when you gain this subclass.
As a Bonus Action, expend a number of Vestige Dice up to or equal to your Proficiency Bonus to use your vestige pool's effect. You regain all expended Vestige Dice when you finish a Long Rest.
• Rejuvenating Vestige Pool. Choose a creature you can see within 30 ft and roll an amount of Vestige Dice. The target regains Hit Points equal to the roll. If you expend 2 or more Vestige Dice, you also end the Poisoned condition on the target. If you expend 4 or more Vestige Dice, you can also end one disease or magical effect afflicting it.
• Warding Vestige Pool. Touch a creature and roll an amount of Vestige Dice. The target gains Temporary Hit Points equal to the roll. If you expend 2 or more Vestige Dice, its AC increases by 1 until the end of its next turn. If you expend 4 or more Vestige Dice, its AC increases by 3 until the end of its next turn.
• Wrathful Vestige Pool. Choose a creature you can see within 60 ft and roll an amount of Vestige Dice. The target must make a Dexterity saving throw against your spell save DC, taking damage equal to the roll on a failed save, or half as much damage on a success. Your patron is associated with Acid, Cold, Fire, Lightning, Necrotic, or Poison damage, which you decide when you gain this subclass. If you expend 4 or more Vestige Dice, this damage ignores the target's Resistances.
Warding Vestige Pool
Touch a creature and roll an amount of Vestige Dice. The target gains Temporary Hit Points equal to the roll. If you expend 2 or more Vestige Dice, its AC increases by 1 until the end of its next turn. If you expend 4 or more Vestige Dice, its AC increases by 3 until the end of its next turn.
Rejuvenating Vestige Pool
Choose a creature you can see within 30 ft and roll an amount of Vestige Dice. The target regains Hit Points equal to the roll. If you expend 2 or more Vestige Dice, you also end the Poisoned condition on the target. If you expend 4 or more Vestige Dice, you can also end one disease or magical effect afflicting it.
Wrathful Vestige Pool
Choose a creature you can see within 60 ft and roll an amount of Vestige Dice. The target must make a Dexterity saving throw against your spell save DC, taking damage equal to the roll on a failed save, or half as much damage on a success. Your patron is associated with Acid, Cold, Fire, Lightning, Necrotic, or Poison damage, which you decide when you gain this subclass. If you expend 4 or more Vestige Dice, this damage ignores the target's Resistances.
Draconic Reward
6th-level Archdragon feature
During a Long Rest, you can perform a ritual that contacts your patron. Choose a non-consumable Uncommon magic item. It appears in your hands and you may immediately attune to it. The magic item is bound to you and only functions for you. If any other creature attempts to use it, the magic item is teleported back to your patron’s hoard, and you must perform this ritual again to regain it. The DM may choose to deny you access to a particular magic item, but should offer the closest alternative where possible.
You can perform this ritual every 7 days, choosing a new magic item each time if you wish. Any previous magic item vanishes and returns to your patron's hoard. If the magic item is lost or destroyed, work with your DM to determine an appropriate penalty until you replace it with a magic item of similar value or rarity
Enhanced Vestige Pool
10th-level Archdragon feature
Your bond with your patron grows. You gain 3 extra Vestige Dice and an additional vestige pool effect.
• Rejuvenating Vestige Pool. Whenever an ally regains Hit Points within 30 ft of you, you can increase the number of Hit Points restored by 1d4 + your Charisma modifier (minimum of 1).
• Warding Vestige Pool. Once per turn, you can use your Reaction to reduce damage you take by 1d4 + your Charisma modifier (minimum of 1).
• Wrathful Vestige Pool. Once per turn, when you deal damage with a spell that matches your patron's damage type, you can add 1d4 + your Charisma modifier (minimum of 1) to the damage roll. In addition, you can now select a magic item of Rare or lower rarity when choosing your Draconic Reward.
Rejuvenating Vestige Pool
Whenever an ally regains Hit Points within 30 ft of you, you can increase the number of Hit Points restored by 1d4 + your Charisma modifier (minimum of 1).
Warding Vestige Pool
Once per turn, you can use your Reaction to reduce damage you take by 1d4 + your Charisma modifier (minimum of 1).
Wrathful Vestige Pool
Once per turn, when you deal damage with a spell that matches your patron's damage type, you can add 1d4 + your Charisma modifier (minimum of 1) to the damage roll.
Archdragon's Champion
14th-level Archdragon feature
You become a champion of your patron. You gain 3 extra Vestige Dice and Immunity to being Frightened. In addition, you can now select a magic item of Very Rare or lower rarity when choosing your Draconic Reward.
Archdragon's Roar
14th-level Archdragon feature
As an Action, you can unleash your patron's might upon your foes. Each creature of your choice in a 60 ft Cone originating from you makes a Dexterity saving throw against your spell save DC, taking 8d6 Force damage on a failed save or half as much damage on a successful one. Once you use this feature, you can’t use it again until you finish a Long Rest or expend a Pact Magic spell slot.
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