Warlock
Base Class: Warlock

You have been blessed with the power of an Ancient Dragon. You may have slain a dragon and ate its heart to gain its power, perhaps you consider dragons gods among mortals and serve them gladly, or perhaps you are blessed by Tiamat or Bahamut themselves; whatever the reason, you have been touched by dragon magic and have commenced a transformation.

Draconic Patron

At 1st level, the draconic magic that was bestowed unto you manifests in your physical body. Each of your hands transforms into a claw, which you can use as a light melee weapon with the finesse property if it’s empty. Both claws may count as a single pact weapon for Pact of the Blade. Each claw attack deals 1d6 slashing damage on a hit. When you attack with these claws, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

At Warlock level 6 the attacks deal an additional 1d6 of your dragon patron's damage type. This additional damage increases again at Warlock level 10 (2d6) and Warlock level 14 (3d5).


Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your dexterity modifier and you can read and speak Draconic.

Choose a Draconic form from the Dragon subtype table:

Dragon Damage Type

Black

Acid

Blue

Lightning

Brass

Fire

Bronze

Lightning

Copper

Acid

Gold

Fire

Green

Poison

Red

Fire

Silver

Cold

White

Cold

Amethyst

Force

Crystal

Radiant

Emerald

Psychic

Sapphire

Thunder

Topaz

Necrotic

Amethyst Dragon

Force

Black Dragon

Acid

Blue Dragon

Lighting

Brass Dragon

Fire

Bronze Dragon

Lightning

Copper Dragon

Acid

Crystal Dragon

Radiant

Emerald Dragon

Psychic

Gold Dragon

Fire

Green Dragon

Acid

Red Dragon

Fire

Sapphire Dragon

Thunder

Silver Dragon

Cold

Topaz Dragon

Necrotic

White Dragon

Cold

Draconic Element

At 6th level, your dragon patron's element begins to manifest. You gain resistance to your dragon patron's damage type and your attacks and spells that deal this damage type ignore resistances.

Your Dragon claw attacks now deal 2d6 elemental damage instead of slashing (the damage type is that of your dragon patron) and you gain resistance to that same damage type.

The damage of your elemental claw attack increses at 10th level to 3d6 and again at 14th level to 4d6.

Acid

Your Dragon claw attacks now deal 2d6 acid damage instead of slashing and you gain resistance to acid damage.

Acid

Your Dragon claw attacks now deal 2d6 acid damage instead of slashing and you gain resistance to acid damage.

Cold

Your Dragon claw attacks now deal 2d6 cold damage instead of slashing and you gain resistance to cold damage.

Cold

Your Dragon claw attacks now deal 2d6 cold damage instead of slashing and you gain resistance to cold damage.

Fire

Your Dragon claw attacks now deal 2d6 fire damage instead of slashing and you gain resistance to fire damage.

Fire

Your Dragon claw attacks now deal 2d6 fire damage instead of slashing and you gain resistance to fire damage.

Fire

Your Dragon claw attacks now deal 2d6 fire damage instead of slashing and you gain resistance to fire damage.

Force

Your Dragon claw attacks now deal 2d6 force damage instead of slashing and you gain resistance to force damage.

Lightning

Your Dragon claw attacks now deal 2d6 lightning damage instead of slashing and you gain resistance to lightning damage.

Lightning

Your Dragon claw attacks now deal 2d6 lightning damage instead of slashing and you gain resistance to lightning damage.

Necrotic

Your Dragon claw attacks now deal 2d6 necrotic damage instead of slashing and you gain resistance to necrotic damage.

Poison

Your Dragon claw attacks now deal 2d6 posion damage instead of slashing and you gain resistance to poison damage.

Psychic

Your Dragon claw attacks now deal 2d6 psychic damage instead of slashing and you gain resistance to psychic damage.

Radiant

Your Dragon claw attacks now deal 2d6 radiant damage instead of slashing and you gain resistance to radiant damage.

Thunder

Your Dragon claw attacks now deal 2d6 thunder damage instead of slashing and you gain resistance to thunder damage.

Draconic Wings

At 10th level, your draconic form has advanced to the point in which leathery wings have sprouted from your back, giving you a flying speed equal to your walking speed. You cannot fly while wearing heavy armor or while carrying another creature that is your same size or larger.

Breath Weapon

At 10th level, the elemental magic flowing through you becomes so overbearing that you can release it through your mouth, realizing a breath weapon attack.

As a bonus action, you can exhale magical energy either in a 30-foot line that is 5 feet wide or in a 15 foot cone. Each creature in the area must make a Dexterity saving throw against your Spell Save DC. A creature takes 4d8 acid damage on a failed save, and half as much damage on a successful one. You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. The Damage type of your breath weapon is that of your Dragon Patron.

