Base Class: Warlock
An Ancient White Dragon is one of the most ancient, powerful, and instinctually skilled mortal beings in all of Toril. By the time a White Dragon reaches the Great Wyrm status of its life, it has immense sorcerous power and is one of the most able hunters in the known world. White Dragons are the smallest of all the Chromatic Dragons, and they were also the least powerful and least intelligent. However, their bestial instinct and animalistic natures made them extremely adept hunters, allowing them to track and take prey with ease. To a White Dragon, prey was the most important part of their life. They would eat anything weaker than them, which meant they were a constant threat to farmers and ranchers in the more frigid territories. They will consume a large portion of the animal life in their territory before undergoing a decades-long period of hibernation while the ecosystem recovers.
Only the most ancient of White Dragons possess the sufficient intelligence to see the value in humanoid servants. These agents are empowered with a portion of the White Dragon's innate magical abilities, rewarding them with the abilities of a Warlock in exchange for helping the White Dragon track and hunt prey, enhance their hoards, and protect them during their long hibernations. White Dragons have peerless memories, but a very distinct lack of critical thinking or reasoning skills, so White Draconic Pact Warlocks must always be vigilant, as their master's fickle attitudes could see them frozen and consumed if they are not constantly pleasing them.
White Dragons have flawless memories. They remember how they acquired every single coin in their hoards, and they also never forget a slight or insult, leading to centuries-long conflicts with Frost Giants and other Dragons, especially Red and Silver Dragons, whose territories often overlap those of White Dragons. White Dragons will often flee when confronted with a substantially more powerful foe, but the more intelligent among them will employ their agents to warn them of such encroachments so that they may prevent them.
The alignment of Warlocks that make a Pact with a Great White Wyrm usually tend toward Neutral Evil. White Dragons do not revel in death and decay like Black Dragons or undergo psychopathic demonstrations of violence like Red Dragons. White Dragons are interested only in surviving, eating, and enriching their hordes. They are extremely solitary creatures, barely spending time even with their own kind except to mate. Their servants wish to serve their master and keep them fed, rich, and happy so they do not turn of them. White Dragons are usually too animalistic to really bother with complex concepts like morality. An especially wise older White Dragon may be able to overcome its instinctual nature and the fell influence of Tiamat to become a less bestial creature, but this is extremely rare. Such White Dragons often become Lawful Evil or Neutral. They still care mostly for prey, but they will be less likely to prey on intelligent humanoids and more likely to accept bribes to ignore livestock.
Some Warlocks that draw their power from a Chromatic Dragon secretly work to subvert and eventually destroy their masters. Great Wyrms are some of the most powerful creatures on the Material Plane, but they are still mortal, and therefore they can be killed. However, a Warlock that kills its Draconic patron will lose their magical ability, so many will prepare an Imprisonment spell to trap their Patron's soul to keep their magical powers.
The magic learned from these savage creatures focuses on enhancing combat abilities, dealing cold damage, conjuring icy spikes to trap an area, increasing your hunting and tracking abilities, creating powerful bursts of light, and manipulating the memories of others.
Expanded Spell List
The Ancient White Dragon lets you choose from an expanded list of spells when you learn a warlock spell. You also gain the Ray of Frost cantrip. It does not count against the total number of cantrips you know. The following spells are added to the warlock spell list for you. Additionally, you learn to speak, read, and write Draconic.
Ancient White Dragon Expanded Spells
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Ice Delver
White Dragons have a unique set of claws that allow them to move easily across the slippery, frigid surfaces that make up their territories. They can climb a frozen waterfall or sprint across a frozen like with grace and ease. They also have a unique secondary eyelid than allows them to see in the often extremely bright locations where they live. Most White Dragon's cannot be hindered by snow blindness, a common problem in arctic territories.
Beginning at 6th level, you do not have to spend extra movement to move across difficult terrain made of ice or snow, you gain resistance to cold damage, and cannot be blinded.
Spell Rager
White Dragons are instinctual, animalistic creatures. They can focus their bestial natures to deal massive damage in a very short amount of time, slipping past an enemy's defenses to deal terrifying amounts of damage. Though this period of rage can leave them sluggish and vulnerable afterwards, few things can survive a White Dragon's rage, especially when they choose to supplemental their physical prowess with magical attacks.
Beginning at 10th level, you can, as a bonus action, enter a Spell Rage. While raging, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, can score a critical hit on a 19 or 20, and gain the ability to cast any spell with a casting time of 1 action as a bonus action. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once your rage ends, a wave of lethargy washes over you, and you immediately gain one level of exhaustion. You cannot rage again until you finish a long rest.
Reminder: Casting Spells as a Bonus Action
When a spell is cast as a bonus action, you cannot then cast another spell with your action, unless it is a cantrip.
Master Trapper
White Dragons can track prey across massive distances. While flying above the snow-white expanses of their territories, they can follow footsteps in the snow for miles, allowing them to track and swoop down on unsuspecting prey before trapping them in a frigid prison with their breath weapon.
Beginning at 14th level, you gain proficiency in Survival, advantage on Survival checks while in icy, arctic terrain, and can cast Wall of Ice to trap and ensnare your enemies. This spell counts as a Warlock spell for you but does not count against the number of Warlock spells you know. You can cast the spell once and regain the ability to do so upon finishing a long rest.
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