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Warlock Otherworldly Patron: The Dragon in Dungeons & Dragons 5e

Warlock Otherworldly Patron: The Dragon


Hit Points

Hit Dice: d8 per Warlock Otherworldly Patron: The Dragon level
Hit Points at first Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8!<=1 +your Constitution modifier per Warlock level after 1st (minimum of 2 on the roll)

Proficiences

Armor: Light
Weapons: Simple
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.

Overview & Creation

LevelProficiency BonusFeaturesCantrips KnownSpells KnownSpell SlotsSlot LevelInvocations Known
1+2Otherwordly Patron, Pact Magic, Pact Feature : , Spellcasting2211st-
2+2Eldritch Invocations2321st2
3+2Pact Boon 2422nd2
4+2Ability Score Improvement3522nd2
5+33623rd3
6+3Patron Feature : 3723rd3
7+33824th4
8+3Ability Score Improvement3924th4
9+431025th5
10+4Patron Feature : 41025th5
11+4Mystic Arcanum (6th level)41135th5
12+4Ability Score Improvement41135th6
13+5Mystic Arcanum (7th level)41235th6
14+5Patron Feature :41245th6
15+5Mystic Arcanum (8th level)41345th7
16+5Ability Score Improvement41345th7
17+6Mystic Arcanum (9th level)41445th7
18+641445th8
19+6Ability Score Improvement41545th8
20+6Eldritch Master41545th8


 


Class Features

Level 1

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. For rules regarding Warlock Spellcasting, see Spellcasting.

Otherworldly Patron:
The Dragon 
A Warlock Subclass

Overview:

The Dragon Otherworldly Patron is a warlock subclass built to give warlocks more enticing options than eldritch blast. It does this by offering warlocks a sort of “superpowered” form that can be accessed by consuming their precious few spell slots. This form scales in power and usefulness as the warlock gains additional levels, to offer an alternative to the warlock’s reliance on multiclassing. It’s also written to appeal to those who particularly like stories based and themed around dragons, since the patron of the draconic warlock is, unsurprisingly, a dragon.

The draconic warlock’s powers are themed around abilities that traditional dragons exhibit in the game, with access to flight, scale armor, and even legendary resistance, to name a few. It continues with the warlock class’ identity by letting you choose how you build your draconic warlock every step of the way, giving the player many choices to customize their draconic warlock. It was also written to work both with traditional dragons and the Pointy Hat’s warden dragons in mind, so using the latter is not required to play the draconic warlock.

Dragon Kind

You choose your patron’s kind and the damage associated with it or determine it randomly, using the Dragon Kind table.

1d10KindDamage
1RedFire
2GoldFire
3BrassFire
4BlueLightning
5BronzeLightning
6CopperAcid
7GreenPoison
8WhiteCold
9SilverCold
10WardenForce

1st Level: Expanded Spell List

At 1st level, the Dragon lets you choose from an expanded list of spells when you learn a warlock spell. All damage done by spells in the Dragon Expanded Spells table below will correspond to the damage of your patron’s dragon kind. The Dragon Kind table shows what damage type corresponds to the kind of dragon that is your patron.

LevelSpell
1stCommand, Feather Fall
2ndFlamming Sphere, Alter Self
3rdFear, Fly
4thFire Shield, Hallucinatory Terrain
5thCloudkill, Cone of Cold

1st Level: Draconic Form

Starting at 1st level, your draconic patron bestows upon you a sliver of its draconic essence that you can call forth with your pact magic.

As a bonus action, you can expend one spell slot to enter your draconic form. In your draconic form, your body twists to outwardly reveal your draconic magic and you gain access to your draconic gifts.

Your draconic form lasts for a number of rounds equal to 1 + the level of the spell slot used to call forth your draconic form, after which you can no longer use your draconic gifts until you spend a spell slot to call forth your draconic form again.

Choose one of the following draconic gifts:

  • Draconic Wings: Dragon-like wings sprout from your back. You have a flying speed equal to your walking speed.
  • Draconic Hide: Scales cover your skin. Your AC is increased by an amount equal to your proficiency bonus.
  • Draconic Heart: Your vitality increases to match that of a dragon. You gain temporary HP equal to 1d10 plus your warlock level.
  • Draconic Claws: Your fingers sprout sharp claws. You are proficient with your unarmed strikes, they count as magical for the purposes of overcoming resistances, and on a hit you deal slashing damage equal to 1d6 plus your charisma modifier.
  • Draconic Invocation: Your pact magic strengthens while in your draconic form. Choose an Eldritch Invocation you have not yet chosen (you must meet its requirements). You gain the benefits of said Eldritch Invocation while in your draconic form.
  • Draconic Eye: You gain blindsight to a distance of 60 feet.
  • Frightful Presence: You exude an aura of fear. Each hostile creature that starts their turn within 60 feet of you must succeed on a Wisdom saving throw against your spell casting DC or be frightened of you. A creature repeats their saving throw at the end of their turn. A creature that succeeds on this saving throw is immune to your Frightful Presence for 24 hours.

You can choose an additional draconic gift at levels 5, 11, and 17..

1st Level: Eldritch Breath

Also at 1st level, you gain an action you can only use while in your draconic form.

As an action, you exhale a 10 foot cone of the damage type associated with your dragon patron. Each creature in that area must make a Dexterity saving throw against your spellcasting DC, taking an amount of damage equal to 1d10 + your charisma modifier + the spell slot level you used to enter your draconic form, or half as much on a successful save.

Level 2

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

A level prerequisite in an invocation refers to warlock level, not character level.

For the available invocations in Mundus, see the dedicated parts of the Feats article. You can copy these to your sheet at the Feats section of your sheet.

Level 3

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

  • Pact of the Blade
  • You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
  • You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
  • You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
  • Pact of the Chain
  • You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
  • When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
  • Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
  • Pact of the Tome
  • Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. While the book is on your person, you can cast those cantrips at will. They are considered warlock spells for you, and they needn't be from the same spell list. They don't count against your number of cantrips known.
  • If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
  • Pact of the Talisman
  • Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
  • If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

Level 4

Ability Score Improvement

When you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Through this way, you can't increase an Ability Score beyond 20. Alternatively, you can pick a feat.

Level 6

6th Level: Draconic Presence

At 6th level, your pact with the dragon has given your body a draconic flair.

Ability Score Improvement

For detail see Ability Score Improvement

Level 10

10th Level: Draconic Protector

At 10th level, your pact is strong enough for you to call forth the dragon’s endurance as a last resort.

If you fail a saving throw, you can choose to succeed it instead. Once you’ve used this ability, you cannot use it again until you finish a long rest.

Level 11

Mystic Arcanum

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Level 12

Ability Score Improvement

For detail see Ability Score Improvement

Level 13

Mystic Arcanum (7th level)

Level 14

14th Level: Draconic Essence

At 14th level, your essence has been irrevocably changed by the influence your patron has over you.

Select one of the draconic gifts you possess through your Draconic Form feature. You now enjoy that draconic gift both in and out of your draconic form.

Level 15

Mystic Arcanum (8th level)

Level 16

Ability Score Improvement

For detail see Ability Score Improvement

Level 17

Mystic Arcanum (9th level)

Level 19

Ability Score Improvement, Eldritch Versatility (Optional)

Level 20

Eldritch Master

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.


 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armor, any simple weapon, and two daggers

 


Spellcasting

Spellcasting

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.  

Spell Slots

The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.   For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.  

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.   The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.   Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.  

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier  

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.


Subclass Options

Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular.

You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.


 


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