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Warlock: The Dragon

You have made a powerful agreement with an Ancient Beast Dragon (Chromatic) or a True Dragon (Metallic), gaining access to their incredible magical abilities. Your patron's elemental powers and arcane knowledge serve as the foundation for your spellcasting, granting you the ability to wield destructive forces like fire, poison, or acid, or protective abilities like frost or lightning. Through this pact, you have access to powerful spells and otherworldly powers that allow you to unleash devastation upon your foes or protect yourself and your allies in battle. True Dragons tend to lean towards Good, while Beast Dragons tend to lean towards Evil or Neutral.  

Expanded Spell List

As a Dragon Pact Warlock, your expanded spell list includes a generic spell and an additional spell depending on which type of dragon patron you have chosen to serve.
Spell Level Generic Black/Copper/Steel Blue/Bronze/Iron Red/Brass/Gold Green/Mercury White/Silver
1st Chromatic Orb Tasha's Caustic Brew Witch Bolt Burning Hands Ray of Sickness Frost Fingers
2nd Dragon's Breath Melf's Acid Arrow Dust Devil Heat Metal Protection From Poison Rime's Binding Ice
3rd Protection From Energy Hunger of Hadar Lightning Bolt Fireball Stinking Cloud Spirit Shroud (Cold Only)
4th Elemental Bane Vitriolic Sphere Storm Sphere Fire Shield Blight Ice Storm
5th Summon Draconic Spirit Maelstrom Control Winds Immolation Cloudkill Cone of Cold

1st Level - Elemental Surge

Your connection to your draconic patron has given you the ability to unleash elemental energy from your mouth or palms. As an Action, you may unleash this energy in a 15ft cone or a 30x5ft line. Any invocations that you take that apply to Eldritch Blast also apply to this ability. The Eldritch Spear invocation also has a special interaction with this ability, turning the area it covers into a 30ft cone or 60x5 line. The damage type and saving throw required to resist this effect are based on which patron you took, and are in the table below. The saving throw DC is equal to your Warlock spell save DC. The damage die is 1d8 and increases to 2d8 when you reach 5th level in Warlock, 3d8 at 11th, and 4d8 at 17th.

When you use this ability, you may expend a Warlock spell slot to empower your Elemental Surge. The damage die increases by 1d8 per level of the spell slot you expend and creatures that pass the saving throw now also take half of the damage.
Patron Type Damage Type Saving Throw
Black/Copper/Steel Acid DEX
Blue/Bronze/Iron Lightning DEX
Red/Brass/Gold Fire DEX
Green/Mercury Poison CON
White/Silver Cold CON

6th Level - Dragon Hide

You gain resistance to the damage type associated with your draconic patron. Additionally, you can use a Bonus Action to temporarily grow scales in a rough approximation of armor. Your unarmored AC becomes 13 + your Dexterity until the start of your next turn.  

10th Level - Elemental Mastery

When a creature has been damaged by your Elemental Surge ability, you may inflict an additional ailment depending on what type of damage the Elemental Surge does. You may only select one creature per Elemental Surge to be affected by this. You may also only use this ability a number of times equal to your Proficiency Bonus, regaining all expended uses after completing a Long Rest.
  • Acid: You can erode the creature's defenses, giving the next 2d4 attack rolls against them advantage.
  • Lightning: You shock the creature. They must make a Constitution saving throw equal to your Warlock spell save DC or else be Stunned until the start of the next round.
  • Fire: You ignite the creature, dealing 1d6 Fire damage to it at the start of every turn. A creature can use it's Action to extinguish the flames, ending the effect.
  • Poison: You poison the creature. They must make a Constitution saving throw equal to your Warlock spell save DC or else be Poisoned. This lasts for the next minute, and they may make the saving throw at the end of each of their turns.
  • Cold: You freeze the creature. They must make a Constitution saving throw equal to your Warlock spell save DC or else be Restrained until the start of your next turn.

14th Level - Draconic Fury

As an action, you may project the power of your Draconic patron. A spectral dragon emerges from your outstretched arms, breathing an ethereal fire in a 60x5 ft line emanating from you. Any creature in this line must make a Dexterity saving throw equal to your Warlock spell save DC or else take 10d6 Force damage, taking half damage on a successful saving throw. Additionally, all creatures of your choice within 120ft of a square that has been affected by this ability must make a Wisdom saving throw equal to your Warlock spell save DC or be Frightened of you for the next minute. They may make this saving throw at the end of their turns, ending the Frightened effect on a successful save. A creature that has failed the Dexterity saving throw has disadvantage on the Wisdom saving throw.

Once you use this ability, you may not use it again until after completing a Long Rest.

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