The Greatwyrm (5e Subclass)

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The Greatwyrm[edit]

Warlock Subclass

Your patron is a powerful, ancient dragon. Maybe you stumbled into the lair of a Blue Greatwyrm in the desert, or a Gold Greatwyrm saved your life. Either way, you have been gifted an aspect of your patron's power, to spread their name or to act out their will.

Expanded Spell List[edit]

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.

Spell Level Spells
1st burning hands, chaos bolt
2nd acid arrow, scorching ray
3rd fireball, elemental weapon
4th fire shield, ice storm
5th cloudkill, cone of cold

Draconic Patronage[edit]

You choose your patron’s kind. Choose one type of dragon from the Draconic Patronage table.

Dragon Damage Type
Amethyst Force
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Crystal Radiant
Emerald Psychic
Gold Fire
Green Poison
Red Fire
Sapphire Thunder
Silver Cold
Topaz Necrotic
White Cold

Gift of Elemental Mastery[edit]

Starting at 1st level, your patron has granted you access to their power. When you cast a warlock spell, you can replace it's damage type with the type of your patron. In addition, when you cast a warlock spell with a spell slot in this way, you can reroll any roll of 1 on the damage dice, but you must use the new roll, even if it is another 1.

Draconic Awareness[edit]

Your eyes become more draconic in nature. You have advantage on any History, Religion, and Nature check relevant to dragons.

In addition, You add your Charisma modifier to initiative and Perception rolls.

Draconic Breath Weapon[edit]

At 6th level, your face becomes more draconic in nature, with your fangs elongating and, in some cases, scales appearing near the mouth.

Your patron grants you the ability to mimic their powerful breath weapon. Your Draconic Patronage determines the damage type. As an action, you can exhale an elemental breath weapon in a 15 foot cone, or a 30 foot line 5 feet wide. Every creature in this area must make a dexterity save against your spell save DC. A creature takes 4d6 damage on a failed save, or half as much damage on a successful one. This damage increases by 1d6 at the 9th, 12th, 15th, and 18th level in this class.

You can use this feature a number of times equal to your proficiency bonus, recharging upon a long rest.

Elemental Protection[edit]

At 10th level, your skin hardens, and patches of scales appear on your knees, elbows and wrists, among other places. A few warlocks have been known to grow horns and tails.

You're resistant to damage according to your patron's damage type. In addition, when you take damage of that type, you become sheathed in elemental energy for one minute. Any creature within 5 feet of you takes damage equal to your Charisma modifier and again when they start their turn in the aura or enter it.

Wings of the Dragon[edit]

At 14th level, wings sprout from your back, granting you a flying speed of 60.


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