Warlock
Base Class: Warlock

You have entered into a deal with a draconic being of immense power. They have deigned to grant you a fraction of the presence they command to use as you see fit. These beings, though mortal by definition, have been alive far longer than any others and have unlocked deep and powerful abilities, with even the sight or mention of one striking fear into the hearts of many.

Perhaps your patron a benevolent gold dragon who wishes to see you being balance to the world; perhaps a curious gem dragon seeking clarity and knowledge in this world; perhaps still a draconian chromatic dragon to whom you are just a pawn. Dragons who would grant such pacts include Otaaryliakkarnos the Silver, Voaraghamanthar the Black or one of many draconic gods, such as Tiamat, Nemesis of the Gods; Bahamut, the Platinum Dragon; and Sardior, the Ruby Dragon and Master of Gem Dragons.

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 Cause Fear, Chromatic Orb
2nd Dragon's Breath, Nathair's Mischief
3rd Bestow Curse, Flame Stride
4th Elemental Bane, Compulsion
5th Summon Draconic Spirit, Geas

Ancient Majesty

Starting at 1st level, you command the force of will of your draconic patron. You gain proficiency in the Intimidation and Persuasion skills, if you do not already have it. Additionally, when you cast a spell that deals damage, you may add fire, cold, poison, acid or lightning damage to one roll of that spell against one of its targets. This bonus equals your Charisma modifier.

Draconic Aspect

Starting at 6th level, you learn the spell Fear. It counts as a warlock spell for you, but doesn't count against the number of spells you know. you can also cast it once without using a spell slot, and you regain the ability to do so when you finish a short or long rest.

Whenever you cast this spell, your patron magnifies it, halving the move speed of affected creatures.

Dragon's Command

Starting at 10th level, you are able to leverage the fear of your opponents to your advantage. Hostile creatures that are frightened of you have disadvantage on saving throws against your spells as they find themselves unable to defy you.

Additionally, when a creature within 60 feet of you rolls an attack roll against you but before the outcome is determined, you may use your reaction to attempt to frighten the target. The creature must succeed on a Wisdom saving throw or redirect the attack against another target within range, losing the attack if there are none. If the creature succeeds, the attack continues as normal. You may use this reaction a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Frightening Presence

At 14th level, you are able to project the terrifying power of your draconic patron. As an action, you can release an aura of fear affecting all creatures of your choice within 60 feet. For 1 minute, each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or become Frightened and have their movement speed halved until the aura ends. A creature that succeeds on the saving throw is immune to these effects for the next minute.

Once you use this feature, you can't do so again until you finish a long rest. You may instead use a pact slot to cast this ability.

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