Base Class: Warlock
You have made a pact with an ancient and incredibly powerful dragon. The dragon's reasons for forging this pact and what they want out of it varies widely between dragons. Metallic Dragons often forge pacts to help stop catastrophe and enact justice in the dragon's place when they have other issues to deal with, where Chromatic Dragons often forge pacts to help them gain power and wealth. As such warlocks with pacts with metallic dragons are often respected and sought out for help, while at the same time warlocks with pacts with Chromatic Dragons are feared and despised by many. You are likely to not know or understand your patron's plans or intents, as a dragon's plans may span across centuries and worlds. Keep in mind when creating your character that dragons are greedy no matter what color they are, so they will likely only form a pact if they know it will gain them more than it costs or if much depends on it.
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
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1st |
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2nd |
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3rd |
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4th |
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5th |
Draconic Connection
When you take this pact at 1st level, pick a dragon color from among the following. You gain resistance to the associated damage type and gain advantage on charisma checks to interact with that color of dragon. Additionally, you learn to speak, read, and write Draconic.
Black- Acid
Blue- Lightning
Brass- Fire
Bronze- Lightning
Copper- Acid
Gold- Fire
Green- Poison
Red- Fire
Silver- Cold
White- Cold
Black
Your Patron is a powerful and ancient Black dragon. You have resistance to acid damage and have advantage on charisma checks to interact with Black dragons.
Blue
Your Patron is a powerful and ancient blue dragon. You have resistance to lightning damage and have advantage on charisma checks to interact with blue dragons.
Brass
Your Patron is a powerful and ancient brass dragon. You have resistance to fire damage and have advantage on charisma checks to interact with brass dragons.
Bronze
Your Patron is a powerful and ancient bronze dragon. You have resistance to lightning damage and have advantage on charisma checks to interact with bronze dragons.
Copper
Your Patron is a powerful and ancient copper dragon. You have resistance to acid damage and have advantage on charisma checks to interact with copper dragons.
Gold
Your Patron is a powerful and ancient gold dragon. You have resistance to fire damage and have advantage on charisma checks to interact with gold dragons.
Green
Your Patron is a powerful and ancient green dragon. You have resistance to poison damage and have advantage on charisma checks to interact with green dragons.
Red
Your Patron is a powerful and ancient red dragon. You have resistance to fire damage and have advantage on charisma checks to interact with red dragons.
Silver
Your Patron is a powerful and ancient silver dragon. You have resistance to cold damage and have advantage on charisma checks to interact with silver dragons.
White
Your Patron is a powerful and ancient white dragon. You have resistance to cold damage and have advantage on charisma checks to interact with white dragons.
Draconic Knowledge
Starting at 6th level, your draconic patron bestows upon you some of it's ancient knowledge, making you much better versed in knowledge of the arcane and of history. You gain proficiency in the History and Arcana skills if you don't already have it. Your proficiency bonus is doubled for any ability check that you make that uses either of these skills. Additionally, you gain learn a language of your choice.
Draconic Might
Starting at 10th level, you are able to call upon the elemental might of your patron. Your attacks and spells ignore resistance to the damage type associated with your patron. Additionally, once per turn when you deal damage to a creature you can roll a d6 and deal an amount of damage of the damage type associated with your patron equal to the number rolled.
Draconic Form
Starting at 14th level, as an action you can invoke your Patron's power, taking on a more draconic form for up to a minute. While it lasts, draconic scales of your patron's color cover your body, clothes, and gear, you and anything you are wearing grow a bit in size, and you become capable of unleashing devastating attacks. Assuming and maintaining this form requires concentration, and it ends early if you lose concentration on it or if you are incapacitated. Once you use this ability you can't use it again until you complete a long rest. While you are in this form you gain the following benefits:
-You grow 1 ft. in height. Anything you are wearing grows to match your new size. Your actual size does not actually change.
-You gain immunity to the damage type associated with your patron's color
-You gain a +1 bonus to ac
-You gain one of the following abilities based on your patron's color. Whenever you use one of them you must expend a spell slot granted by your pact magic class feature. You can only use this once per turn:
Black: Whenever you hit a creature within 120 ft of you with an attack you can sap the light from the air near the creature to blind your prey. The area within 20 ft of the target's current location becomes shrouded in magical darkness. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. You can see through this darkness normally, even if you lack darkvision. This lasts until the start of your next turn.
Blue: Whenever you hit a creature within 120 ft of you with an attack, you can cause lightning to leap between it and any nearby creatures. The target must make a dexterity saving throw or take 5d8 lightning damage (or half on a successful save). If the targeted creature failed it's saving throw, you can cause the lightning to then leap to another creature within 10 ft of the first. They must make a dexterity saving throw as well or take 3d8 lightning damage (half on a successful save). If the second creature fails it's save as well, the lightning can leap to a third creature within 10 ft. of the second that isn't the first creature. That creature must succeed on a dexterity saving throw, taking 1d8 lightning damage on a failed save, or half on a success.
Brass: Whenever you hit a creature within 120 ft of you with an attack, you can cause sleeping gas to erupt out of the attack itself. Each creature other than you within 5 ft of the target must make a constitution saving throw against your spell save dc or become unconscious until the end of their next turn, until it takes damage, or until another creature uses it's action to shake it awake (whichever occurs first).
Copper: Whenever you hit a creature within 120 ft of you that is standing on the ground with an attack, you can cause a ripple of energy to pulse through the ground around them, causing stone spikes to erupt out of the ground in a 20 ft. radius centered on the target. For every 5 ft. that a creature moves across the affected ground, they take 2d6 piercing damage.
Bronze: Whenever you hit a creature within 120 ft of you with an attack, you can cause repulsion energy to force them backwards. The target and all other creatures within 10 ft. of it must make strength saves against your spell save DC or get pushed back 20 ft. If they hit a solid surface due to being pushed back in this way, they 2d6 bludgeoning damage.
Gold: Whenever you make an attack (but before you roll to hit), you can gain a glimpse into the future. Until the start of your next turn you gain advantage on either attack rolls, ability checks, or saving throws (your choice).
Green: Whenever you hit a creature standing on the ground within 120 ft of you with an attack, you can cause grasping roots and vines to erupt out of the ground around them. The ground within a 20 ft. radius of the target becomes difficult terrain and any creature that starts it's turn in it or moves into it for the first time on their turn must succeed on a dexterity saving throw against your spell save dc or be restrained until the roots and vines disappear. The roots and vines disappear at the end of your next turn.
Red: Whenever you hit a creature within 120 ft of you with an attack, you can cause draconic fire to envelop it. The creature must succeed on a dexterity saving throw, taking 6d8 fire damage on a failed save, or half as much on a success
Silver: Whenever you hit a creature within 120 ft of you with an attack, you can cause a strong cold wind to erupt out of the target. All creatures within a 15 ft cone directly behind the target must make a constitution saving throw against your spell save dc or take 12d6 cold damage.
White: Whenever you are hit by an attack from a creature within 120 ft of you, as a reaction you can cause a jagged icicle to form on the ceiling above the attacker and fall on them. If there is no ceiling above the attacker, you can not use this ability. Make a spell attack roll against the attacker. On a hit they take 3d8 piercing damage, plus an additional d8 per 10 ft the icicle falls before striking the attacker, to a maximum of an additional 5d8.
Previous Versions
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10/24/2020 9:36:09 PM
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7/16/2021 8:33:36 PM
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8/18/2021 2:23:21 PM
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