Base Class: Warlock
Your patron is an ancient dragon, a legendary creature of untold power and secrets who has seen generations of mortal races come and go. They could be a noble and just metallic dragon or a conniving and evil chromatic dragon. Such beings might include Bahamut or Tiamat themselves. You have made a pact with such a dragon, convincing them that you would be a valuable servant to them. If you chose a metallic dragon, you have proven yourself worthy and pledged to uphold the benevolent ideals and virtues of your master. If you chose a chromatic dragon, you have proven yourself useful and pledged to help enact the malevolent schemes of your master. You bear a mark on your body as proof of your contract and it has bestowed upon you great power.
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.
Ancient Dragon Expanded Spells
| SPELL LEVEL | SPELLS |
|---|---|
| 1st | command, thunderwave |
| 2nd | acid arrow, enlarge/reduce |
| 3rd | fireball, wind wall |
| 4th | private sanctum, freedom of movement |
| 5th | dominate person, passwall |
Mark of the Dragon
At 1st level, you choose the type of dragon for your patron. You bear its physical mark on your body. It can be in any form you want but it must be the color associated with your patron dragon. The damage type associated with each dragon is used by features you gain later.
Mark of the Dragon
| DRAGON | DAMAGE TYPE |
|---|---|
|
Black |
Acid |
|
Blue |
Lightning |
|
Brass |
Fire |
|
Bronze |
Lightning |
|
Copper |
Acid |
|
Gold |
Fire |
|
Green |
Poison |
|
Red |
Fire |
|
Silver |
Cold |
|
White |
Cold |
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. If you chose a metallic dragon patron, you become proficient in the Persuasion skill. If you choose a chromatic dragon patron, you become proficient in the Intimidation skill.
Black Dragon
At 1st level, you choose one type of dragon for your patron. The damage type associated with each dragon is used by features you gain later.
Blue Dragon
At 1st level, you choose one type of dragon for your patron. The damage type associated with each dragon is used by features you gain later.
Brass Dragon
At 1st level, you choose one type of dragon for your patron. The damage type associated with each dragon is used by features you gain later.
Bronze Dragon
At 1st level, you choose one type of dragon for your patron. The damage type associated with each dragon is used by features you gain later.
Copper Dragon
At 1st level, you choose one type of dragon for your patron. The damage type associated with each dragon is used by features you gain later.
Gold Dragon
At 1st level, you choose one type of dragon for your patron. The damage type associated with each dragon is used by features you gain later.
Green Dragon
At 1st level, you choose one type of dragon for your patron. The damage type associated with each dragon is used by features you gain later.
Red Dragon
At 1st level, you choose one type of dragon for your patron. The damage type associated with each dragon is used by features you gain later.
Silver Dragon
At 1st level, you choose one type of dragon for your patron. The damage type associated with each dragon is used by features you gain later.
White Dragon
At 1st level, you choose one type of dragon for your patron. The damage type associated with each dragon is used by features you gain later.
Call of the Dragon
Starting at 1st level, you can call upon your patron to help protect your allies or consume your foes. When a creature within 30 feet of you that you can see takes damage, you can use your reaction to reduce or empower the damage taken by 1d8 + your Charisma modifier. If you are empowering the damage, the creature must make a Dexterity saving throw, taking half damage on success. The empowered damage type is the one associated with your Mark of the Dragon feature. The damage reduced or empowered increases by 1d8 when you reach 10th level (2d8).
You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.
Draconic Invocations
The Ancient Dragon lets you choose from expanded list of eldritch invocations when you learn a warlock invocation.
When you learn a new invocation, you can choose from this option list instead of the Eldritch Invocations class feature list. Leave the option in that list for that level blank if you decide to choose from the expanded list. All of the same rules that apply for normal eldritch invocations apply to the expanded list.
Blessing of Bahamut
You can cast bless at will, without expending a spell slot.
Blessing of Tiamat
You can cast bane at will, without expending a spell slot.
Dragon Scales
Prerequisite: 5th level
While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
Wings of the Dragon
Prerequisite: 12th level
You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current 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.
Elemental Feast
Starting at level 6, when you take damage of any type listed in the Mark of the Dragon table, you can use your reaction to absorb part of the damage into your Mark.
If the received damage's type matches your Mark of the Dragon damage type, you heal for half of the damage taken. You can also choose to hold onto the energy, causing you to be unable to concentrate on other spells or features as your Mark is burning with searing pain. Within the next minute, the next time you cast a spell of the damage type associated with your Mark of the Dragon feature, you can add half of the original damage taken to the spell's damage.
Once you use this feature, you can't use it again until you finish a long rest.
Elemental Guard
Starting at 10th level, the Ancient Dragon grants you resistance to the damage type associated with your Mark of the Dragon feature.
Additionally, as an action you can expend a spell slot to do one of the following which lasts for 1 minute:
- Grant resistance to the associated damage type to a target number of creatures within 30 feet of you that you can see. The maximum number of creatures you can target is equal to your Charisma modifier.
- Ignore resistance of the associated damage type in one creature within 30 feet of you than you can see. If the creature is immune to that damage, it instead becomes resistant.
Black Dragon
Starting at 10th level, the Ancient Dragon grants you resistance to the damage type associated with your Mark of the Dragon feature.
Blue Dragon
Starting at 10th level, the Ancient Dragon grants you resistance to the damage type associated with your Mark of the Dragon feature.
Brass Dragon
Starting at 10th level, the Ancient Dragon grants you resistance to the damage type associated with your Mark of the Dragon feature.
Bronze Dragon
Starting at 10th level, the Ancient Dragon grants you resistance to the damage type associated with your Mark of the Dragon feature.
Copper Dragon
Starting at 10th level, the Ancient Dragon grants you resistance to the damage type associated with your Mark of the Dragon feature.
Gold Dragon
Starting at 10th level, the Ancient Dragon grants you resistance to the damage type associated with your Mark of the Dragon feature.
Green Dragon
Starting at 10th level, the Ancient Dragon grants you resistance to the damage type associated with your Mark of the Dragon feature.
Red Dragon
Starting at 10th level, the Ancient Dragon grants you resistance to the damage type associated with your Mark of the Dragon feature.
Silver Dragon
Starting at 10th level, the Ancient Dragon grants you resistance to the damage type associated with your Mark of the Dragon feature.
White Dragon
Starting at 10th level, the Ancient Dragon grants you resistance to the damage type associated with your Mark of the Dragon feature.
Dragon's Might
Starting at 14th level, your patron has given you the power to assume its mighty form for a short time. As an action, you can transform into the young form of the chosen dragon per your Mark of the Dragon feature for 1 minute. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours.
- When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
- This form requires concentration to maintain. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as dark vision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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Posted Apr 3, 2021Check comment in last version for info.