The Dragon (5e Subclass)

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Your patron is an ancient dragon- a venerable and vastly powerful being. They grant you a portion of their power, and their motivations are usually clear to you, unless the dragon is exiled, or banished from their peers. Not many dragons part with their power so easily, but those who are found worthy wield the will of their patron, and usually bare a mission of high importance. Such patrons include Lendys the Just, Aasterinian the Trickster, Sardior, or even Bahamut or Tiamat themselves.


Expanded Spell List

The Dragon Patron 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.

Dragon Expanded Spells[edit]
Spell Level Spells
1st chromatic orb, absorb elements
2nd detect thoughts, enhance ability
3rd protection from energy, waterbreathing
4th greater invisibility, dominate beast
5th dominate person, geas
Draconic Knowledge

At level 1, you know the Draconic Language, and add it to your list of languages. Additionally, whenever you make a Charisma check when interacting with dragons and draconic creatures (such as Turtle Dragons, Wyverns, and Kobolds), your proficiency bonus is doubled if it applies to the check. When recalling lore or knowledge on Draconic creatures through an ability check, your proficiency bonus is doubled if it applies to the check.

Additionally, you learn a 1st Level spell from the Wizard spell list. It is a warlock spell that is always known for you, and you may cast it using a warlock spell slot. It does not count against you number of warlock spells known.

Draconic Resilience

Starting at 6th level, you can choose one draconic damage type (poison, acid, cold, fire, or lightning) when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. If you already have resistance to the chosen damage type, you become immune to it.

Draconic Affinity

Beginning at 10th level, when you deal damage with a spell of the same type as your current Draconic Resilience, you may add your Charisma Modifier to the damage. Additionally, you may cast a certain spell depending on your current Draconic Type, using a Warlock Spell Slot. This spell is prepared as long as you have this type chosen, doesn't count against your prepared spell limit, and is a Warlock spell for you.

Draconic Type Damage Type Spell
Gold, Brass, Red Fire Immolation
Blue, Bronze Lightning Storm Sphere
Black, Copper Acid Vitriolic Sphere
White, Silver Cold Cone of Cold
Green Poison Venomous Spite[1]
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), each hostile creature 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 that succeeds on this saving throw is immune to your aura for 24 hours.

You must complete a long rest to use this feature again.


The Dragon exclusive invocation

Draconic Summon
Prerequisite-Pact of the Chain feature

Your familiar is a tiny draconic familiar that uses the pseudodragon statistics, except for the following traits:

  • Its type is of your choice, and it gains a damage immunity that corresponds with its type.
  • Instead of a sting attack, it gains a breath weapon that deals damage of its draconic type. The area of effect is either a 10-foot cone or a 20-foot line (as appropriate to the dragon's type). All creatures within the area of the breath weapon must succeed on a Dexterity saving throw against your warlock spell save DC, dealing 1d6 damage appropriate to the dragon's type on a failed save, or half as much damage on a successful one. This damage is increased to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
You must complete a short or long rest before your familiar can use its breath weapon again.



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