Base Class: Warlock
Dragons are beings of wealth, power, and fear. There are few beings who could truly challenge the might of a dragon. However, they are not dimwitted. Like all beings, dragons can be taken down by a might stronger than theirs. After all, there is always a bigger fish in the ocean. That is where their Draconic Champions come into play.
When a dragon gives an individual power, they expect only two things in return: protection and wealth. The power of a dragon's champion grows exponentially with the amount of wealth they bring to their dragon, and how many powerful foes they bring down, for every dragon knows that their hoard is only good to them so long as they are alive to guard it.
Champion's Perks
Starting at 1st level, you gain a certain amount of benefits depending on what dragon sponsors you. You gain resistance to a damage type associated with your draconic lord, and may reroll 1s on damage dice for spells that deal that damage type.
| Dragon | Damage Type |
|---|---|
|
Black |
Acid |
|
Blue |
Lightning |
|
Brass |
Fire |
|
Bronze |
Lightning |
|
Copper |
Acid |
|
Gold |
Fire |
|
Green |
Poison |
|
Red |
Fire |
|
Silver |
Cold |
|
White |
Cold |
Black or Copper
You gain resistance to acid damage, and may reroll 1s on damage dice for spells that deal acid damage.
Blue or Bronze
You gain resistance to lightning damage, and may reroll 1s on damage dice for spells that deal lightning damage.
Brass, Gold, or Red
You gain resistance to fire damage, and may reroll 1s on damage dice for spells that deal fire damage.
Green
You gain resistance to poison damage, and may reroll 1s on damage dice for spells that deal poison damage.
Silver or White
You gain resistance to cold damage, and may reroll 1s on damage dice for spells that deal cold damage.
Tyrant's Terror
Starting at 6th level, you can unleash a terrifying roar to terrorize your foes. As an action, each creature of your choice within 30 feet of you and aware of you must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours. You may use this an amount of times equal to your Charisma modifier, minimum of one.
All-Seeing Drake
Starting at 10th level, you gain Blindsight out to a range of 20ft. Additionally, you can gain Truesight out to a range of 10ft as a reaction until the end of your next turn.
Draconic Superiority
Starting at 14th level, you can cast the Fly spell for free once per day. Additionally, you can cast the Fly spell as a ritual.
Previous Versions
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