Base Class: Warlock
Introduced in Fizban's Treasury of Dragons, a greatwyrm is when a truly ancient metallic, chromatic, or gem dragon gain immense power, usually by absorbing various echoes across multiple worlds of the Material Plane. A warlock can make a pact with a metallic, chromatic, or gem greatwyrm to gain immense power, as represented by this subclass. If you gain power from a moonstone dragon, Bahamut or Tiamat, or maybe a dragon-involved god, use a different subclass (such as The Celestial, The Archfey, or The Fiend). You gain blindsight, darkvision, and truesight out to a range of 60 feet, the ability to understand Draconic or another language of your choice if you already know Draconic, and the following additional features.
Expanded Spell List
The Greatwyrm 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 and always count as known spells for you (not counting against the number of spells you know), depending on the greatwyrm type you draw power from:
Metallic Greatwyrm Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
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2nd |
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3rd |
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4th |
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5th |
Gem Greatwyrm Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
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2nd |
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3rd. |
blink |
|
4th |
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|
5th |
*For you, this spell replaces acid, cold, fire, lightning, or poison damage with radiant, force, thunder, psychic, or necrotic.
Chromatic Greatwyrm Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st. | |
| 2nd. | |
| 3rd. | |
| 4th. | |
| 5th. | summon draconic spirit |
Frightful Presence
Starting at 1st level, your patron bestows upon you the ability to project the fearsome presence of the wyrm. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all frightened by you until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Winged Escape
Starting at 6th level, you can sprout wings to fly away in response to harm. When you take damage, you can use your reaction to give yourself magical dragon's wings (granting you a flying seed of 60 ft., which you can use before the end of your reaction). They remain until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Dragon's Defenses
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed and frightened, and when another creature attempts to charm or frighten you, you can use your reaction to attempt to turn the effect back on that creature, unless it succeeds on a WIS saving throw (DC {{savedc:cha}}), for 1 minute or until the creature takes any damage.
Greatwyrm's Breath
Starting at 14th level, you can exhale powerful elemental energy like a dragon. As an action, you can exhale a powerful blast of draconic energy in a 90-foot cone. A creature in that space must make a Dexterity saving throw. On a failure, they take [your warlock level]d12 damage of a type depending on your patron. On a successful save, a creature takes half as much damage.
You can use this feature a number of times equal to your proficiency bonus, after which you must finish a long rest before you can use this feature again.
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