Pact of the Dragon | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Pact of the Dragon

Your patron is a dragon, an ancient, majestic, and powerful being. Although technically a mortal creature, the dragon has the capability of channeling and manifesting power enough to bestow upon other creatures, in exchange for their service. Warlocks who make a pact with dragons are scarce, but it is safe to say that every single one of them is a devoted servant to their patrons, often entitled to a grand quest for their favor.    

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.
Level Spells
1st Absorb Elements, Chromatic Orb
2nd Dragon's Breath, Enhance Ability
3rd Protection from Energy, Water Breathing
4th Dominate Beast, Greater Invisibility
5th Dominate Person, Geas
 

Draconic Affinity

When you choose this patron at 1st level, you choose one type of dragon as your patron. You gain the Eldritch Breath ability. The damage type of your Eldritch Blast is changed in association with your dragon patron, this damage type is used by other features you gain later. You also speak, read, and write Pure Draconic. Additionally, you gain proficiency in all Intelligence checks related to recalling information about dragons, and all Wisdom checks related to tracking dragons. If you already have proficiency in these skills, you gain double proficiency under these circumstances.    

Draconic Servants

Starting at 1st level, you gain the service of a Pseudodragon and gain the ability to summon a drake the size of a horse, both resembling your patron, the pseudodragon acts as a standard familiar would, but it does not count towards the find familiars spells limit to one familiar, allowing you to have this along with another familiar. You cannot change the form of this pseudodragon, but it otherwise acts like the variant familiar of a pseudodragon as in the monster manual. This familiar also acts as a psychic messenger between you and your patron, allowing contact even over long distances. The drake is able to be mounted and has scales matching that of your patron. The only difference between your summoned drake and a normal one is its size. You can summon this drake at any time, and if it dies it is instead unsummoned and will have to be summoned again the next day, you may summon this drake to your position once every long rest.    

Eldritch Breath

Starting at 1st level, you can use your action to emulate the dragon's breath weapon with your magic. Your Draconic Affinity determines the size, shape, and damage type of your Eldritch Breath. When you use your Eldritch Breath each creature in the area of effect must make a saving throw against your warlock spell save DC, the type of which is determined by your Draconic Affinity. A creature takes 2d8 damage plus 1d8 per warlock spell slot level on a failed save, and half as much damage on a successful one. Doing so requires one spell slot.    

Draconic Soul

Starting from 6th level assume a spectral form more akin to your Patron than your previous one. Scales grow from your skin, an aura pervades your body, claws pop out from your fingertips, your eyes take on the appearance of a dragon, you grow a muscular tail and grow large dragon wings from your back. You can stay in this module for a maximum of 1 minute (concentration). It ends early if you become unconscious or stop concentrating. You have a number of charges of this ability equal to your warlock level + your constitution modifier, all expended charges of this ability return upon a rest. You need to take a long rest to be able to use the Draconic Soul feature again.
  • Aura of the Dragon: As a bonus action you and all friendly creatures within 15 feet can deal additional damage of 1d6 dependent on your Draconic Affinity with weapon attacks.
  • Claws of the Dragon: As a Bonus action, you emulate spectral Claws of your Patron. Your unarmed strikes now count as slashing dmg and deal an extra 1d6 as magical Damage dependent on your Draconic Affinity.
  • Draconic Rejuvenation: As an Action, you emulate the Draconic eyes of your Patron as your blood boils sending rejuvenating energy throughout your body. You heal 2d6 + your Charisma modifier. By expanding two charges of your Draconic soul, you can reduce an exhaustion level by 1, Using this feature ends all of the effects of Draconic soul early at the end of your first turn.
  • Dragon Scales: You emulate spectral Scales of your Patron; you have resistance to nonmagical bludgeoning, piercing, and slashing damage.
  • Tail of the Dragon: As an Action, you emulate the tail of your Patron. Whenever creatures end their turn within 5 ft. cone of you, you can use your reaction to push them back, the creatures must make a Strength saving throw. On a failed save they take 2d6 bludgeoning damage and are pushed back 5 feet and knocked prone. On a successful save they take half damage and are pushed back but not knocked prone. Using this feature ends all of the effects of Draconic soul at the end of your second turn.
  • Wings of the Dragon: As a Reaction, you emulate spectral wings of your Patron for a limited ability of flight. While you have your wings; your jump distance is doubled, and you are always under the effect of the feather fall spell. You cannot fly with your wings unless you gain a flying speed with other means.
     

Draconic Resilience

Starting at 10th level, you gain +2 AC and have resistance to the damage type associated with your Draconic Affinity. Additionally, when you fail a saving throw, you can choose to reroll it. If you do so, you must use the new roll, and you cannot use this feature again until you finish a long rest.    

Draconic Presence

At 14th level, you can channel the dread presence of your dragon patron, causing those around you to become awestruck or frightened. As an action, you can draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), hostile creatures equal to your Charisma modifier that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Draconic Presence for the next 24 hours. You must complete a long rest to use this feature again.
 


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Lord Mcberry.

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