Acid Breath

As a bonus action, you can exhale magical energy either in a 30-foot line that is 5 feet wide or in a 15 foot cone. Each creature in the area must make a Dexterity saving throw against your Spell Save DC. A creature takes 4d8 acid damage on a failed save, and half as much damage on a successful one. You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Acid Breath

As a bonus action, you can exhale magical energy either in a 30-foot line that is 5 feet wide or in a 15 foot cone. Each creature in the area must make a Dexterity saving throw against your Spell Save DC. A creature takes 4d8 acid damage on a failed save, and half as much damage on a successful one. You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Cold Breath

As a bonus action, you can exhale magical energy either in a 30-foot line that is 5 feet wide or in a 15 foot cone. Each creature in the area must make a Dexterity saving throw against your Spell Save DC. A creature takes 4d8 cold damage on a failed save, and half as much damage on a successful one. You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Cold Breath

As a bonus action, you can exhale magical energy either in a 30-foot line that is 5 feet wide or in a 15 foot cone. Each creature in the area must make a Dexterity saving throw against your Spell Save DC. A creature takes 4d8 cold damage on a failed save, and half as much damage on a successful one. You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Fire Breath

As a bonus action, you can exhale magical energy either in a 30-foot line that is 5 feet wide or in a 15 foot cone. Each creature in the area must make a Dexterity saving throw against your Spell Save DC. A creature takes 4d8 fire damage on a failed save, and half as much damage on a successful one. You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Fire Breath

As a bonus action, you can exhale magical energy either in a 30-foot line that is 5 feet wide or in a 15 foot cone. Each creature in the area must make a Dexterity saving throw against your Spell Save DC. A creature takes 4d8 fire damage on a failed save, and half as much damage on a successful one. You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Fire Breath

As a bonus action, you can exhale magical energy either in a 30-foot line that is 5 feet wide or in a 15 foot cone. Each creature in the area must make a Dexterity saving throw against your Spell Save DC. A creature takes 4d8 fire damage on a failed save, and half as much damage on a successful one. You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Force Breath

As a bonus action, you can exhale magical energy either in a 30-foot line that is 5 feet wide or in a 15 foot cone. Each creature in the area must make a Dexterity saving throw against your Spell Save DC. A creature takes 4d8 force damage on a failed save, and half as much damage on a successful one. You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Lightning Breath

As a bonus action, you can exhale magical energy either in a 30-foot line that is 5 feet wide or in a 15 foot cone. Each creature in the area must make a Dexterity saving throw against your Spell Save DC. A creature takes 4d8 lightning damage on a failed save, and half as much damage on a successful one. You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Lightning Breath

As a bonus action, you can exhale magical energy either in a 30-foot line that is 5 feet wide or in a 15 foot cone. Each creature in the area must make a Dexterity saving throw against your Spell Save DC. A creature takes 4d8 lightning damage on a failed save, and half as much damage on a successful one. You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Necrotic Breath

As a bonus action, you can exhale magical energy either in a 30-foot line that is 5 feet wide or in a 15 foot cone. Each creature in the area must make a Dexterity saving throw against your Spell Save DC. A creature takes 4d8 necrotic damage on a failed save, and half as much damage on a successful one. You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Poison Breath

As a bonus action, you can exhale magical energy either in a 30-foot line that is 5 feet wide or in a 15 foot cone. Each creature in the area must make a Dexterity saving throw against your Spell Save DC. A creature takes 4d8 poison damage on a failed save, and half as much damage on a successful one. You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Psychic Breath

As a bonus action, you can exhale magical energy either in a 30-foot line that is 5 feet wide or in a 15 foot cone. Each creature in the area must make a Dexterity saving throw against your Spell Save DC. A creature takes 4d8 psychic damage on a failed save, and half as much damage on a successful one. You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Radiant Breath

As a bonus action, you can exhale magical energy either in a 30-foot line that is 5 feet wide or in a 15 foot cone. Each creature in the area must make a Dexterity saving throw against your Spell Save DC. A creature takes 4d8 radiant damage on a failed save, and half as much damage on a successful one. You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Thunder Breath

As a bonus action, you can exhale magical energy either in a 30-foot line that is 5 feet wide or in a 15 foot cone. Each creature in the area must make a Dexterity saving throw against your Spell Save DC. A creature takes 4d8 thunder damage on a failed save, and half as much damage on a successful one. You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Dragon Transformation

At 14th level, you can allow your draconic magic to completely take control of your body, transforming into a dragon for 1 hour using an action. Your ability to transform recovers after a long rest.

You can stay in a dragon shape for 1 hour. You then revert to your normal form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the dragon, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

    While transformed, use the Dragon Transformation Statblock.

    Adult Dragon Transformation

    Huge Dragon


    • Armor Class 18 (Natural Armor)
    • Hit Points 7 + seven times your warlock level (the dragon has a number of hit dice [D12s] equal to your warlock level.
    • Speed 40ft., fly 80 ft., swim 30 ft.

    STR DEX CON INT WIS CHA
    19 (+4) 14 (+2) 17 (+3) 10 (0) 14 (+2) 14 (+2)

    • Damage Immunities (Patron Damage Type)
    • Damage Resistances (Chromatic and Metallic only) acid, cold, fire, lightning, poison.
    • Damage Resistances (Gem only) force, necrotic, psychic, radiant, thunder
    • Condition Immunities charmed, frightened, poisoned
    • Senses Blindsight 60 ft., Darkvision 120 ft., passive Perception 12
    • Languages Can speak the languages you speak.
    • Challenge -

    Actions

    Multiattack Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 14 (2d10 + 4 + PB) piercing damage plus 4 (1d8) Patron damage type.

    Claw. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4 + PB) slashing damage.

    Tail. Melee Weapon Attack: your spell attack modifier to hit, reach 15 ft., one target. Hit: 12 (2d8 + 4 + PB) bludgeoning damage.

    Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw against your Spell Save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

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