Warlock
Base Class: Warlock

Your patron is an ancient and powerful dragon. This grants you many boons related to its power.

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.

Dragon Expanded Spells
Spell Level Spells

1st

burning hands, command

2nd

blindness/deafness, scorching ray

3rd

fireball, stinking cloud

4th

fire shield, wall of fire

5th

flame strike, hallow

Dragon's Talon

You gain a magical dagger that reflects the mighty claws of a dragon. This dagger is bound to you, and if someone else were to hold it, it would harmlessly bounce off of anything it is swung at. If you would lose it, you may commune with your patron during a Short Rest to resummon it to your side.

This dagger deals 1d6 + CHA of an element, which is chosen when the dagger is summoned. If you later take the Pact of the Blade feature, you may change the dagger's form to one that you could summon with that feature.

You also learn a Warlock cantrip of your choice, which doesn't count against your number of known spells. You learn a skill proficiency of your choice.

Dragon's Assassin

Starting at 6th level, your connection to your patron grows stronger, granting you more of their legendary strength. The Dragon's Nail now deals 2d6 + CHA on a hit. You also have advantage on Stealth checks while wielding the Dragon's Talon.

Legendary Vitality

When you kill a creature with the Dragon's Talon, regain Hit Points equal to your Warlock level + your CHA modifier.

When you make an attack with the Attack action, you make a second attack as a part of the same action. The damage dealt by the Dragon's Talon becomes 2d8 + your CHA modifier.

Dragon's Fury

Once per Long Rest, as an action, you channel the full fury of a dragon into the Dragon's Talon. The Talon emits a 30ft cone in front of you, damaging everything within its range. Affected creatures make a Constitution Saving Throw equal to your Spell Save DC. On a fail, the creature takes 10d10 damage of the Talon's current element, is pushed 15ft away, and is knocked prone. On a successful save, the creature takes half as much damage and is not knocked prone.

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