Warlock
Base Class: Warlock

     Wyrms are ancient beings that evolved into all the classifications of large reptilian creatures. It is thought that none have survived over time, but you have somehow stumbled upon one of these ancient creatures. As you've made a contract with this creature, its overwhelming strength floods into you as you transform into something more.

Extended Spell list

The Wyrm 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.

  1. Absorb Elements, Command
  2. See Invisibility, Dragon’s Breath
  3. Lightning Bolt, Fast Friends
  4. Polymorph(self-only), Confusion
  5. Summon Draconic Spirit, Destructive Wave

Wyrm Scales

     Starting at the 1st level, you can invoke scales to appear on your body as a bonus action. It gives the following benefits;

  • +1 AC
  • Advantage on saving throws

You can invoke the Wyrm scales a number of times equal to your proficiency bonus. You recover expended slots after a short or long rest.

Draconic Appearance

     Your body is overwhelmed by the influence of your patron, modifying it to fit their draconic power better. Starting at the 6th level, once per day, you can gain proficiency in one skill that you do not already have proficiency in. This effect lasts until you take a short or long rest. In addition, you can read and speak Draconic.

Dragon's Fall

     Starting at the 10th level, as a bonus action, you can choose a creature to dive bomb within 60ft of you. Upon landing, every creature in a 5ft by 5ft cube must make a dexterity saving throw {{8+modifier:cha+proficiency#unsigned}}. On failure, the creature takes 2d12 bludgeoning damage and is knocked prone. On a save, they take half damage and are not knocked prone.

You can use Dragon’s Fall once per short rest. You regain this ability when you finish a short rest. At level 14 you can use Dragon's Fall 2 times.

King Of Beasts

     Starting at the 14th level, the power of your patron starts to burst from within you. As an action, you gain the presence of a Red, Blue, Black, or White Dragon for 10 minutes. Each presence has a different effect;

  • Red: The area around you heats up as your appearance becomes menacing; each creature within 120 feet of you that is aware of you must make a Charisma saving throw against your spell save DC; on a failure, they are frightened and take 1d8 fire damage each turn they are frightened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, they are not frightened and take 1d8 fire damage. This fear lasts for 1 minute, and a creature can not be feared in this way for 24 hours.
  • Blue: A furry charges within you as you surge with power. Your Wyrm Scales are now electrically charged and last longer. When you use Wyrm Scales, they will last for five rounds before disappearing. Each attack you do will deal an additional 1d8 of lightning damage as your scales scorch past your enemy. Any creature that attacks you will also take 1d8 of lightning damage as it sparks off you. 
  • Black: You focus all of the rage you have into one devastating blow. Upon making a critical attack, Acid will flow from you into the target, dealing an additional 2d12 acid damage. If you miss an attack, the acid will accumulate on the target, and the next time you make a successful attack, the acid will burn through, dealing an extra d8 for every attack you missed beforehand.  
  • White: As you lift off the ground, you feel a sense of weightless elegance run through your body. When you use Dragon’s Fall, you can delay your descent; each round you stay aloft, up to 3 rounds, a storm of ice forms, and you gain an extra d12 of cold damage to the total damage as hail falls alongside you (Max Damage: 2d12 bludgeoning damage + 4d12 cold damage). 

Once you use this feature, you can't use it again until you finish a short or long rest.

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