Ancient Evil Dragon
An ancient, evil dragon who has lived for ages and is at the pinnacle of its power grants you draconic knowledge in exchange for your services. Your patron is a dragon so ancient that it has absolute mastery over arcane magic, and it may even be on its way to gather a Divine Spark and become a deity. It may wish you to use these powers for the destruction of its enemies, gathering relics of good dragons, or simply to use you as a pawn in its draconic games.
VARIANT: ALWAYS WATCHING
Evil dragons like to keep their servants on a short leash. When one bestows its powers upon a warlock, it likes to make it so that it can hear and see what its warlock experiences. Such a link lets evil dragons see what their pawns are doing at all times, and prevents the warlocks from betraying their patrons. A warlock with an evil dragon patron finds it quite difficult, or nearly impossible, to work behind its patron’s back
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.
Spell Level | Spells |
---|---|
1st | Crumbling fire, Onyx skin |
2nd | Locate object, See Invisibility |
3rd | Heart grasp, Lighting bolt |
4th | Polymorph, Umbral claws |
5th | Cloudkill, Legend lore |
Additional Language
Starting at 1st level when you choose this patron, you gain the ability to read and write Draconic.
Eldritch Breath
At 1st level, your throat changes and resembles the anatomy of that of a dragon. This change is not visible from the outside. When you cast eldritch blast as a cantrip, you can choose to breathe it out like a dragon breathes fire. In such a case, you cast the spell in a 30-foot cone originating from yourself.
When you become able to create multiple beams by casting eldritch blast cantrips at higher levels, you cannot create another cone, instead you deal the whole damage with a single cone. Also, the range of the spell cannot be increased by invocations, or other features.
You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses after you finish a long rest.
Pawns in the Game
Starting at 6th level, when a creature attacks you or any other creature within 30 feet of you, you can divert that attack to another creature of your choice who is also within 30 feet of you. The creature making the attack must succeed on a Wisdom saving throw or comply with your manipulation. Once you use this feature, you cannot do so again until you finish a short or long rest. Dragon’s Nature Starting at 10th level, your eyes are open wide with the potential to look at the universe differently. You have the ability to pull away the veil in front of your eyes, even if this ability is limited. As a bonus action, you gain truesight out to a range of 60 feet for 1 minute. You can also detect good-aligned creatures with your truesight as if you have cast a detect alignment* spell.
You can use this feature a number of times equal to your Charisma modifier (minimum once). You regain any expended uses after you finish a long rest.
True Form
At 14th level, the real draconic power awakens within you and you gain the ability to transform into a dragon. You can choose any type of dragon you wish, but you cannot change the type for the duration of your transformation. The type of dragon you are transformed into does not affect your breath weapon. While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the dragon given below, but you retain your personality, as well as your Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to those of your new form. On the other hand, your patron’s essence overwhelms you and your alignment shifts to that of your patron while you are transformed. You can talk as you normally do.
- When you transform, you assume the dragon’s hit points and Hit Dice. When you revert to your normal form, you have the same number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
- You can stay in this form for 1 minute, and prolong this duration by one round for each creature you kill while in this form. Your form lets you suck out the essence of those you kill to maintain your form. Those who die by your hand wither and turn to dust.
Warlock Dragon Transformation CR: 7
STR
19 +4
DEX
14 +2
CON
17 +3
INT
-5
WIS
-5
CHA
-5
Blindsight 30 ft., Darkvision 120 ft., your passive Perception
Actions
Multiattack. You make three attacks: one with your bite and two with your claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) damage of the type of the dragon you transformed into.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Any Type Breath (Recharge 5–6). You exhale in a 30 -foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw. On a failed save, they take 49 (11d8) acid, cold, fire, or lightning damage, according to your breath weapon, or half as much damage on a successful one. You choose the type of breath at the start of each day and cannot change it until the next long rest.
Warlocks who transform into this form are known for the carnage they cause in settlements. Their hunger for power and the overwhelming sensation of their patron’s essence causes them to go on never-ending murder sprees to maintain their form. Such actions usually draw the attention of authorities such as temples that are devoted to good deities or good dragons.
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