Base Class: Warlock
Whether by birthright or by decision an Elder Dragon Turtle has given power to you. Dragon turtles are among the most fearsome creatures of the oceans. Similar to their land-kin they strive for power and treasure, fiercely protective of what is theirs. They bind themselves to mortals to extend their reach onto land to acquire more valuables or to even avenge them after a slighting.
Expanded Spell List
The Dragon Turtle 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 Turtle Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Ocean's Blessing
You are blessed with abilities that are needed to survive the depths of the ocean.
Starting at 1st level, you gain the following:
Swimming speed of 40 and can breathe underwater
Resistance to cold damage
Bonus Cantrip: shape water
Also, when submerged at least halfway in water you gain regeneration 1d4+warlock level at the beginning of each turn as long as you have at least 1hp.
Draconic Gift
Starting at 6th level, your link to the Dragon Turtle allows you to serve as a conduit for fire energy. You have resistance to fire damage, and when you cast a spell or use an ability that deals fire damage, you can add your Charisma modifier to one fire damage roll. This energy enhances your vitality as well gaining you the feat Tough.
Draconic Overcharge
Starting at 10th level, your patron accepts you into their inner court of servitors granting you further power. When you cast a spell or use an ability that results in fire damage, that damage ignores fire resistance and deals half damage to creatures with fire immunity.
Dragged Through The Fated Depths
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the Elemental Plane of Water to the Fated Depths. The creature disappears into a pool of blood red and black stagnant water where crushing pressure and bitter cold finds them. Specks of light flash in the creature's eyes as dark denizens start to swarm in an attempt to devour the creature.
At the end of your next turn, the target returns prone to the space it previously occupied, or the nearest unoccupied space. The target takes 5d10 cold damage and 5d10 necrotic damage.
Once you use this feature, you can’t use it again until you finish a long rest.