Warlock
Base Class: Warlock

You have made a pact with a creature who’s power and majesty is unrivalled on the Material Plane, and indeed on many others. A dragon. Perhaps you were forced into your pledge by the vindictive will of a Chromatic dragon, or you were granted the strength to stand up for your ideals by a benevolent Metallic dragon. Maybe, just maybe, you swore yourself to the unknowable ends of an elusive Gem dragon. Whatever the case may be, the power of these beings, made legends by might and myths by magic, resides within you.

But don’t forget that this power is not yours to keep. What goes around comes around, and dragons, driven by greed above all others, take this creed to heart...

You choose your patron’s kind or determine it randomly, using the Dragon Kind table.

Dragon Kind

d3

Kind

Element (choose one)

1

Chromatic

Acid, cold, fire, lightning, or poison

2

Metallic

Acid, cold, fire, or lightning

3

Gem

force, necrotic, psychic, radiant, or thunder

 

Edit: This is an older version of this subclass, which the site won't let me delete. If you're interested in the subclass, please have a look at 'The Dragon (Improved)', also written by this account. Uh, thanks. 

Expanded Spell List

At 1st level, the Dragon lets you choose from an expanded list of spells when you learn a warlock spell. The Dragon Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's kind: Chromatic, metallic, or Gem.

Dragon Expanded Spells

Spell Level

Dragon Spells

Chromatic Spells

Metallic Spells

Gem Spells

1st

Absorb Elements

Chromatic Orb

Heroism

Detect Magic

2nd

Dragon’s Breath

Locate Object

Alter Self

Detect Thoughts

3rd

Elemental Weapon

Glyph of Warding

Protection from Energy

Slow

4th

Secret Chest

Private Sanctum

Polymorph

Confusion

5th

Summon Draconic Spirit

Hallow

Legend Lore

Telekinesis

Dragon Sense

At 1st level, your patron has bestowed you with senses not unlike its own, so as to help you detect magical trinkets to add to its hoard, or give you insight into the traps and obstacles that would keep you from them, which your patron is likely versed in itself.

You are aware of the presence of magical objects or effects within 30 feet of you. You cannot sense their precise location, only that they are near. You can exclude any magical item or effect that you are aware of from this sense. This sense might manifest as a particular scent, or motes of light that flit about your vision in the presence of magic.

Additionally, you have advantage on Wisdom (perception) or Intelligence (investigation) checks made to detect traps, or to find items that you are actively aware of, such as a particular jewel in a treasure hoard.

Hoard Relic

Also at 1st level, your patron has allowed you imbue a relic with the energies of its lair, steeping it in magical potential. 

You can perform a 1-hour ceremony to receive a magical relic from your patron's hoard, containing a fraction of the elemental power that permeates its lair. You decide what the object is, or you can determine what it is randomly by rolling on the Dragon's Relic table.

Dragon’s Relic

d6

Relic

1

Gold coin with the visage of your patron carved on one side

2

Cut gem of a colour associated with your patron

3

Statuette of your patron

4

Ornately carved mirror

5

Glass dragon’s eye

6

Black claw that looks to have been broken off a dragon’s corpse

 

While the relic is on your person, you can use a bonus action to gain resistance to the damage type associated with your patron for a number of minutes equal to your Charisma modifier. An ally carrying the relic can also use this bonus action, using your Charisma modifier.

A creature can benefit from this feature once, and regains the ability to do so when it finishes a short or long rest.

Slayer's Artefact

At 6th level, you can bond your hoard relic to an item, infusing it with the elemental powers of your patron. Over the course of 10 minutes, which can take place during the ritual to receive your relic, you can integrate it into a simple or martial weapon or arcane focus, incorporating it into the design of the item and transforming it into a slayer’s relic. The item can be magical, including a pact weapon bound by the Pact of the Blade feature.

When you deal damage using the slayer’s relic, either with an attack or a warlock spell, you can deal extra damage to one creature affected by the attack or spell equal to your proficiency bonus + half your warlock level (rounded down). The damage type is the type associated with your patron. You can only apply this damage once per turn.

You or an ally carrying the hoard relic can benefit from the Hoard Relic feature, and another creature can only benefit from this feature if you are willing.

Elemental Avarice

At 10th level, you can assimilate the power of your patron, pulling it into yourself to empower your abilities in some way.

when you take damage of the type associated with your patron, you can use a reaction to gain immunity to that instance of damage. Then, the next time you deal damage of that same type, you deal extra damage equal to the damage you would have taken.

Once you use this feature, you cannot do so until you finish a short or long rest.

Will of the Wyrm

At 14th level, you can use an action manifest the untamed power of your patron and exhale a breath weapon reminiscent of its own. When you do so, you can release elemental energy in a 30-foot cone or a 60-foot line that is 5 feet wide (you choose). each creature in that area must succeed a Constitution saving throw, taking 10d6 damage of the type associated with your patron, or half as much on a successful one. 

At 16th level, the length of the breath weapon increases by 30 feet (60-foot cone and 90-foot line), and the width of the line also increases by 5 feet (10-foot width). it also increases again by another 30 feet (90 foot cone and 120 foot line) at 18th level.

You can alternatively allow you or an ally carrying your slayer's artefact to deal the damage of your breath weapon as part of an attack or damage-dealing spell made with the artefact, using this feature's damage in place of the damage dealt by the Slayer's Artefact feature.

You can use this feature once, and can expend a spell slot or a use of your Mystic Arcanum to do so again. You regain use of this ability when you finish a long rest.

Previous Versions

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3/21/2022 8:18:19 PM
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