Warlock
Base Class: Warlock

You have made a pact with a powerful entity of draconic origin. It might be a dragon of unimaginable age or something far older and unimaginable. One thing remains true despite its true nature and that is its greed.

Your patron has made a pact with you with the end goal of adding to its hoard. What it likes to collect could be anything from wealth and oddities to knowledge and power. One thing remains the same for all wyrm patrons, and that is their need for willing followers; although they could be anything from vicious zealots to crafty spies depending on the patron's way of doing things. You are a way to achieve this goal and the methods the wyrm goes through to procure such treasures are beyond your understanding. Whether it be for power, money, or fame, greed permeates through all and that is no exception for both you and your new draconic patron.

* Some of the features in this subclass require you to spend gold for higher combat efficiency. The prices stated in this subclass are based on the cost of spell scrolls, however, your DM can modify the amount of gold needed for these features based on your character's wealth and income if they see fit.

Wyrm Expanded Spells

1st-level Wyrm feature

The Wyrm 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.

   Spell Level          Spells
          1st              Chromatic Orb (patron's damage type only), Identify
          2nd             Dragon's Breath (patron's damage type only), Nystul’s Magic Aura
          3rd              Elemental Weapon (patron's damage type only), Glyph of Warding
          4th              Conjure Minor Elementals, Wall of Fire (deals patron's damage type)
          5th              Creation, Legend Lore
   

Draconic Bond

1st-level Wyrm feature

You can speak, read, and write Draconic and have advantage on skill checks made to appraise an item's value. You choose one damage type and color between fire (brass, gold, red), cold (silver, white), lightning (bronze, blue), acid (black, copper), or poison (green); that your patron associates itself with. The damage type is used by features you gain later.

Infused with your patron's power you deal extra damage with your weapon and spell attacks. Based on the damage type you chose, once per turn, you can deal an extra 1d6 of that type to a creature you hit with an attack. This damage increases to 2d6 at 10th level.

Hoarding Exchange

1st-level Wyrm feature

You can use a bonus action to quickly contact your patron and take advantage of its greed to bargain for more power. You can bribe and then magically send your patron coins or items it deems are worth 50 gp to regain one spell slot. At later levels, the amount you give your patron increases as do the level of your spells; to 100 gp at 3rd level, 250 gp at 5th level, 500 gp at 7th level, and 1000 gp at 9th level. Your patron will not accept any items or gold made magically through abilities or spells.

When you get Mystic Arcanum spell slots at later levels you may also request power from your patron to cast these again as well. However, these are powerful spells, and they can ask for anything from a large sum of gold to a strange or problematic favor. If you refuse to pay the price you can still ask for a normal spell slot during the same bonus action.

Once you use this feature, you can’t do so again until you finish a short or long rest.

Loyal Minions

6th-level Wyrm feature

Your patron grants you some protection and the use of a few of its lesser followers. You gain resistance to your patron's damage type. When a creature you can see within 30 feet of you is subjected to a saving throw, you can use your reaction to choose a number of creatures, up to your Charisma modifier (minimum of 1), that are within 10 feet of that creature to gain resistance to your patron's damage type. You can use this feature a number of times equal to your proficiency bonus and you regain all uses when you finish a long rest.

Whenever you cast the spell Conjure Minor Elementals, you can summon Kobolds (CR 1/8) or Kobold Dragonshields (CR 1) instead of the other creature options the spell gives you. All other rules of the spell still apply and they count as elementals. To gain this option you must cast the spell with a spell slot gained from your Pact Magic feature.

Adaptive Movement

6th-level Wyrm feature

The link between you and your patron makes you adapt and change. You learn a new way to move around and act on the battlefield based on your patron's preferred environment or elemental affinity:

Black & Bronze. You gain a swimming speed equal to your walking speed, and you can breathe underwater. If you already have a swimming speed it increases by 10 feet. Additionally, while in water or underwater you can use your bonus action to take the Disengage action.

Blue & Brass. You gain 10 feet of blindsight and you can see through spells and effects that would lightly obscure your vision. Additionally, while in an area with lots of sand such as a desert or a coastal area near a beach you can use your bonus action to take the Dodge action.

Green & Gold. You can move stealthily at a normal pace and standing up uses only 5 feet of your movement when you are prone. Additionally, while in an area with an abundance of trees such as a forest or jungle you can't be surprised and you can use your bonus action to take the Hide action.

Red & Copper. You have a climbing speed equal to your movement speed and you reduce any falling damage you take by an amount equal to two times your warlock level. Additionally, while near areas such as a hills or mountains you can use your bonus action to take the Help action.

White & Silver. Difficult terrain doesn't cost you extra movement. Additionally, you can move across and climb icy surfaces without needing to make an ability check. If the terrain is composed of ice or snow you can use your bonus action to take the Dash action.

Elemental Tempest

10th-level Wyrm feature

As an action, you can use a spell slot to exhale an elemental breath attack in a 15-foot cone (30-foot line if the damage type is acid or lightning). Each creature in the area must make a Dexterity saving throw (Constitution if the damage type is cold or poison) against your spell save DC. A creature takes 10d8 damage of your patron's damage type on a failed save, or half as much damage on a successful one. At the beginning of each of your turns after using your breath attack you can roll a d6, on a 5 or 6 you can use another spell slot to use this ability again. As a bonus action to contact your patron and magically send them 500 gp to roll two d6s at the beginning of your next turn and you choose which of the d6s is used.

You can only use spell slots gained from your Pact magic feature for this ability. When using certain higher-level spell slots, the damage increases to 13d8 with a 7th-level slot and to 16d8 with a 9th level slot.

Draconic Aspect

14th-level Wyrm feature

Your patron grants you use of its terrifying form for a time. As an action on your turn, you can summon scaled claws, and a tail reminiscent of a dragon for 1 minute. Hard scales cover most of your body, while in this form your Strength score can't be less than 20 and your AC can't be less than 17, regardless of what kind of armor you are wearing. Your claws and tail are natural weapons in which you are proficient; they count as magical for overcoming resistance. Your claws deal slashing damage equal to 2d6 + your Strength modifier and you can use a bonus action to attack with your tail which has a 10-foot reach and deals bludgeoning damage equal to 2d8 + your Strength modifier.

While using your Draconic Aspect the range of your Elemental Tempest increases to a 30-foot cone or 60-foot line. Additionally, your breath attack deals an added effect to creatures who failed their saving throw based on its damage type, they can make a Constitution saving throw at the end of its turn ending the effect on a success.

Fire. The target takes an extra 2d6 fire damage at the beginning of its next turn.
Cold. The target can only use an action or a bonus action on its turn, not both.
Lightning. The target's movement speed becomes 0.
Acid. The target becomes frightened of you.
Poison. The target becomes poisoned.

You can't cast spells while your Draconic Aspect is active but you can still concentrate on spells you cast before you transformed. You can end this transformation as a bonus action. Once you use this feature you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
4/3/2021 7:30:11 PM
18
0
1.0
Coming Soon

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes