Warlock
Base Class: Warlock

You made a pact with the most powerful of dragon kind! When you choose this subclass, you might make a deal with a Greatwyrm, such as the Miirym; Daurgothoth; or Klauth. Or you might call on a spectrum of Gem and Metalic Greatwyrms that rival the very Gods in power. Whoever they are, your patron is often ancient, dangenour, and mighty.

Greatwyrm Family

You choose your patron’s family or determine it randomly, using the Greatwyrm Family table.

d3 Family
1 Chromatic
2 Gem
3 Metallic
Chromatic

Your patron Greatwyrm is a Chromatic.

Gem

Your patron Greatwyrm is a Gem.

Metallic

Your patron Greatwyrm is a Metallic.

Level 3: Dragon's Knowledge

Your patron imbues you with some of it's knowledge. You can speak, read and write Draconic, and gain a proficiency corresponding to your patron's family of dragons.

Genie’s Vessel
Family SKill
Chromatic Deception
Gem Insight
Metallic Persuasion
Chromatic

You gain proficiency in Deception.

Gem

You gain proficiency in Insight.

Metallic

You gain proficiency in Persuasion.

Level 3: Greatwyrm Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Greatwyrm Spells table, you thereafter always have the listed spells prepared, along with the spells associated in the table with your patron’s type: Chromatic, Gem, Metallic.

Warlock Level Greatwyrm Spells Chromatic Spells Gem Spells Metallic Spells
3 Detect Magic, Dragon's Breath Melf's Acid Arrow, Chromatic Orb Mage Hand, Magic Missile Cure Wounds, Guiding Bolt
5 Protection from Energy Fireball Dispel Magic Hypnotic Pattern
7 Freedom of Movement Ice Storm Greater Invisibility Polymorph
9 Summon Dragon Cloudkill Telekinesis Hold Monster
Chromatic Spells

You gain access to the spells granted by the Chromatic Dragon spell list.

Gem Spells

You gain access to the spells granted by the Gem Dragon spell list.

Metallic Spells

You gain access to the spells granted by the Metallic Dragon spell list.

Level 6: Essence of the Greatwyrm

You gain the ability to infuse your patron's power into spells you cast. Oncer per turn when you cast a Warlock spell that deals damage you can roll an additional 1d8 and add it to the total. The damage type for the die is Force (Gem Family Only), or Acid, Cold, Fire, Lighting, Poison (the other Families) which you choose when you cast the spell.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expanded uses on a Long Rest.

In addition the damage die for this feature becomes 2d8 at level 14.

Level 10: Draconic Presence

As an Action on your turn, you can channel the intimidating presence of your patron. For 1 minute or until you lose your concentration (as if you were concentrating on a spell), each Hostile creature that starts its turn within 60 feet of you must succeed on a Wisdom saving throw equal to your spell save DC or be Frightened of you until the effect ends. A creature that succeeds on this saving throw is immune to this trait for 24 hours.

Once you use this feature, you can't do so again until you finish a Short or Long Rest.

Level 14: Greatwyrm's Descent

You gain the ability to summon an avatar of your patron as an Action. The avatar appears on your location, uses its breath weapon, and then disappears. Each creature in a 60-foot Cone must succeed on a Dexterity saving throw equal to you spell save DC, taking 11d8 damage on a failed save, or half as much damage on a success. The damage type is Force (Gem Family Only), or Acid, Cold, Fire, Lighting, Poison (other Families) which you choose when you use this action.

Once you use this feature, you can’t use it again until you finish a Long Rest.

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