Base Class: Warlock
You made a pact with an ancient, true chromatic or metallic dragon who has lived for millennia, unparalleled in its might and magic ability. Perhaps you unwittingly entered its lair and it spared your life in exchange for your service; or maybe you sought out the beast in search of the incredible power it holds. Though their goals and ideals vary tremendously, all dragons covet wealth, and as its agent you will assist it in amassing even more treasure to add to its hoard, while being its eyes and ears in the outside world.
Blast of the Drake
At 6th level, you can mimic your patron's draconic power and exhale draconic breath. As an action, you can exhale a blast of elemental energy in a 15 foot cone. The type of elemental energy is based on your Patron's dragon type. Each target in that area must make a Dexterity or Constitution saving throw (Dex if the damage is Acid, Fire or Lightning, Con if the damage is Cold or Poison) against your spell save DC, or take 6d6 of that damage type on a failed save, or half on a succesful one.
You can use this feature a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. You can also expend a Warlock spell slot to regain one use of this feature.
Visage of the Great and Terrible
Also at 6th level, your patron grants you the ability to channel some of its innate ability as a creature of dread and cunning. As an action, you can activate this ability, transforming your face as a phantasmal visage of your patron’s face superimposes onto your own. You gain the following abilities to gain for the next hour:
- You have advantage on all Wisdom (Insight, Perception,) and Charisma (Deception, Persuasion) checks.
- If you make an Intimidation check against one or more creatures that can see or hear you, you can force those creatures to make a Wisdom saving throw against your spell save DC or be frightened of you for one minute. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.
Once you use this ability, you cannot use it again until you complete a long or short rest.
One with the Hoard
At 10th level, your bond with your patron gives you resistance to the damage type associated to your patron's dragon type.
Additionally, any items transformed by your Gift of the Hoard feature gain an extra effect, based on what it is:
Weapon: When attacking with this weapon, the user can add your Charisma modifier to the attack roll, and on a hit, the weapon deals an extra 2d6 damage of the type associated to your patron's dragon type.
Armor: While wearing it, all attacks made against the user have disadvantage. If the user takes damage, this property ceases to function until the start of their next turn. This property is suppressed while the user is incapacitated, restrained, or otherwise unable to move.
Trinket: While wearing it, when one or more creatures fails a saving throw against a spell or ability you have used, the user can use its reaction to cause that creature(s) and each creature within 10 feet of that creature to be knocked prone until the start of your next turn.
Draconic Mastery
At 14th level, your patron has gifted you with a measure of its legendary power for offense and defense when in dire need. You gain immunity to the damage type associated with your patron’s dragon type.
Also, if your current hit points are half or below half of your total hit points, as an action you can activate this ability and gain the following effects for one minute:
- At the end of another creatures turn, you can use your reaction to take the Attack action or cast a spell.
- If you fail a saving throw, you can roll a d20. On an 11 or higher, you succeed instead. You can use this feature three times.
Once you use this ability, you cannot use it again until you complete a long rest.
Expanded Spell List
The 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.
1st: Absorb Elements, Chromatic Orb
2nd: Dragon's Breath, Jim's Glowing Coin
3rd: Fireball, Lightning Bolt
4th: Ice Storm, Polymorph
5th: Summon Draconic Spirit, Dominate Person
Draconic Patron
At 1st level, choose one type of dragon which your patron is. The damage type associated with which dragon is used by features you gain later.
Dragon Color Damage Type
Black - Acid
Blue - Lightning
Brass - Fire
Bronze - Lightning
Copper - Acid
Gold - Fire
Green - Poison
Red - Fire
Silver - Cold
White - Cold
Gift of the Hoard
At 1st level, your patron has granted the ability to speak with its kind, and limited access to its vast hoard of treasure and magical items in order to fuel your spellcasting. You gain the following benefits:
- If you can’t already, you learn to speak, read, and write Draconic.
- You can cast spells that require a material component without that component.
Additionally, you gain the ability to transfer some of your master's magic into one item, creating a magical treasure. Whenever you finish a long rest, you can perform a ritual with any non-magical weapon, suit of armour, or trinket, after which that item becomes a magical item and gains the following benefit based on what it is:
Weapon: It is now considered a magical weapon for the purposes of overcoming damage resistances, and gains a +1 to attack and damage rolls.
Armor: While wearing it, the user's AC becomes 13 + your Charisma modifier.
Trinket: While wearing it, the user gains a +1 to its spell save DC and spell attack bonus.
You can only enhance one item at a time with this feature at level one, and you gain the ability to enhance two at a time at level 10. The items you enhance with this feature require attunement by their user. Your enhancement remains on an item indefinitely, but when you die, the enhancement vanishes after a number of days equal to your Charisma modifier (minimum of 1 day). If you decide to enhance a different item with this feature after you have already used it, the enhancement on the original item ends.
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