The Green Dragon

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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.

Invoke Pact

At 14th level, as a bonus action, you can bring the power of your pact to a boiling point inside of you, allowing you to temporarily gain a few of the green dragon's powers. This power lasts for 1 minute or until you are incapacitated, whichever comes first. While your pact in invoked in this way, you may use any of the following actions from the list below. Once you use this feature, you can not use it again until you finish a long rest.

Charm Creature. As an action, you may attempt to charm a creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your Warlock spell save DC or charmed by you until the end of its next turn. When charmed, the creature regards you as a friendly acquaintance.

Entangling Plants As an action, you may create grasping roots and vines in a 15-foot radius centered on a point on the ground that the dragon can see within 60 feet of you. That area becomes difficult terrain, and each creature there must succeed on a Strength saving throw versus your Warlock spell save DC or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a Strength check versus your Warlock spell save DC and succeeds. The roots and vines wilt away when you use this action again or when the Invoke Pact feature ends.

Poison Breath As an action, you may expel poisonous gas from your mouth in a 60 foot cone. Each creature in that area must make a Constitution saving throw versus your Warlock spell save DC, taking 8d6 poison damage on a failed save, or half as much damage on a successful one.

Green Dragon Invocations

Line of Thorns

Prerequisite: Green Dragon Patron, 11th level
You can use the wall of thorns spell as your 6th-level Mystic Arcanum.

Poison Proof

Prerequisite: Green Dragon Patron, 5th level
You gain immunity to poison damage.

Poisoned Weapon

Prerequisite: Green Dragon Patron, 11th level, Pact of the Blade feature
As a bonus action, you may cause a dark green poison to appear on a melee weapon you are holding. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a Constitution saving throw versus your warlock spell save DC. On a failed save, they take 3d8 poison damage and are poisoned for 1 minute. On a success, they take half as much and are not poisoned. At the end of each of the target's turns, the target can make another Constitution saving throw to end the poisoned condition. Once you use this feature, you can not use it again until you finish a short or long rest.

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