Base Class: Warlock
Your patron is a dragon, one of the most powerful mortal creatures to walk the material plane. From the mighty Rime to the gluttonous Themberchaud, dragons often have inscrutable goals when it comes to making pacts with beings they view as lesser.
Dragon Kind
You choose your patron’s kind or determine it randomly, using the Dragon Kind table.
|
D10 |
KIND |
BREATH WEAPON DAMAGE TYPE |
|
1 |
Red |
Fire |
|
2 |
Black |
Acid |
|
3 |
Blue |
Lightning |
|
4 |
White |
Cold |
|
5 |
Green |
Poison |
|
6 |
Gold |
Fire |
|
7 |
Silver |
Cold |
|
8 |
Copper |
Acid |
|
9 |
Bronze |
Lightning |
|
10 |
Brass |
Fire |
Black or Copper
Your patron Dragon is either a black dragon or a copper dragon.
Blue or Bronze
Your patron Dragon is either a blue dragon or a bronze dragon.
Green
Your patron Dragon is a green dragon.
Red, Gold, or Brass
Your patron Dragon is either a red dragon, a gold dragon, or a brass dragon.
White or Silver
Your patron Dragon is either a white dragon or a silver dragon.
Expanded Spell List
1st-level Dragon feature
The Dragon lets you choose from an expanded list of spells when you learn a warlock spell. The Dragon Expanded Spells table shows the dragon spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron’s breath weapon type: fire, cold, lightning, acid, or poison.
|
Spell Level |
Dragon Spells |
Fire Spells |
Cold Spells |
Lightning Spells |
Acid Spells |
Poison Spells |
|
1st |
Burning Hands |
Ice Knife |
Thunderwave |
Inflict Wounds |
Ray of Sickness |
|
|
2nd |
Scorching Ray |
Rime’s Binding Ice |
Gust of Wind |
Melf’s Acid Arrow |
Wither & Bloom |
|
|
3rd |
Fireball |
Sleet Storm |
Lightning Bolt |
Slow |
Stinking Cloud |
|
|
4th |
Wall of Fire |
Ice Storm |
Storm Sphere |
Vitriolic Sphere |
Watery Sphere |
|
|
5th |
[Tooltip Not Found] |
Cone of Cold |
Maelstrom |
Insect Plague |
Cloudkill |
Draconic Form
1st-level Dragon feature
At 1st level, your patron grants you the ability to take on their likeness. As a bonus action, you transform for 1 minute. While transformed, you gain the following benefits:
- You grow hardened scales, gaining a bonus to your Armor Class equal to your Charisma modifier (minimum +1).
- Your weapon attacks and cantrips deal 1d4 extra damage of a type determined by your patron’s Breath Weapon type. This increases to 1d6 at 10th level.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The appearance of your Draconic Form depends on your patron. For example, your eyes may become sunken and pale yellow as you grow curling, ram-like horns similar to your black dragon patron, or you may take on the shimmering, wiry tendrils on the lips and cheeks of your gold dragon patron, as well as the great fins that adorn their body.
Draconic Influence
6th-level Dragon feature
Your bond with your patron imbues you with their essence. You gain the following benefits.
- When you deal damage which is the same as your patron’s Breath Weapon damage type, you can reroll any 1’s rolled on the damage dice.
- You can speak, read, and write in Draconic.
- You gain resistance to your patron's breath weapon damage type.
Draconic Resistance (Black or Copper)
You begin to take on characteristics of your patron’s kind.
You now have resistance to a damage type determined by your patron’s kind: fire (red, gold, or brass), cold (white or silver), lightning (blue or bronze), acid (black or copper), or poison (green).
Draconic Resistance (Blue or Bronze)
You begin to take on characteristics of your patron’s kind.
You now have resistance to a damage type determined by your patron’s kind: fire (red, gold, or brass), cold (white or silver), lightning (blue or bronze), acid (black or copper), or poison (green).
Draconic Resistance (Green)
You begin to take on characteristics of your patron’s kind.
You now have resistance to a damage type determined by your patron’s kind: fire (red, gold, or brass), cold (white or silver), lightning (blue or bronze), acid (black or copper), or poison (green).
Draconic Resistance (Red, Gold, or Brass)
You begin to take on characteristics of your patron’s kind.
You now have resistance to a damage type determined by your patron’s kind: fire (red, gold, or brass), cold (white or silver), lightning (blue or bronze), acid (black or copper), or poison (green).
Draconic Resistance (White or Silver)
You begin to take on characteristics of your patron’s kind.
You now have resistance to a damage type determined by your patron’s kind: fire (red, gold, or brass), cold (white or silver), lightning (blue or bronze), acid (black or copper), or poison (green).
