Base Class: Warlock
Your patron is a powerful Great Wyrm. You have bound yourself to a dragon as old if not older than time itself, possibly even Bohamet or Tiamat. It may even be the fabled Purple Dragon upon which the Purple Dragon Knights have formed their order. Your pact with that entity allows you to channel the raw primordial power that shaped the multiverse.
Being connected to such power will change your physicality and can cause changes in your behavior and beliefs. If bound to a chromatic dragon, you might find yourself driven by avarice to hoard all the treasure you come across. You may grow arrogant and expect a certain level of respect. If your patron is a metallic dragon, you may become excessively curious, doing everything you can to collect and hoard knowledge. You might develop a strong sense of nobility and seek to humble yourself and elevate others.
Expanded Spell List
The Dragon lets you choose from an expanded list of spells when you learn a warlock spell. Starting at 1st level, you gain access to the sorcerer spell list in addition to the warlock spell list.
Scales of the Great Wyrm
Starting at 1st level, you gain the hide of a dragon. You gain natural armor equal to 10 + Charisma modifier + Dexterity Modifier (minimum of 11).
Legendary Power
Starting at 6th level, when you fail a saving throw, you can choose to call on your patron's power and instead succeed. Additionally, once per combat, you make take one legendary action to take an additional turn to move, take an action, or take a bonus action, but not a combination of those.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Aspect of the Dragon
Starting at 10th level, you sprout a pair of dragon wings. You gain a flying speed equal to your walking speed. Additionally, your unarmed strikes now do 1d6 slashing damage.
You can no longer wear armor unless the armor is made to accommodate your wings, and clothing not made to accommodate your wings might be destroyed when you reach 10th level.
Draconic Blessing
Starting at 14th level, you can call on your patron to imbue you with its strength. When you take cold, fire, lightning, acid, or poison damage, you can use this feature to take a reaction to roll a d12. You reduce the damage taken by the amount rolled and gain resistance to that type of damage until your next short or long rest. If the damage received is reduced to zero as a result of your d12 roll, you gain immunity to that type of damage instead of resistance. You can do so after seeing the initial roll but before any of the roll’s effects occur.
Once you use this feature, you can’t use it again until you finish a short or long rest.
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Posted Oct 19, 2023How does this make you CR 3 at level one?
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Posted Jan 19, 2020Overall this could have been good, but you gave a warlock at LEVEL 1 the ability to be a CR 3 character with a party of CR 1's at BEST! At level 6 you boost that CR to one of around 11+. Definitely needs a rework.
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Posted May 9, 2018Thinking more about the Legendary Power class feature, I would actually consider making it refresh on a short rest. If it refreshes only on long rests, then you will automatically reduce that one level of exhaustion caused by this feature. Allowing the use of it every short rest allows the player to get into interesting situations where they may want to consider taking that second or fourth level of exhaustion. This can obviously be abused with access to Greater Restoration, but that means someone using an action and a 5th level or higher spell slot to counteract the drawback of guaranteeing a saving throw (and someone would need to be level 10 to do that anyways). It would also be in line with most of the other 6th level Warlock patron abilities refreshing on short rests.
"Legendary Power: The will of the Dragon makes you incredibly hardy and stubborn, modifying your body and mind at will to stave off assaults. Once per turn when you fail a saving throw, you may instead choose to succeed but suffer one level of exhaustion as the unfiltered power of your patron courses through you. Once you use this ability, you can't use it again until you finish a short or long rest."
If you make this modification to that class feature, I wouldn't use the alternate level 14 ability that removes the exhaustion drawback. Having one free save every short rest without consequences at level 14 is too powerful if your DM allows lots of short rests. I think it could make for an interesting pact specific invocation though.
"Improved Legendary Power: (Prerequisites: Level 10, Pact of the Dragon) When you use your Legendary Power pact feature, you may roll a d6. On a roll of 5 or higher, you do not suffer a level of exhaustion."
"Greater Legendary Power: (Prerequisites: Level 15, Pact of the Dragon) When you use your Legendary Power pact feature, you may roll a d6. On a roll of 4 or higher, you do not suffer a level of exhaustion."
Also forgot to add that the level 14 ability should be every short rest:
"As a reaction to taking cold, fire, lightning, acid, or poison damage, you exert the will of the Dragon to gain resistance to the triggering attack and the damage type for the next hour. Once you use this ability, you can't use it again until you finish a short or long rest. Additionally, you may expend a warlock spell slot to instead gain immunity to the triggering attack, using your eldritch powers to coalesce the essence of your patron around yourself. If you expend the additional spell slot, any spell you cast using a Warlock spell slot of the elemental type resisted is bolstered for the next hour and ignores damage resistances."
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Posted May 8, 2018The expanded spell list actually isn't showing up for me. I agree that elemental damage for Eldritch Blast would be cool, but part of it's appeal is that it does force damage, which almost no creatures have resistance or immunity to.
