Base Class: Warlock
To approach the lair of an ancient dragon is to know true greatness. Whether you've come to do it harm, to bargain, to worship, to rescue, or to steal, makes little difference. In the presence of such awesome power, the soul of mortals finds itself small. But those who come to serve, to barter with their small mortality and offer up their willing hands to work, can sometimes be selected by a dragon as its eyes and ears, extensions of itself out in the world. However powerful such creatures are, they can only be so many places at once, after all.
Those who forge a pact with ancient wyrms find themselves the benefactors of that dragon's knowledge and skill, refined across oceans of time. In order to be better servants and extensions of the dragon's own power, they develop an instinctive sense for treasure, the value of the world around them that could be hoarded for a dragon's personal gain. The magic granted by the patron is inevitably tinged with that patron's own special kind of power, granting a greater skill in eliminating enemies with that particular piece of the world's energies. The greatest of draconic vessels carry the presence and the aura of their patron's power with them wherever their adventure leads, becoming a true extension of their masters' presence in the world.
Greatwyrm Features
| WARLOCK LEVEL |
FEATURE |
|---|---|
| 1st | Expanded Spell List, Dragon Emissary, Hoardsense |
| 6th | Tempered by Dragonbreath |
| 10th | Frightful Presence |
| 14th | Lair Echoes |
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.
Greatwyrm Expanded Spells
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
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4th |
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5th |
*If you do not have access to the dragon's breath spell, discuss with your DM what spell to replace it with. Suggested replacements include acid arrow, Snilloc's snowball swarm, flaming sphere, spiritual weapon, or moonbeam. If you have access to the spell but are creating this character in DDB, you can create a custom spell copied from dragon's breath and update the class list to allow warlock to take it. This is necessary due to restrictions on DDB publishing.
Dragon Emissary
You can speak, read, and write Draconic. Additionally, you become proficient in your choice of two of the following skills: Arcana, Deception, History, Insight, Intimidation, Perception, or Persuasion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills:
Arcana
You gain proficiency with Arcana. Your proficiency bonus is doubled for any ability check you make that uses this skill.
Deception
You gain proficiency with Deception. Your proficiency bonus is doubled for any ability check you make that uses this skill.
History
You gain proficiency with History. Your proficiency bonus is doubled for any ability check you make that uses this skill.
Insight
You gain proficiency with Insight. Your proficiency bonus is doubled for any ability check you make that uses this skill.
Intimidation
You gain proficiency with Intimidation. Your proficiency bonus is doubled for any ability check you make that uses this skill.
Perception
You gain proficiency with Perception. Your proficiency bonus is doubled for any ability check you make that uses this skill.
Persuasion
You gain proficiency with Persuasion. Your proficiency bonus is doubled for any ability check you make that uses this skill.
Tempered by Dragonbreath
At 6th level, you have gained the power to further imbue your abilities which evoke your patron's breath weapon. Choose a damage type other than bludgeoning, piercing, or slashing that is associated with your draconic patron. When you deal damage of this type, you can reroll any dice of that damage type that roll a 1, keeping the second roll, even if it is also a 1.
Acid
When you deal acid damage, you can reroll dice which roll a 1, keeping the result of the reroll, even if it is also a 1.
Cold
When you deal cold damage, you can reroll dice which roll a 1, keeping the result of the reroll, even if it is also a 1.
Fire
When you deal fire damage, you can reroll dice which roll a 1, keeping the result of the reroll, even if it is also a 1.
Force
When you deal force damage, you can reroll dice which roll a 1, keeping the result of the reroll, even if it is also a 1.
Lightning
When you deal lightning damage, you can reroll dice which roll a 1, keeping the result of the reroll, even if it is also a 1.
Necrotic
When you deal necrotic damage, you can reroll dice which roll a 1, keeping the result of the reroll, even if it is also a 1.
Poison
When you deal poison damage, you can reroll dice which roll a 1, keeping the result of the reroll, even if it is also a 1.
Psychic
When you deal psychic damage, you can reroll dice which roll a 1, keeping the result of the reroll, even if it is also a 1.
Radiant
When you deal radiant damage, you can reroll dice which roll a 1, keeping the result of the reroll, even if it is also a 1.
Thunder
When you deal thunder damage, you can reroll dice which roll a 1, keeping the result of the reroll, even if it is also a 1.
Hoardsense
As an action, you can determine the total value of any collection of trade goods and/or non-magical treasure you can see. If there is magical treasure in the collection, you still determine the value of the collection, but only as the value assuming the magical items were not magical.
Frightful Presence
Starting at 10th level, you gain the ability to manifest the terrifying presence of your draconic patron. You can use your action to choose a number of creatures you can see within 30 feet of you equal to your Charisma modifier (minimum of 1). If a selected creature can see or hear you, it must succeed on a Wisdom saving throw at your Warlock spellcasting save DC or be frightened of you for the next minute. A frightened 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 your Frightful Presence for the next 24 hours.
Once you use this feature, you may not do so again until finishing a short or long rest.
Lair Echoes
At 14th level, the influence of your patron echoes in the very space around you, though bent to your desires.
On initiative count 20 (losing initiative ties), you can cause one of the following effects; you can't use the same effect twice in a row. Saving throws are taken at your Spellcasting save DC. You can't use this feature while incapacitated or otherwise unable to take actions. If surprised, you can't use this feature until after your first turn in the combat.
- A burst of energy sprays into being near a creature you can see within 60 feet. That creature must make a Dexterity saving throw or take 1d6 damage of the type chosen for your Tempered by Dragonbreath feature.
- The environment tugs and pulls at a creature you can see within 60 feet. That creature must pass a Strength saving throw or be knocked prone.
- A flash glitters like gold near a creature you can see within 60 feet. The creature must make a Wisdom saving throw or have disadvantage on the next attack roll or ability check it makes before the end of its next turn.
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