Patron: The Dragon, v1.1

Many throughout history have looked with awe and wonder on the sheer power and destructive potential of dragonkind. You, however, have taken this interest a step further, and made a pact for power with one of the most powerful wyrms. Dragons are by and large mortal beings, and only the most ancient or magically powerful dragons can forge a pact: examples of such dragons include Tamarand, Tchazzar, or even Tiamat, the Dragon Queen herself.

Good-aligned dragons may seek out a master-apprentice relationship through their pact, while neutral- or evil-aligned dragons might simply desire pawns to act out their wishes in the world. In either case, a dragon is a haughty, demanding, and ambitious master.

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 absorb elements, chromatic orb 2nd dragon's breath, enlarge/reduce 3rd protection from energy, haste 4th leomund's secret chest, polymorph 5th dominate person, legend lore

Draconic Tutelage

At 1st level, you choose one type of dragon as your patron. The damage type and breath weapon associated with each dragon are used by features you gain later.

Dragon Damage Type Breath Weapon Black Acid 5 by 30 ft. line Blue Lightning 5 by 30 ft. line Brass Fire 5 by 30 ft. line Bronze Lightning 5 by 30 ft. line Copper Acid 5 by 30 ft. line Gold Fire 15 ft. cone Green Poison 15 ft. cone Red Fire 15 ft. cone Silver Cold 15 ft. cone White Cold 15 ft. cone

You learn a spell or cantrip of your choice from the sorcerer spell list or the warlock spell list that is capable of dealing your dragon patron's associated damage type. It becomes a warlock spell for you, but it doesn't count against your number of warlock spells or cantrips known. You must otherwise obey all the restrictions for selecting the spell.

You learn an additional spell or cantrip in this way at 5th and 9th level.









Dragon Breath

At 1st level, you have a pool of d8s that you can spend to exhale destructive energy. The number of dice in the pool equals 1 + your warlock level.

As an action, you can release this energy as a breath weapon, spending dice from the pool. Your draconic patron determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw against your warlock spell save DC. A creature takes 1d8 damage for each dice you spent on a failed save, and half as much damage on a successful one. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die).

Your pool regains all expended dice when you finish a long rest.

Wyrmblood

At 6th level, you have resistance to the damage type associated with your dragon patron. When you cast a spell that deals this damage type, you can add your Charisma modifier to one damage roll of that spell and damage type against one of its targets. Additionally, you gain advantage on Charisma checks when interacting with dragons of your patron's alignment (metallic or chromatic).

Dragon's Conviction

Beginning at 10th level, you are immune to being frightened, and when another creature attempts to frighten you, you can use your reaction to attempt to turn the fright back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be frightened of you for one minute. The frightened creature can repeat the saving throw at the end of each of its subsequent turns.

Additionally, you are immune to all effects that would change your alignment against your will.

Winged Tyrant

Starting at 14th level, as an action, you can sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed plus 10 feet. They last for one minute or until you dismiss them as a bonus action on your turn.

When you activate this ability and as an action on subsequent turns, you can blast surrounding enemies with your wings. Each creature of your choice within 15 feet of you must make a Dexterity saving throw against your warlock spell save DC or take bludgeoning damage equal to 4d8 + your Charisma modifier and be knocked prone. Creatures targeted by this attack cannot make opportunity attacks against you for the rest of your turn.

Once you use this ability, you cannot use it again until you complete a long rest.