Warlock
Base Class: Warlock

Ancient is an Understatement. A Great Wyrm is a dragon that has lived for nearly 10,000 years. These dragons hold immense power, as they have either been served for eons, amassing incredible wealth in their hordes and absorbed the ambient magic of the magic items long forgotten to the world, or actively trained to further their powers.

Incalculable motives. A Great Wyrm could have a multitude of reasons for granting their magic to a warlock. They could meet with other Great Wyrms and need the warlocks to have a higher seat in their council, it could be simply to have another body capable of increasing their wealth, or a particularly skeptical one may be gearing up for a war on other dragons. Whatever the reason, a Great Wyrm is rarely ever seen on random happenstance, work with your DM to find a reason that fits for your setting.

Expanded Spell List

The Great Wyrm grants the ability to learn various other spells. These spells are added to warlock spell list for you when you have the ability to learn a new spell.

 

Great Wyrm Expanded Spells
  1. Absorb Elements, Command
  2. Dragons Breath, Alter Self
  3. Haste, Pulse Wave
  4. Private Sanctum, Polymorph
  5. Deatructive Wave, Circle of Power

Minor Horde

At 1st level, you’re patron gifts you with ability to focus your magic through the power of a horde. You can use any magic item, gold or platinum piece, or gem as a spell casting focus. A gem must have a worth of at least 1 gold piece to be eligible.

Protect the Horde

      At first level, you gain a horde of draconic power, represented by an amount of d6s you can use to expend on a breath weapon. The maximum number of d6s you have is determined by your warlock level + your charisma modifier.

     As an action, you can expend a number of the remaining dice that you choose to release your power in a 15 foot cone  breath weapon, forcing all creatures within that cone to make a Dexterity Saving Throw. On a failed save, a creature takes an amount of damage equal to the chosen number of d6 damage of fire, cold, poison, lightning or acid (your choice when you gain this feature) damage. On a successful save, a creature takes half damage.

     You regain all of your Protect the Horde dice when you finish a long rest. You may also regain Protect the Horde dice as part of a short rest, expending warlock hit die to regain an amount of d6s equal to the number rolled divided by 6 (rounded down.)

Grow the Horde

At 6th level, you gain one additional attunement slot. This attunement slot does not stack with attunement slots gained from other sources.

Through the Ages

At 10the level, you learn the Legend Lore spell. This spell counts as a warlock spell for you, but does not count against the number of warlock spells you know.


Additionally, you can entreat your patron for 5 minutes, granting you the ability to cast Legend Lore once without using a spell slot or material components. You can use this feature once, and regain the ability to use it after you take a long rest.

Harbinger of the Great Wyrm

You exude the terrifying presence of a mighty dragon. You gain the following benefits.

  • As an action, you can generate of wave of terrifying magic. All creatures of your choosing within 30ft of you must succeed on a wisdom saving throw or become frightened by you. On a success a creature is immune to this ability for 24 hours.
  • You gain proficiency in the Charisma (Intimidation) skill. 
  • You are immune to the Frightened condition.

Additionally, when a creature frightened by you takes damage from your Protect the Horde Breath Weapon, the creature must make a wisdom saving throw. On a failed save the creature suffers additional psychic damage equal to half the damage dealt by the breath weapon.

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