Martial Archetype - Dragonsworn

Those who claim dragons as their patrons often follow the path of the Warlock, however sometimes what a dragon needs is not potent magical strength, but instead a warrior with a heart of steel and a weapon just as strong. The Dragonsworn are the answer to such a desire: fighters imbued with the powers of dragons and a fraction of their spellcasting abilities. While some who have draconic patrons may do so without fully understanding why, this is not the case for Dragonsworn, who are almost universally chosen by their patron due to existing loyalty and service.

Dragonsworn who find themselves in adventuring parties may often do so because it serves the interest of their patron, espousing their ideals and serving as best they can.

Dragonpact Patron

When you take this archetype you swear allegiance to a Dragon, and they in turn grant you a measure of their power. This patron should be one with a connection to you, and make requests of the character, while ensuring they do not go against their wishes.

The colour of your dragon patron will determine some features included below, as referenced in this table.

Patron Colour Damage Type
Black or Copper Acid
Blue or Bronze Lightning
Brass, Gold, or Red Fire
Green Poison
Silver or White Cold
Player Note

It's important to work with your DM on the nature of your patron to ensure that both you and they are happy with the level of their involvement. It's important to note that angering or ending the arrangement with your patron does not automatically make you lose class features or prevent you from taking additional levels in this class, though your DM may wish for you to change to a different subclass for narrative purposes if you lose your patron's favour.

Dragonpact Magic

Your draconic patron imbues you with a portion of their magic, allowing you to cast spells.

Cantrips

You know two cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Dragonpact Spells table.

Spell Slots

The Dragonpact Spells table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Dragonpact spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 11th level, you have two 3rd-level spell slots. To cast the 1st-level spell Chaos Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 3rd level, you know three 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Dragonpact spells table shows when you learn more sorcerer spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 13th level, for example, you learn a new sorcerer spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the Dragonpact spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your dragonpact spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Dragonpact spells. In addition when you complete a long rest you may designate one weapon. While you wield this weapon it counts as an arcane focus for you.

Dragonpact Spells
Level Cantrips Known Spells Known Spell slot Level Spell Slots
3rd 2 3 1 2
4th 2 4 1 2
5th 2 4 1 2
6th 2 4 1 2
7th 2 5 2 2
8th 2 6 2 2
9th 2 6 2 2
10th 3 7 2 2
11th 3 8 2 3
12th 3 8 2 3
13th 3 9 3 3
14th 3 10 3 3
15th 3 10 3 3
16th 3 11 3 3
17th 3 11 3 4
18th 3 12 3 4
19th 3 12 4 4
20th 3 13 4 4

Dragonpact Weapon

From 7th level as a bonus action you can wreath your weapon in the magic of dragons, granting it an additional 1d6 damage on each attack of the same damage type as your patron dragon for 1 minute. In addition you can choose to expend a spellslot at the same time to increase the damage from +1d6 to +2d6.

Dragonpact Weapon can be used a number of times equal to your proficiency bonus, refreshing on a long rest.

Draconic Sending

Once you have reached 7th level you've set yourself apart from other Dragonsworn your patron may have, and they will wish to keep in more regular contact you. Once per long rest you can cast the Sending spell without providing any components.

Draconic Secret

By reaching 10th level your patron allows you access to the secret of their magic in a way you had not previously been able to use. Choose one spell from the Sorcerer spell list of a spell level up to 1 higher than your current Dragonpact spellslot level. You can cast this once per long rest without expending a spellslot, but also add it to your list of spells known to cast from your spellslots, despite the level being higher than you can normally cast.

Whenever you gain a new level in this class you can choose to change the Draconic Secret spell for a different spell. At 20th level you gain a second Draconic secret spell.

Weaveblade

At 10th level you learn to mix your spells with your weapon attacks. When you cast a Dragonpact spell, you can use your bonus action to make one weapon attack.

Draconic Sight

At 15th level your patron allows you to see with eyes of the dragon. You gain Blindsight out to 30'. If you already had Blindsight from another source, its range is instead increased by 30'. In addition, your eyes change shape and appearance to become more dragon-like.

Dragoncall

At 18th level you learn to call upon a portion of your patron's power directly, manifesting this as their spirit. As an action choose a square within 60' of you. Your patron's spirit appears there, with statistics included below. It acts on your initiative, taking its turn immediately after yours. It obeys your verbal commands with no action required. If you do not issue any commands, it acts in what it deems to be your best interest.

Maintaining the link to your patron is mentally taxing and requires Concentration as if it were a spell. The spirit accompanies you for 1 hour, or until you lose Concentration. Calling the spirit can be done once before requiring a long rest to use again.


Patron Spirit

Large Dragon


  • Armor Class 22 (natural armour)
  • Hit Points 80
  • Speed 30ft, fly 80ft, swim 30ft

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+4) 10 (0) 14 (+2) 14 (+2)

  • Damage Resistances: acid, cold, fire, lightning, poison.
  • Condition Immunities charmed, frightened, poisoned
  • Senses blindsight 30ft, darkvision 60ft, passive perception 12
  • Languages Draconic, understands any languages you speak

Shared Resistance: You gain resistance to your patron's damage type while your spirit is summoned.

Actions

Multiattack: Your spirit can attack once with its bite and thrice with its claws.

Bite: Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 8 (1d8 + 4) piercing + 3 (1d6) of your patron's damage type.

Claw: Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 7 (1d6 + 4)

Breath Weapon. Your patron spirit exhales a 30' cone of energy. Each creature in the area must make a Dexterity saving throw (DC17) or take 4d6 of your patron's damage type, or half as much on a successful save.