WARNING
This document is intended to be used with my Revised Warlock. It also requires spells found in Smug's Compendium of Changes (SCoC).
The Ancient Dragon
Your patron is a mighty Ancient Dragon, a dragon who has lived for hundreds of human lifetimes and amassed great wealth and power. Now, it shares some of its power with you. Ancient Dragons often forge pacts with lesser folk so that they have reliable servants. Chromatic dragons tend to forge these pacts so that they can have loyal servants to aid in expanding their hoard and slay any who come to do harm to the dragon, Metallic dragons tend to make pacts so that they have loyal defenders of themselves and their hoard as well as emissaries to nearby lands, and Gem dragons vary wildly but often use their warlocks to broaden their knowledge of the multiverse without having to abandon their precious hoards.
Patron Eldritch Magic
The Ancient Dragon's Eldritch Magic Damage varies depending on the type of Dragon you serve.
Dragon Color | Damage Type |
---|---|
Amethyst | Force |
Black | Acid |
Blue | Lightning |
Brass | Fire |
Bronze | Lightning |
Copper | Acid |
Crystal | Radiant |
Emerald | Psychic |
Gold | Fire |
Green | Poison |
Red | Fire |
Sapphire | Thunder |
Silver | Cold |
Topaz | Necrotic |
White | Cold |
Deep Dragons and Dracoliches
If you would rather your Patron be a Deep Dragon or Dracolich, you can use Emerald's Eldritch Magic and Expanded Spell list for a Deep Dragon and Topaz's Eldritch Magic and Expanded Spell List for a Dracolich.
Expanded Spell List
The Ancient Dragon grants you an expanded list of spells. You learn the following spells at the levels listed, and they do not count against your total number of Warlock spells known.
With this Patron, you learn a unique secondary spell depending on the element of the Dragon you serve. Each Damage Type has its own Expanded Spell List, but you also receive some spells regardless of your Patron's Eldritch Magic Damage Type.
*See Smug's Compendium of Changes.
Level | General Spells |
---|---|
1st | cause fear |
3rd | dragon's breath |
5th | fly |
7th | elemental bane |
9th | summon draconic spirit |
Level | Fire Spells |
---|---|
1st | burning hands, create bonfire |
3rd | scorching ray |
5th | fireball |
7th | fire shield (must be a warm shield) |
9th | immolation |
Level | Cold Spells |
---|---|
1st | chill touch, frost fingers (IDRotF) |
3rd | snilloc's snowball swarm |
5th | sudden chill* |
7th | ice storm |
9th | cone of cold |
Level | Lightning Spells |
---|---|
1st | lightning lure, shower of sparks* |
3rd | lightning strikes* |
5th | lightning bolt |
7th | storm sphere |
9th | electrify* |
Level | Poison Spells |
---|---|
1st | poison spray, ray of sickness |
3rd | venom blade* |
5th | poison wave* |
7th | venomous stinger* |
9th | cloudkill |
Level | Acid Spells |
---|---|
1st | acid splash, tasha's caustic brew |
3rd | melf's acid arrow |
5th | corrosive touch* |
7th | acid rain* |
9th | acid bath* |
Level | Force Spells |
---|---|
1st | sword burst, zephyr strike |
3rd | kinetic jaunt (SCC) |
5th | pulse wave (EGW) |
7th | gravity sinkhole |
9th | banishing smite |
Level | Psychic Spells |
---|---|
1st | vicious mockery, wrathful smite |
3rd | shadow blade |
5th | psychic explosion* |
7th | staggering smite |
9th | geas |
Level | Radiant Spells |
---|---|
1st | guiding bolt, word of radiance |
3rd | branding smite |
5th | blinding smite |
7th | sickening radiance |
9th | wall of light |
Level | Necrotic Spells |
---|---|
1st | inflict wounds, sapping sting (EGW) |
3rd | shadowy surge* |
5th | bestow curse |
7th | blight |
9th | enervation |
Level | Thunder Spells |
---|---|
1st | thunderclap, thunderwave |
3rd | shatter |
5th | thunder step |
7th | thunder shield* |
9th | destructive wave |
Draconic Blessing
At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in the warlock class.
Additionally, you gain features of your patron. Your nails turn into sharp claws that cause your unarmed strikes to deal 1d6 damage instead of what they would normally deal. This damage is Slashing or your Eldritch Magic Damage Type; you choose which when you deal damage with your claws.
Finally, you can speak, read, and write Draconic. If you already know Draconic, you learn another language of your choice instead.
Dragon's Force
At 1st level, you can expel a cone of energy like your patron. As an action, you can exhale a 15-foot cone of damaging magical energy. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking damage of your Eldritch Magic Damage Type equal to 2d8 on a failed save, or half as much damage on a successful one.
This damage increases to 4d8 at 6th level, 6d8 at 10th level, and 8d8 at 14th level.
You can use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long Rest.
Dragon's Aura
At 6th level, your patron's power guards you from harm. You have resistance to your Eldritch Magic Damage Type.
Additionally, instead of dealing damage with your Dragon's Force feature, you can cause any creatures within the area of effect who fail their saving throw to become frightened of you for 1 minute.
A creature who passes this saving throw is immune to this feature for 24 hours.
Dragon's Wingbeat
Also at 6th level, you can manifest spectral wings of a mighty dragon. As a bonus action, you can create these wings. They last for 1 minute, and while active give you flying speed equal to your walking speed. You can end them early as a bonus action.
You can use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long Rest.
Dragon's Fury
At 10th level, your draconic abilities are enhanced. The following improvements are made to your other patron features:
- The claws granted by your Draconic Blessing feature now deal 1d8 damage.
- You have advantage on Charisma Ability Checks made against Dragons while speaking Draconic.
- You can expend a Spell Slot to increase the damage of your Dragon's Force energy weapon by 2d8.
- You gain 10 feet of movement speed while using your Dragon's Wingbeat feature.
Draconic Form
At 14th level, you can transform into a dragon yourself by drawing in your patron's power. You can use this feature as a bonus action, and if you do, the following rules apply while you are transformed:
- Your game statistics are replaced by the statistics of a Young Dragon of your Patron's type (refer to the Monster Manual and Fizzban's Treasury of Dragons for more information), but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the dragon. If the dragon has the same proficiency as you and the bonus in its stat block is higher than yours, use the dragon's bonus instead of yours. If the dragon has any legendary or lair actions, you can't use them.
- When you transform, you gain temporary hit points equal to your warlock level x your Proficiency Bonus. When you revert to your normal form, you lose these temporary hit points. If these temporary hit points are reduced to 0, you revert to your normal form and any excess damage carries over to your normal form. For example, if you take 10 damage in dragon form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
- You retain your spellcasting abilities while in dragon form, and Transforming doesn't break your concentration on a spell you've already cast or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast. You do not require material components for a spell unless they have a cost or are consumed while using this transformation.
- You retain the benefit of any features from your class, race, or other source and can use them if a dragon is physically capable of doing so. If you have special senses, such as Darkvision, they are replaced by the dragon's special senses.
- Your equipment melds into your body, and you lose the benefits of any items you are wearing or wielding and are unable to use them while transformed.
Your transformation lasts for one minute, until you run out of temporary hit points, you end it as a bonus action, or you die.
You must finish a Long Rest to use this feature again.
Credits
Art (In Order)
Other
Changes: Me, SmugCoffeeMan
New Spells: Me, SmugCoffeeMan
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This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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1.01
- Removed the new spells section.
- Added the spells to my Compendium of Changes
- Included links to that document.