Base Class: Warlock
Spells:
1st level: Absorb Elements, Chromatic Orb
2nd level: Dragon’s Breath, Lesser Restoration
3rd level: Waterbreathing, Fly
4th level: Dominate Beast, Polymorph
5th level: Dominate Person, Circle of Power
Draconic Mark
At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, your unarmored AC is now 13 + your Charisma mod.
Furthermore, your body grows retractable claws and a tail, both of which you are proficient with using. You use your charisma mod for the attack and damage rolls of your claws and tail.
If you hit with the claws, they do 1d4 + charisma mod slashing damage. You may use one claw as an action and another as a bonus action.
If you hit with the tail, the opponent must make a constitution saving throw equal to your spell save dc. If they fail, they take 1d8 + charisma mod bludgeoning damage and are knocked prone. If they succeed, they take half damage and are not knocked prone.
The damage for your claws increases to 2d4 at 5th level, 3d4 at 10th level, and 4d4 at 14th level.
The damage for your tail increases to 3d8 at 5th level, and 4d8 at 10th level, and 5d8 at 14th level.
Draconic Wrath
At 1st level, whenever you cast Eldritch Blast or use a Breath spell (Dragon's Breath, Dragonborn Breath Weapon, etc.), you can change the damage type of each individual blast between fire, acid, poison, cold, and lightning.
In addition, you've developed an addiction for hoarding all of your treasures, and you have become extremely over protective of your treasure as a result. You gain temporary hit points equal to the amount of treasure you have divided by 200 (ex: 10000 gold/200 = 50 temp hit points). Treasure can also include magical items and gems, in which the amount the item is worth is added to your grand total of gold when applying this feature.
Draconic Aspect
At 6th level, your claws and tail become magical for the sake of overcoming resistance.
Also at 6th level, you may use your bonus action to unleash your Draconic Aspect. This state lasts for 1 minute. While in this state, all of your attacks deal additional damage based off your charisma mod and all damage you take is reduced by your charisma mod. You may use this feature up to 2 times mod per long rest.
Draconic Aura
At 10th level, enemies that start their turn within 10 ft of you take 2d4 damage. This damage can be your choice of fire, acid, poison, lightning, or cold damage.
Champion of Tiamat
At 14th level, your AC is now equal to 15 + charisma mod.
You are also granted more power when using your Draconic Aspect, in which you gain the following benefits:
You gain a flying speed of 60 feet.
You are resistant to acid, cold, fire, lightning, and poison damage.
If you fail a saving throw, you can choose to succeed instead (once per transformation).
Spells of 2nd level or lower have no effect on you.
You regain 5 hitpoints per round.
Previous Versions
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8/19/2019 3:23:20 PM
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10/30/2019 1:43:55 PM
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Posted Jan 30, 2021So the extra spells do not appear on the character sheet when you level up.
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Posted Oct 3, 2020Its just the right amount of op for my campaigns bbeg.
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Posted Mar 5, 2020I like a lot of what is goin on in this sublass. I agree it is overpowered as is but thats nothing that cant be fixed with some tweaks. But otherwise exactly what i was looking to add into my campaign with dragon cultists 👌
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Posted Nov 14, 2019to much overpowered, but I like it. hehe