Improved Draconic Form
10th-level Dragon feature
Your bond with your patron becomes more powerful. You now gain the following benefits when you enter your Draconic Form:
- A pair of leathery, draconic wings sprouts from your back, giving you a flying speed equal to your walking speed.
- Breath of the Wyrm. You gain the ability to exhale elemental energy from your mouth, similar to your patron. You exhale energy matching your patron’s Breath Weapon type in a 30 ft. cone. A creature in range must make a Dexterity saving throw against your spell save DC, taking 8d8 damage on a failed save, or half as much on a successful save. You can use this ability a number of times equal to your proficiency bonus per transformation.
Draconic Form: Acid Breath
As an action, you exhale acid in a 30 ft. cone. A creature in range must make a Dexterity saving throw against your spell save DC, taking 8d8 damage on a failed save, or half as much on a successful save. You can use this ability a number of times equal to your proficiency bonus per transformation.
Draconic Form: Cold Breath
As an action, you exhale icy wind in a 30 ft. cone. A creature in range must make a Dexterity saving throw against your spell save DC, taking 8d8 damage on a failed save, or half as much on a successful save. You can use this ability a number of times equal to your proficiency bonus per transformation.
Draconic Form: Fire Breath
As an action, you exhale fire in either a 30 ft. cone. A creature in range must make a Dexterity saving throw against your spell save DC, taking 8d8 damage on a failed save, or half as much on a successful save. You can use this ability a number of times equal to your proficiency bonus per transformation.
Draconic Form: Lightning Breath
As an action, you exhale lightning in a 30 ft. cone. A creature in range must make a Dexterity saving throw against your spell save DC, taking 8d8 damage on a failed save, or half as much on a successful save. You can use this ability a number of times equal to your proficiency bonus per transformation.
Draconic Form: Poison Breath
As an action, you exhale poison gas in a 30 ft. cone. A creature in range must make a Dexterity saving throw against your spell save DC, taking 8d8 damage on a failed save, or half as much on a successful save. You can use this ability a number of times equal to your proficiency bonus per transformation.
Draconic Channeling
14th-level Dragon feature
You call upon the dread power of your patron, summoning an aspect of their power. As an action, you channel one of the following aspects:
- Dragon’s Maw. You manifest the jaws of your patron, which spew forth elemental energy in a 60-foot cone. A creature in range must make a Dexterity saving throw, taking 10d10 damage on a failed save, or half as much on a successful save. The damage is the same as your patron’s Breath Weapon Damage type.
- Dragonclaw. You manifest your patron’s talon, your hand morphing into a scaly claw. As part of the action used to manifest this claw, and for 1 minute afterward, you can make a melee spell attack with the claw against a creature within 10 feet of you. On a hit, a creature takes 2d8 slashing damage. As a bonus action after making a successful attack with the Dragonclaw, you can knock your target prone if it is size Large or smaller.
- Rending Roar. You manifest your patron’s head, letting out a harrowing roar which can be heard from up to 300 feet away. Creatures of your choice that can hear the roar must make a Constitution saving throw, taking 8d6 thunder damage and becoming frightened of you for 1 minute on a failed save. A frightened creature must use its action on its next turn to take the Dash action, moving as far away from you as possible. A frightened creature can repeat the saving throw at the end of each of its turns, ending the condition on itself on a successful save. On a successful save, a creature takes half damage and is not frightened.
Once you use this feature, you must complete a long rest before you can use it again.
Dragonclaw
You manifest your patron’s talon, your hand morphing into a scaly claw. As part of the action used to manifest this claw, and for 1 minute afterward, you can make a melee spell attack with the claw against a creature within 10 feet of you. On a hit, a creature takes 2d8 slashing damage. As a bonus action after making a successful attack with the Dragonclaw, you can knock your target prone if it is size Large or smaller.
Dragon's Maw
You manifest the jaws of your patron, which spew forth elemental energy in a 80-foot cone. A creature in range must make a Dexterity saving throw, taking 10d10 damage on a failed save, or half as much on a successful save. The damage is the same as your patron’s Breath Weapon Damage type.
Rending Roar
You manifest your patron’s head, letting out a harrowing roar which can be heard from up to 300 feet away. Creatures of your choice that can hear the roar must make a Constitution saving throw, taking 8d6 thunder damage and becoming frightened of you for 1 minute on a failed save. A frightened creature must use its action on its next turn to take the Dash action, moving as far away from you as possible. A frightened creature can repeat the saving throw at the end of each of its turns, ending the condition on itself on a successful save. On a successful save, a creature takes half damage and is not frightened.
Previous Versions
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4/23/2024 4:18:29 AM
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Coming Soon
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9/14/2025 5:55:42 PM
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Coming Soon
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