Warlock
Base Class: Warlock

Your patron is an ancient dragon, either a chromatic dragon (black, blue, green, red, or white) or a metallic dragon (brass, bronze, copper, gold, or silver). Dragons vary from lawful good to chaotic evil and often have far-reaching, inscrutable goals on account of their extremely long lifespans and great power. Some merely desire agents to help them locate and obtain treasures for their hoard, but most do so for reasons that may only come up once every few decades. Such long periods of inaction are trifling to a dragon. Many ancient dragons have acquired enough magical skill to share their power in a pact.

You choose the type of dragon, or determine it randomly, using the Dragon Kind table. Each dragon is associated with a damage type and a breath weapon, as shown on the table. The damage type and type of breath weapon used by your patron is referenced by some of the features of this subclass.

Dragon Kind
d10
Dragon Patron
Damage Type Breath Weapon
1
Black
Acid 5 by 30 ft. line
2
Blue
Lightning 5 by 30 ft. line
3
Brass
Fire 5 by 30 ft. line
4
Bronze
Lightning 5 by 30 ft. line
5
Copper
Acid 5 by 30 ft. line
6
Gold
Fire 15 ft. cone
7
Green
Poison 15 ft. cone
8
Red
Fire 15 ft. cone
9
Silver
Cold 15 ft. cone
10
White
Cold 15 ft. cone

Expanded Spell List

The Dragon 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.

Dragon Expanded Spells
Spell Level Spells
1st cure wounds, guiding bolt
2nd flaming sphere, lesser restoration
3rd daylight, revivify
4th guardian of faith, greater invisibility
5th cloudkill, mass cure wounds

Bonus Cantrips

At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Draconic Tongue

From 1st Level you gain the ability to speak, read and write Draconic.

Regeneration

At 1st level, your patron grants you the ability to regenerate and heal wounds. You have a pool of d6s that you spend to fuel this regeneration. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Soul of the Wyrm

Starting at 6th level, your bond with your patron imbues you with a piece of their magical draconic essence. You have resistance to the damage type associated with your partons breath weapon, and when one of your spells deals damage of that type to a creature, you can choose to add your Charisma modifier to one damage roll of that spell against one of its targets or subject that creature to your patron's terrifying draconic presence. The target must make a Wisdom saving throw against your warlock spell save DC. On a failed saving throw, it becomes frightened for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on a success.

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

Soul of the Wyrm - Acid Damage

You gain resistance to Acid Damage

Soul of the Wyrm - Cold Damage

You gain resistance to Cold Damage

Soul of the Wyrm - Fire Damage

You gain resistance to Fire Damage

Soul of the Wyrm - Lightning Damage

You gain resistance to Lightning Damage

Soul of the Wyrm - Poison Damage

You gain resistance to Poison Damage

Draconic Resilience

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

Wrathful Vengeance

Starting at 14th level, the power of your patron flows through you allowing you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes damage of the type associated with your patrons breath weapon equal to 2d8 + your Charisma modifier, and it is stunned until the end of its next turn.

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

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