Dragon Patron, 2nd Variant (5e Subclass)
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A dragon of old and much power has shared a small portion on their reserve with you so you might carry out tasks for them.
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.
|1st||chromatic orb, absorb elements|
|2nd||detect thoughts, enhance ability|
|3rd||protection from energy, waterbreathing|
|4th||greater invisibility, dominate beast|
|5th||dominate person, geas|
Starting at 1st level, your patron bestows upon you the ability to project the fearsome presence of the Dragons. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Starting at 6th level You take on spectral form more akin to your Patron than your previous. Depending on your choice; 1 of 6 things happen. Scales grow from your skin, claws sprout from your fingertips, you eyes emulate the powers of a dragon, you grow a muscled tail, or you grow large dragon wings from your back. You may remain in this form for up to 1 minute(Concentration). It ends early if you are knocked unconscious or break concentration. At 12th level you can choose 2 spectral forms at once:
Aura of the Dragon: You and any friendly creatures within 20 feet may deal an additional 1d8 damage dependent on your Draconic Affinity with weapon attacks, but only once per round.
Claws of the Dragon: You emulate spectral Claws of your Patron. Your unarmed strikes now count as slashing dmg and deal an extra 1d8 as magical Damage dependent on your Draconic Affinity.
Draconic Rejuvenation: You emulate the Draconic eye's of your Patron as your blood boils sending rejuvenating energy throughout your body. You heal 2d8 + your Charisma modifier or reduce an exhaustion level by 1, Using this feature ends all of the effects of Dragon soul early.
Dragon Scales: You emulate spectral Scales of your Patron; you have resistance to none magical bludgeoning, piercing, and slashing damage.
Tail of the Dragon: You emulate the tail of your Patron. Whenever creatures ends 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 2d4 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.
Wings of the Dragon: 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.
Once you pick a feature you cannot use Draconic Soul again until you finish a short or long rest.
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|
Might of the Dragon
At 14th level you are able to tap deeper into the power of your draconic patron transforming you fully into an "young" version of your patron. This effect lasts for 1 minute or until either you end the spell or the form drops to 0 hit points.
While in your dragon form you have all the same stats as a "young" dragon and are able to take all of the same actions. You are unable to cast spells in this form.
When reverting to your normal form you have the same number of hit points that you had before transforming, unless you reverted by hitting 0 hit points; in which case your normal form takes any excess damage.
If there is insufficient space for you to transform in the area that you are in then the transformation doesn't happen and your use of this feature is not consumed but your action is.
Once you have used this feature you must take a long rest before using it again.