The Ancient Dragon
Ancient Dragons who become patrons are wyrms that are centuries old, some being one thousand or more years in age. These wyrms have truly found the core essence of what a dragon is, and when they make a pact with a warlock, they bestow upon them some of these traits.
Warlocks whose patron is the Ancient Dragon usually find themselves either very similar to the dragon they serve in terms of personality, or find themselves in indentured servitude. A red dragon might be the patron of a skittish kobold who is repaying a debt, a crystal dragon might have found a devotee of a religion to share their inner light, or a brass dragon might have taken a halfling warlock who tells good jokes. The Ancient Dragon will often send out their warlocks to seek out magical artifacts and treasure that they want, or just to bring back charming tales of adventure.
Expanded Spell List
The Ancient 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.
Ancient Dragon Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | absorb elements, chromatic orb |
| 2nd | alter self, dragon's breath |
| 3rd | elemental weapon, Galder's tower |
| 4th | Leomund's secret chest, Mordenkainen's private sanctum |
| 5th | legend lore, summon draconic spirit |
Aspect of the Wyrm
At 1st level, you learn to speak, read, and write Draconic. In addition, choose one type of dragon that acts as your patron from the Dragon Patron table, granting you some additional benefits.
Chromatic. You have claws, teeth, or horns that you can use to make unarmed strikes, using your Charisma for attack and damage rolls. When you hit with them, the strike deals 1d6 piercing or slashing damage (chosen by you when you get this ability), instead of the bludgeoning damage normal for an unarmed strike.
Gem. You can telepathically speak any creature up to 30 feet away from you that you can see. The two of you must share a language to communicate in this way.
Metallic. You are proficient with two of the following skills of your choice: Deception, Intimidation, Performance, and Persuasion.
Dragon Patron
| Dragon | Associated Damage Types |
|---|---|
| Chromatic | acid, cold, fire, lightning, and poison |
| Gem | force, necrotic, psychic, radiant, and thunder |
| Metallic | acid, cold, fire, lightning, and poison |
Unnerving Presence
Also at 1st level, you can tap into your patron's frightening countenance. You learn the spell cause fear. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can cast it without expending a spell slot a number of times equal to your proficiency bonus. When you cast the spell with this feature, you do not need spell components. You regain expended uses of this feature when you finish a long rest.
Elemental Infusion
At 6th level, you can draw upon the energy of your patron's breath weapon. You have a number of d6s equal to your Warlock level. When you deal damage with a spell or a weapon attack, you can expend a number of dice equal to or less than your proficiency bonus, and add the number rolled to the damage. The damage type is determined by your dragon patron. You choose one of the damage types listed each time you use this ability. You regain expended dice on a long rest.
Gift of the Hoard
By 10th level, your patron has allowed for you to have an even more draconic form. You become resistant to one of the associated damage types of your dragon patron.
In addition, you sprout leathery wings, gaining a flying speed equal to your walking speed while not wearing heavy armor.
Lessons of the Elder Scale
At 14th level, your patron grants you the secrets to their most powerful abilities. When you finish a long rest, you gain access to one of the following actions until you choose a different one with this ability. These abilities use your spell save DC for saving throws.
Wing Attack. All creatures in a 30 foot cone originating from you must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage and are knocked prone, or half as much damage and not being knocked prone on a successful save. You can then move up to your flying speed without taking attacks of opportunity. You regain expended uses of this feature on a short or long rest.
Frightening Presence. All creatures in a 30 foot cone originating from you must make a Wisdom saving throw. On a failed save, a creature is frightened. While frightened by this ability, the creature is stunned. At the end of each of its turns, the frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Breath Weapon. All creatures in a 30 foot cone originating from you must make a Dexterity saving throw. On a failed save, a creature takes 12d8 damage, or half as much damage on a successful one. The damage dealt is one of the associated damage types of your dragon patron.
Once you have used the action of this feature, you cannot do so again until you finish a short or long rest.
Eldritch Invocations
At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to the options in the Player's Handbook. If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.
Ritual of Drake Creation
Prerequisite: Ancient Dragon Patron, Pact of the Chain Feature
When you summon your familiar, you may extend the ritual by 10 minutes, sacrificing 10 gold pieces to make your familiar a guard drake of your choice (choose from red, white, blue, green, or black). In addition, you can spend a 10 minute ritual and 10 gold to transform the current form of your familiar into a guard drake of your choice.
Frightening Strike
Prerequisite: Ancient Dragon Patron, Pact of the Blade Feature
Once per short or long rest, when you hit with an attack with your pact weapon, you may make the creature make a Wisdom saving throw. They roll with disadvantage if below half of their hit point maximum. On a failure, they become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Conjure Treasure
Prerequisite: Ancient Dragon Patron, Pact of the Tome Feature
With your Book of Shadows, you can give people the effects of magic items. Once per short or long rest, you can cast either Arcane Weapon, Ensnaring Strike, Mage Armor, or Shield of Faith. With this invocation, these spells have a range of touch.
Treasure Cataloger
Prerequisite: Ancient Dragon Patron, Pact of the Vault Feature
You can cast identify at will, without expending a spell slot or requiring material components.
Draconic Armor
Prerequisite: Ancient Dragon Patron
When you aren't wearing armor, your base AC is 13 + Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Hoard Sentinel
Prerequisite: Ancient Dragon Patron
You gain blindsight out to 20 feet. In additon, you become proficient in Perception.
Elemental Fortification
Prerequisite: Ancient Dragon Patron, 12th Level
You become immune to the type of damage associated with your patron.
Pact Boon Option
When you choose your Pact Boon feature, the following option is available to you.
Pact of the Vault
Your boon from your patron that holds objects, like a living pouch, a cash register, a magical backpack, or a small tear in the universe. This vault must be an object no smaller than 6 inches by 6 inches, and no bigger than 2 feet by 2 feet. If you lose your vault, you may perform a 1 hour ritual, expending 10 gold pieces, to regain it. The vault does the following things:
- You may extract one non-magical item equaling 10 gold pieces or less from the vault. You may only have one of these objects out at one time. If you take more than one object out, the one that was taken out first disappears.
- You may deposit objects into your vault. Your vault has the same amount of storage as a Bag of Holding, and it takes an action to find things in the vault.