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Otherworldly Patron:
The Dragon
\pagebreak ## Other Worldly Patron
### The Dragon Your Patron is an ancient or legendary Dragon
##### Binding Marks | d6 | Mark | |:---:|:-----------| | 1 | Scales the same color as your patron's. | | 2 | You have sharp teeth. | | 3 | You may accidentally shock people who touch you. | | 4 | You have a forked tongue. | | 5 | The area around you is always cold. | | 6 | You have horns. |
#### 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. | Spell Level | Spells | |:---:|:-----------| | 1st | _Absorb Elements, Earth Tremor_ | | 2nd | _Dragon's Breath, Aganazzer's Scorcher_ | | 3rd | _Fireball, Lightning Bolt_ | | 4th | _Leomund’s Secret Chest, Vitriolic Sphere_ | | 5th | _Cone of Cold, Destructive Wave_ |
#### Draconic Lineage At 1st level, your patron has bestowed upon you a fraction of the power shared by dragons. Choose a Dragon patron type from the list shown below. The Damage type associated with your patron is used by features you gain later. | Dragon | Damage Type | |:---|:---| | Black | Acid | | Blue | Lightning | | Brass | Fire | | Bronze | Lightning | | Copper | Acid | | Gold | Fire | | Green | Poison | | Red | Fire | | Silver | Cold | | White | Cold | ###### You can speak, read, and write Draconic \columnbreak #### Dragon Mantle At 1st level, you can invoke the mantle of a dragon, adopting the terrifying power of your patron. You can use a bonus action to activate dragon mantle. which lasts 1 minute or until dismissed as a free action. While your dragon mantle is activated, you gain the following benefits: * While unarmored you gain a bonus to your AC equal to your Proficiency Bonus. * You can use your Charisma for the attack and damage rolls of weapons you are proficient in. * You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Charisma modifier (minimum of +1). * When you cast a Warlock spell or use an invocation that deals magic damage, the damage done is of the same element as that of your patron’s.
Once you use this feature, you can’t use it again until you finish a short or long rest.
#### Draconic Defiance Starting at 6th level, you have advantage on saving throws against being frightened and being magically put to sleep.
#### Elemental Superiority With the use of your draconic patrons power you are now able to channel the elemental power of your enemies against them. At 10th level, you gain resistance to the damage type associated with your patron. You also learn the *Hellish Rebuke* spell and it doesn’t count against the number of spells you know as a warlock.
When an enemy deals damage to you of the type associated with your patron, you have the following options: * Choose to cast the next evocation spell of that damage type using your pact magic feature at 1 spell level higher than normal.
* You can instead cast *Hellish Rebuke* as a reaction at first level without using a spell slot. This casting uses the damage type associated with your patron.
You can use this feature a number of times as shown on the table below this number increases as you level. You regain all expended uses after a short or long rest | Level | Uses | |:---|:---| | 10th | 2 | | 14th | 4 | | 17th | 6 | \pagebreak #### Dragon's Breath (Hydra's Hallitosis) Starting at 14th level, you gain the ability to imitate the breath weapon of your patron. You can use your action to exhale destructive energy. 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 saving throw, the type of which is determined by your Draconic Patron. The DC for this saving throw is equal to your spell save DC. A creature takes 8d12 damage on a failed save, and half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a long rest. | Dragon | Damage Type | Breath Weapon | |:---|:-----------|:-----| | Black | Acid | 5 by 60 ft. line (Dex. Save) | | Blue | Lightning | 5 by 60 ft. line (Dex. Save) | | Brass | Fire | 5 by 60 ft. line (Dex. Save) | | Bronze | Lightning | 5 by 60 ft. line (Dex. Save) | | Copper | Acid | 5 by 60 ft. line (Dex. Save) | | Gold | Fire | 30 ft. cone (Dex. Save) | | Green | Poison | 30 ft. cone (Con. Save) | | Red | Fire | 30 ft. cone (Dex. Save) | | Silver | Cold | 30 ft. cone (Con. Save) | | White | Cold | 30 ft. cone (Con. Save) |
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\columnbreak ## Invocations
#### Horde Sense *Prerequisite, 5th Level*
You can cast *Locate Object* at will, without expending a spell slot or material components.
#### Eye of the Wyrm *Prerequisite, 7th Level*
You can cast *Identify* at will, without expending a spell slot or material components.
#### Gift of Flight *Prerequisite, 15th level*
You gain the ability to sprout a pair of wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn and you can choose what they look like. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.