The Greatwyrm
Dragons are already inherently magical creatures with incredibly long lifespans, but Greatwyrms are so suffused with the magic of the material plane that they appear all but immortal. Perfect avatars of draconic nature, they hoard not only material possessions and wealth, but also loyal servants and followers, to enact their wills and whims as well as increase the scope of their influence.
What sort of bargain did you enter into in order to access the overwhelming elemental power of an ancient dragon?
Draconic Patron
The family color of with your patron determines certain spells in your Greatwyrm spell list, and is used in several subclass features you gain later.
Family | Colors |
---|---|
Chromatic | Black, Blue, Deep, Green, Red, White |
Gem | Amethyst, Crystal, Emerald, Moonstone, Sapphire, Topaz |
Metallic | Brass, Bronze, Copper, Gold, Platinum, Silver |
Greatwyrm Spell List
The Greatwyrm lets you choose from an expanded list of spells when you learn a warlock spell. Starting at 1st level, the spells below are added to the warlock spell list for you.
Spell Level | Spells |
---|---|
1st | Chromatic Orb*, Command |
2nd | Dragon's Breath, Patron Spell |
3rd | Protection from Energy*, Patron Spell |
4th | Freedom of Movement, Patron Spell |
5th | Dominate Person, Summon Draconic Spirit |
8th | Illusory Dragon* |
*If your patron's family is Gem, change the damage types listed for these spells to Force, Radiant, Psychic, Thunder and Necrotic.
Patron Spells
Certain spells made available to you as part of the Greatwyrm spell list are dependent on your patron's color.
Patron Color | 2nd Level | 3rd Level | 4th Level |
---|---|---|---|
Amethyst | Spiritual Weapon | Sending | Gravity Sinkhole |
Black | Detect Thoughts | Animate Dead | Greater Invisibility |
Blue | Dust Devil | Wall of Sand | Storm Sphere |
Brass | Flaming Sphere | Tiny Servant | Wall of Fire |
Bronze | Blur | Lightning Bolt | Aura of Purity |
Copper | Nathair's Mischief | Tongues | Vitriolic Sphere |
Crystal | Moonbeam | Clairvoyance | Divination |
Deep | Blindness/Deafness | Slow | Phantasmal Killer |
Emerald | Tasha's Mind Whip | Nondetection | Raulothim's Psychic Lance |
Gold | Scorching Rays | Aura of Vitality | Ottiluke's Resilient Sphere |
Green | Web | Stinking Cloud | Confusion |
Moonstone | Calm Emotions | Spirit Guardians | Sickening Radiance |
Platinum | Warding Wind | Beacon of Hope | Polymorph |
Sapphire | Spike Growth | Meld into Stone | Arcane Eye |
Silver | Aid | Revivify | Death Ward |
Topaz | Wither and Bloom | Water Breathing | Watery Sphere |
Red | Heat Metal | Fireball | Fire Shield |
White | Rime's Binding Ice | Sleet Storm | Ice Storm |
Draconic Essence
When you form this pact at 1st level, your patron Greatwyrm imbues you with a fraction of its essence.
You can speak, read, and write Draconic, and gain proficiency in a skill corresponding to the your patron's family of dragons:
Family | Skill |
---|---|
Chromatic | Intimidation |
Gem | Deception |
Metallic | Persuasion |
Mote of Dragonfire
Starting at 1st level, you can channel your patron's innate elemental magic into your own attacks. You can use your bonus action to cause a mote of dragonfire to erupt from a point you can see within 60 feet.
A 10 foot radius sphere centered on that point erupts with energy. Each creature caught in the radius must make a dexterity saving throw, taking 2d6 damage of the type of your patron's breath weapon on a failed save, or half as much damage on a successful one.
You can use this bonus action a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Channeled Spellcasting
At 6th level, your draconic boons enhance the potency of your spellcasting.
When you cast Eldritch Blast, you can change the damage type to that of your patron's breath weapon, if that damage type is different to force damage.
Additionally, when you deal damage of the type of your patron's breath weapon to one or more targets with a spell or your Mote of Dragonfire, you can cause one of the targets to make a Wisdom saving throw, suffering the effect corresponding to your patron's draconic family on a failed save:
Family | Additional Effect |
---|---|
Chromatic | The target becomes frightened of you for a minute, and immediately moves a distance away from you equal to half its movement. A creature can make a wisdom saving throw at the end of each of its turns, ending this effect on itself on a successful save. |
Gem | Until the end of the target's next turn, any attack rolls the target makes have disadvantage, and you and your allies have advantage on any saving throws against spells the target casts or abilities it uses. |
Metallic | The target's movement speed is halved, and it is blinded, deafened or silenced (your choice) for the next minute. A creature can make a wisdom saving throw at the end of each of its turns, ending this effect on itself on a successful save. |
Once you use this feature to force a saving throw, you cannot use it again until you finish a short or long rest.
You can use this feature to force a saving throw twice between short rests starting at 10th level, and three times between short rests starting at 14th level.
Draconic Form
Stating at 10th Level, you begin to manifest the superior mobility and resilience of dragons. You now have resistance to the damage type of your patron's breath weapon.
Additionally, as a bonus action, you can form a spectral pair of dragon wings on your back, gaining a flying speed of 40 feet and a bonus to constitution saving throws to maintain concentration on spells equal to your charisma modifier.
These wings last for 1 minute, or until you dismiss them with a bonus action on your turn.
You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Greatwyrm's Descent
Starting at 14th Level, you can use an action to call upon your patron to briefly aid you in battle. They extend their presence to your location for a moment, and rain down blasts of their breath weapon across the battlefield. Three rays of draconic energy are fired down as 10 foot radius, 40 foot high cylinders centered on three different points you can see within 120 feet.
The areas are blasted continually for 1 minute, and whenever a hostile creature enters any of the three areas for the first time on a turn, or starts its turn in any of them, it must make a Dexterity saving throw. It takes 5d10 damage of the type of your patron's breath weapon on a failed save, or half as much on a successful one.
Whenever a friendly creature enters any of the three areas for the first time on a turn or starts its turn in any of them, it gains temporary hit points equal to 2d10 + your charisma modifier, and it's movement speed increases by 10 feet.
Once you use this feature, you cannot use it again until you finish 1d4 long rests.