The Green Dragon

Warlocks who make pacts with green dragons gain part of the green dragon's very wit, and immeasurable power over poison. Many of these individuals fall prey to their patrons machinations, often becoming pawns in their patron's plans. However, a select few warlocks are able to make an uneasy truce with their patron or even outmaneuver them through using the power granted by their pact.

A warlock who escapes the trappings of their pact with a green dragon are considered particularly noteworthy. These individual's often go onto to achieve great things with many of their life stories having been written into storybooks of heroes of old.

Expanded Spell List The Green 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. Green Dragon Expanded Spells Spell Level Spells 1st dissonant whispers, ray of sickness 2nd blindness/deafness, detect thoughts 3rd plant growth, stinking cloud 4th blight, polymorph 5th cloadkill, contagion

Innate Shrewdness Starting at 1st level, your pact has enhanced your natural wit and cleverness, making you particularly deadly in social situations. Whenever you make a Wisdom (Insight) or Charisma (Deception) check against a dragon type or humanoid type creature, you are considered proficient in the skill. If you are already proficient, you may add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Natural Body Also at 1st level, your body becomes able to better resist harmful outside influences. You gain resistance to poison damage and advantage on saving throws against being blinded or poisoned.

Ensnaring Vine By 6th level, you have gained some modicum of control over poisonous plants. As a reaction, whenever a creature moves within 10 feet of you or whenever a creature within 10 feet of you moves away from you, you may summon a thorny vine to entrap the creature. The target must make a Dexterity saving throw versus your warlock spell save DC. On a failure, they take 1d8 piercing damage and poison damage equal to your warlock level and their movement speed gets reduced to 0 until the start of the creature's next turn if the creature is Large or smaller. On a success, the target takes half damage and its movement speed is not reduced. Once you use this feature, you can not use it again until you finish a short or long rest.

True Vision By 10th level, you are immune from being charmed and you have advantage on saving throws from enchantment spells.