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Posted May 7, 2018-
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Posted May 7, 2018Also, I had specifically avoided extra invocations as there aren't (to my knowledge) any official invocations that are subclass-specific.
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Posted May 7, 2018i have to agree with cookiewookie.
Flight should be at 14 level not 10. As it is. This is much stronger then sorcerer archetype with which you should base yourself.
I have something against legendary actions because on players they break the economy of actions. Monsters already dont have bonus actions and thus legendary were added to compensate. Giving action surge to the class actually breaks it because now certain classes can go very far away with it.
Exemple... Warlock 6 fighter 2 sorcerer 12 can eldritch blast 4 times for warlock. 4 more times as a bonus action thanks to sorcerer. 4 more times as a fighter and now thanks to legendary they can do it 4 more times again. Meaning 16 attacks at level 20. Add the invocations to that and you get a pretty darn killing gattling gun.
The solution to that is to put the legendary up to level 10. That way you force more levels to be strong. At level 6 you shouldnt have something that strong.
What i would do too... I would add invocations as well in order to force the player decisions. Exemple... Legendary power at level 10. Make it long rest only. Then put an invocation that makes it short rest. That way the person who wants to be abusive needs more hoops to go thru to be.
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Posted May 6, 2018-
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Posted May 4, 2018I think this has a lot of cool ideas, but seems overpowered. There is nothing wrong with being overpowered, but I think having a bit more balance could make the class more interesting to play. Here are a few tweaks that I would personally make.
1. Automatic success on a save is incredibly powerful, especially at level 6. Fiend patron gets to add a d10 before knowing the result, and Fighters only get to re-roll a failed save at level 10 ability. I think this could be balanced with some cool flavor. This would be my take on it:
"Legendary Power: The will of the Dragon makes you incredibly hardy and stubborn, modifying your body and mind at will to stave off assaults. Once per turn when you fail a saving throw, you may instead choose to succeed but suffer one level of exhaustion as the unfiltered power of your patron courses through you. Once you use this ability, you can't use it again until you finish a long rest."
It recognizes how powerful the Dragon patron is, and your Warlock by extension, but provides a balance to that power: Use it too much, and it will burn you out.
2. Draconic Bloodline Sorcerers get Wings and no unarmed strike at level 14. This class gets them at level 10. This isn't too far off, but consider putting some limits on it. Maybe replace the claw attack with a wing attack (Action, Dex save, anyone within 10 feet, 2d6 bludgeoning damage, half on a save), but it only lasts 1 minute each short rest. You get to do more cool stuff, but with some restrictions.
3. Immunity to damage is very rare and powerful, but there are a number of classes and abilities that give resistance to damage. Several level 10 Pacts do give characters resistance. At level 14 this should be a pretty powerful ability, but immunity to a damage type until the end of a long rest feels like something only a level 20 character should have. Dragons have immunity to their own element, but draconic offspring (draconic sorcerers and dragonborn) only get resistance. Only getting resistance at level 14 sounds rather boring though, so here is what I would do:
"As a reaction to taking cold, fire, lightning, acid, or poison damage, you exert the will of the Dragon to gain resistance to the triggering attack and the damage type for the next hour. Additionally, you may expend a warlock spell slot to instead gain immunity to the triggering attack, using your eldritch powers to coalesce the essence of your patron around yourself. If you expend the additional spell slot, any spell you cast using a Warlock spell slot of the elemental type absorbed is bolstered for the next hour and ignores damage resistances."
Or, "As a reaction to taking cold, fire, lightning, acid, or poison damage, you exert the will of the Dragon to gain resistance to the triggering attack and the damage type for the next hour. Once you use this ability, you must finish a short or long rest before you can use it again. Additionally, your eldritch powers have grown formidable enough to safely channel your patron's power. When you use your Legendary Power pact feature to make a save, you no longer suffer one level of exhaustion."
The idea here is that at Level 14 you have mastered the specific abilities your Patron imbues you with.
All of that being said, I do think this is a cool idea for a Warlock patron and would definitely consider playing it myself.
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Posted May 4, 2018-
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Posted May 4, 2018Legendary Power
Starting at 6th level, when you fail a saving throw, you can choose to call on your patron's power and instead succeed. Additionally, once per combat, you make take one legendary action to take an additional turn to move, take an action, or take a bonus action, but not a combination of those.
Small Edit: Additionally, once per combat, you MAY take
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Posted May 3, 2018I'll definitely keep that in mind for the 1.1 version.
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Posted May 3, 2018Thanks for the feedback!
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Posted May 3, 2018I agree with Haven, the addition of a Legendary Action feels really fitting and ties you to the idea your patron is a dragon. What about adding elemental damage to your eldritch blast possibly?
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Posted May 3, 2018Love the flavor! Legendary actions, flying, scales, and resistance all in one comfy little package. Good job!