The Ancient Dragon in Galir | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

The Ancient Dragon

Your patron is an ancient dragon, a creature of immense power. Ancient dragons are multiple millennia old, have seen empires and kingdoms rise and fall, and hold secrets of ancient magics long thought forgotten. For an ancient dragon to bestow a shred of it's magical prowess with a mortal being is extremely rare, and in most cases, demands recompense of some form. It's motives vary greatly depending on whether it is a chromatic or metallic dragon, and further depending on the specific being.  

Expanded Spell list

The Ancient 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.   Spells marked as (spellx) are new spells that can be found here (link).
Spell Level Ancient Dragon Spells Acid/Poison Cold Fire Lightning
1st Command Ray of Sickness Ice Knife Burning Hands Thunderwave
2nd Dragon's Breath Acid Fangx Snap Freezex Scorching Ray Shocking Tendrilsx
3rd Elemental Weapon Stinking Cloud Slow Fireball Call Lightning
4th Secret Chest Polymorph Polymorph Polymorph Polymorph
5th Summon Draconic Spirit Cloudkill Cone of Cold Immolation Destructive Wave

Ancient Dragon Favor

At 1st level, your patron grants you the ability to speak, read, and write in draconic if you could not previously.   Additionally, you gain the option of casting the eldritch blast cantrip using your patron dragon's element. Choose the damage type corresponding to your patron's element in the table below.   When you score a critical hit with the eldritch blast cantrip, that creature becomes frightened of you until the end of their next turn.

Dragon Element

Dragon Damage Type Shape
Black, Copper Acid Line
Silver, White Cold Cone
Gold, Red Fire Cone
Blue, Bronze Lightning Line
Green Poison Cone

Draconic Breath

Beginning at 1st level, you gain the ability to unleash blasts of primal draconic energy from your hand or mouth. As an action, you can unleash this power in a 15 foot cone or a 30 foot long, 5 foot wide line. Invocations that apply to eldritch blast also apply to Draconic Breath.   Creatures in the area of effect must make a Dexterity saving throw. The creature takes 1d8 damage of the type determined by your Dragon Element on a failed save, or half as much damage on a successful one. This feature's damage increases by 1d8 when you reach 5th level in warlock (2d8), 11th level (3d8), and 17th level (4d8).   When you use this ability, you can expend a warlock spell slot to empower the draconic breath, dealing 1d8 additional damage per level of the spell slot expended.  

Elemental Rapport

At 6th level, when you deal the damage type of your Dragon Element to a creature, you can inflict an additional elemental ailment based on the elemental type to a single creature. You can do this a number of times equal to your proficiency bonus, regaining all uses on a long rest.   Acid: You can erode the creature's defenses, giving the next attack roll against them advantage.   Cold: You can freeze them, forcing them to make a Constitution saving throw. On failure, they are restrained until the start of your next turn.   Fire: You can ignite them, causing them to 1d6 fire damage at the start of each of their turns, until a creature spends an action to douse the flames.   Lightning: You can shock them, forcing them to make a Constitution saving throw. On failure they are stunned until the end of their next turn.   Poison: You can poison them, forcing them to make a Constitution saving throw. On failure, they are poisoned for 1 minute. They can repeat their saving throw at the end of each of their turns.  

Unbending Will

Beginning at 10th level, your patron teaches you how to turn the fear of your enemies against them.   You are immune to being frightened, and when another creature attempts to frighten you, you can use your reaction to turn the effect back on that creature. The creature must succeed on a Wisdom saving throw against your spell DC or be frightened of you for 1 minute.  

Dragon Form

Starting at 14th level, as a bonus action you can take a form reminiscent of your patron, becoming a dragon for 1 hour. You grow mighty horns, thick scales, wings, wicked claws, fangs, and a lashing tail. Any creatures of your choice within 30 feet that witnesses the transformation must make a Wisdom saving throw against your spell save DC, or become frightened until the start of your next turn. While in this form, you gain the following benefits:
  • You are a large sized creature. Any gear you cannot use as a large draconic creature merges with your form and is unavailable until the transformation ends.
  • Your Strength score becomes equal to your Charisma, if it was lower.
  • Your scales provide a base AC of 17. You do not add your Dexterity modifier to this.
  • Your horns, fangs, and tail serve as natural weapons that deal 1d12 piercing damage on hit. You also grow claws that deal 1d8 slashing damage on hit. If you attack with any natural weapon, you can attack with your claws as a bonus action.
  • The damage of your Draconic Breath increases by 1 die, and it's range is doubled.
  • You have a flying speed of 40 feet.
  • You gain immunity to the damage type of your Dragon Element.
Once you have used this ability, you may not use it again until you complete a long rest.  

Ancient Dragon Exclusive Invocations

Draconic Companion

Prerequisite: 5th level, Pseudodragon familiar
You can cast dragon's breath on your familiar without expending a spell slot. Once you do so, you cannot do so again until you complete a short or long rest.  

Draconic Vitality

Prerequisite: Pact of the Talisman feature
The wearer of your Talisman has their hit point maximum increased by an amount equal to your warlock level.  

Dragon Scales

When you aren't wearing armor, your base AC equals 13 + your Dexterity modifier and you gain resistance to your Dragon Element damage type.  

Dragon Claws

Prerequisite: Pact of the Blade feature
As an action or when you roll initiative, you can grow draconic claws on one or both hands, lasting until you dismiss them as an action.   These claws count as your pact weapon. While the claws are formed, you cannot use a weapon or shield in the hand they are manifested in. These are natural weapons that deal 1d8 slashing damage. When you form claws in both hands, if you make an attack with your claws, you can make one additional weapon attack with them as a bonus action.  

Spell Hoard

Prerequisite: Pact of the Tome feature
Your Book of Shadows can now be inscribed with many more spells in much the same way a wizard's spellbook can. When you find a spell from the Evocation or Transmutation schools of magic, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell.   For each level of the spell, the transcription process takes 2 hours and costs 50 sp for the rare inks needed to inscribe it. The spells appear in the book and don't count against the number of spells you know.   You can cast any inscribed spell using your warlock spell slots, as long as you have your Book of Shadows.  

Wingbeat

Prerequisite: 5th level, Pact of the Shroud feature
When you are wearing your pact shroud, you can use your action to generate a gust of wind. Doing so allows you to fly up to 30 feet without provoking opportunity attacks.   Additionally any creature within 10 feet of you must make a Strength saving throw against your spell DC or be knocked prone.

Remove these ads. Join the Worldbuilders Guild