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Dragonsoul Warlock

You've entreated upon a powerful draconic entity who replaced a portion of your soul with their own, granting you a sliver of their power. Whether through a moment of desperation or a selfish desire to grow stronger, the dragon accepted your offer. Good-aligned dragons are more likely to offer their patronage to desperate or dying people as a means of helping them, whilst evil-aligned dragons are more receptive to greed and selfish means, eager to see the souls of mortals corrupted through their bid for power. Chaotic-aligned dragons are usually mischievous tricksters while pacts with lawful-aligned dragons are more akin to a business deal. Neutral-aligned dragons are unpredictable and no one is really sure what drives them to make patronages with mortals. Dragonsoul Warlocks are extremely rare, to the point that most people see them more as myths or legends, and will likely not believe you if you attempt to explain the source of your power.

Heart of the Ruler


Upon choosing this subclass, you must decide whether your draconic patron is good-aligned, evil-aligned or neutral-aligned. You may also choose your draconic patron's type, however that is not necessary. Depending on your patron's alignment you gain the following patron spells, which count as warlock spells for you and do not count towards your spell total.

Please note - the dragons of Cambrium are not locked into their traditional alignment. A red dragon could technically be good aligned or a gold dragon could technically be evil aligned. The traditional alignments for each dragon type is more akin to folk lore and assumptions. Characters might assume these alignments are expected but it does not mean they are correct.


Alignment Patron Spell
Good Cure Wounds
Evil Inflict Wounds
Neutral Absorb Elements
Chaotic Faerie Fire
Lawful Command

Armour of the Ruler


At 1st level you can use your influence on the draconic soul within you to gain resistance to a certain type of damage, just as dragon scales resist certain elements. When you activate this ability with a Bonus Action, you gain a resistance to the damage type of your dragon patron as your body magically grows small patches of dragon scales. For example, a red or gold dragon will give a resistance to fire, a white dragon will give resistance to cold, blue will give resistance to lightning and so on. Once activated this resistance lasts for 1 minute (10 rounds), and deactivated if you are incapacitated or you choose to end it early with a Bonus Action. You regain the use of this ability on a short or long rest.

Tongue of the Ruler


Additionally at 1st level you can speak, read and write in Draconic. Once per long rest you can extend this knowledge to a number of allies that you can see and share a language with equal to your charisma modifier (minimum of one) for one minute (10 rounds).

Breath of the Ruler


At 6th level you can tap into your draconic patron's power and exhale a powerful, destructive breath as an action. The damage type and style of exhalation is dependent on the dragon type of your patron, which you can see in the tables below. All gem ancestry dragons use a 15 foot cone damage type with CON saving throws.


Each creature in that area must make a Dexterity saving throw (DC = 8 + your Charisma modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your dragon patron. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Majesty of the Ruler


At 10th level you can project some of the majesty of your draconic patron to influence those around you. While you do not physically change, your aura becomes saturated with draconic energy that can help others believe you, agree with you or fear you. When you are asked for a Deception, Intimidation or Persuasion check you can activate this ability before you roll - any roll that is 9 or lower is treated as a 10. You cannot use more than one use of this ability on a single roll. You can use this ability equal to your proficiency bonus and regain uses when you finish a short or long rest.

Wings of the Ruler


At 14th level you are able to physically manifest a simulacrum of your dragon patron's wings as a bonus action. For one hour (100 rounds) you have a flight speed equal to your walking speed and can hover in place. If you are incapacited while in flight you harmlessly float down to the ground before the wings disappear, or you can willingly end this ability with a bonus action. You can use this ability equal to your proficiency bonus and regain uses on a long rest.

Please note - being able to fly does not make you immune to environmental effects. You can still be affected by altitude sickness, strong winds, stormy weather, blinding rains or sandstorms, freezing snow and so on.
 

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