Otherworldly Patron - Dragon

Dragons have been making pacts with mortals since time immemorial. Some are willing, some are not. Some endure, some do not. However mortals seeking out dragons in search of power, or dragons seeking out mortals in search of subordinates, is a common enough tale. Dragons are often quite involved with their mortal warlocks lives, giving orders, advice or simply watching the puppets dance on strings. Not all dragons need be ancient to strike a pact with a mortal, despite a common misconception, and if both swear to abide by the terms of a pact then even a young dragon can strike a bargain, and indeed some dragons do so eagerly as a way to expand their powerbase.

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

Expanded Spell List

Your draconic patron lets you choose from an expanded list of spells when you learn a warlock spell. The following are added to the warlock spell list for you.

Expanded Spell List
Spell Level Spells
1st Absorb Elements, Command
2nd Locate Object, Shatter
3rd Elemental Weapon, Nondetection
4th Mordekainen's Private Sanctum, Fire Shield
5th Dominate Person, Hold Monster
9th Shapechange

Breath of the Dragon

When you first make this pact, your patron grants you the power of its breath weapon. Your breath weapon can be used as an action, as either a 15' cone or a 30' line. It deals 1d8 damage of the patron's damage type, listed above, or half as much on a succesful dexterity save. When you reach 5th, 10th, 15th, and 20th level in this subclass its damage increases by 1d8. You can choose to exclude a number of creatures equal to your proficiency modifier from the damage dealt.

At 10th level, its size doubles, to a 30' cone and a 60' line.

Draconic Heritage

At 6th level your draconic power manifests further. Scales of your patron's colour appear on your body, growing from your skin. Your eyes change shape to become more draconic, and you might grow small horns (if you don't already have them) and a tail. You gain a permanent +1 to your armour class, you gain resistance to the damage type associated with your patron, and gain proficiency in one of the following skills: Persuasion, Intimidation, Deception.

In addition, your breath weapon adds your charisma modifier to its damage roll.

Enhanced Breath

At 10th level your breath weapon becomes even stronger, and you learn how to add a number of different effects to it. When you finish a long rest choose three effects from the following list. You can add one of these to your breath weapon a number of times equal to your constitution modifier, refreshing on a short rest. You can choose a new set of breath effects whenever you finish another long rest.

Breath Effect Description
Entangling Breath Creatures that fail the saving throw against your breath are entangled by your breath, restraining them for one minute. They can use an action to make a strength saving throw to end the restrain.
Slowing Breath Creatures that fail the saving throw against your breath are Slowed, as the Slow spell, for 1 minute. They can make a constitution saving throw at the end of each of their turns to end the effect early.
Sickening Breath Creatures that fail the saving throw against your breath gain one level of exhaustion.
Quickening Breath You quicken your breath, allowing you to use it as a bonus action this turn. You cannot use your breath weapon twice in one turn, and you must wait until the end of your next turn before you can use it again.
Barrier Breath When you add this breath effect you use it to create a small barrier around yourself, gaining resistance to all damage types except for Force and Psychic until the end of your next turn.
Fog Breath Your breath weapon leaves a lingering cloud of fog in its wake, which lasts for ten minutes unless dispersed by a moderately strong wind. This fog is opaque and grants heavy obscurity to anyone who stands inside of it.
Breath Effect Description
Weakening Breath Creatures who fail the saving throw against your breath weapon deal half damage with all weapon attacks and cannot critically strike for one minute. They can make a constitution saving throw at the end of their turns to end the effect early.
Enduring Breath Your breath clings to those who fail their saving throw. At the start of your next turn, all creatures take additional damage equal to half the damage you dealt with your breath.

In addition, your breath weapon now ignores Resistance against its damage type, and treats Immunity to the damage type instead as Resistance.

Draconic Ascendancy

At 14th level your patron's gifts reach the peak of their draconic power. Your creature type changes from whatever it was previously to Dragon, and you can grow dragon wings as a bonus action, which last until you choose to shrink them, also as a bonus action. The wings grant you a flight speed of 60'.

Breath of the Gods

At 14th level your pact is strengthened such that it can channel the very power of the draconic gods themselves. When you gain this feature you either learn to use the Discoporating Breath of Bahamut or the Fivefold Breath of Tiamat. Though these are normally associated with a metallic (Bahamut) or Chromatic (Tiamat) patron, you need not be restricted by this. Some dragons approve of those who steal and use powers of their opposition, after all. However, once you have made this choice, it cannot be changed. You can use this special breath weapon as an action once per long rest, and once you do so you cannot use your normal breath weapon until the end of your next turn. At 18th level, you can use it twice per long rest, however you must take a short rest between uses.

Discorporating Breath of Bahamut. You exhale a 15' wide, 120' long line of pure force damage, which deals 12d6 damage to any creatures foolish enough to stand in its path. The sheer force of this power stuns the creatures until the end of your next turn, unless they succeed on a constitution saving throw in which case the stun is negated and damage is halved. However, even with a successful saving throw they suffer from the impact of the disintegrating breath, and have disadvantage on all attacks and ability checks for two rounds. Unattended objects in the path of the breath weapon take quadruple damage from it. Any creatures or objects reduced to 0 HP by the breath are disintegrated.

Fivefold Breath of Tiamat - You unleash 5 different breath weapons at once, conjuring the full power of the chromatic queen. These are as follows: a 30' cone of acid, a 30' cone of cold, a 30' cone of fire, a 60' line of acid, and a 60' line of lightning. Each breath weapon deals 3d6 of its damage type, however a creature affected makes only a single dexterity saving throw against all the breaths it's hit with.

Draconic Invocations

Included below are a list of invocations themed for the dragon patron, however they can be used by other warlocks also.

Baleful Geas

Prerequisite: 14th level

You can cast the Geas spell as an action. In addition to its normal effects, the creature loses one point of strength every 24 hours, slowly becoming weaker, until they reach strength 0. Once they reach 0 strength, they fall unconscious until cured with either a Heal spell or a Greater Restoration spell. You can't do so again until you finish a short rest.

Deafening Roar

You utter a loud roar as a bonus action that fills a 30' cone. Creatures within the cone who fail a constitution save are Deafened for one minute.

Draconic Knowledge

You gain proficiency in the Arcana and History skills.

Energy Resistance

Prerequisite: 5th level

As an action you can touch a creature and for one hour give it resistance to one of the following damage types: fire, cold, acid, lightning, thunder. When you use this invocation again the previous effect ends, if it has not already expired.

Energy Immunity

Prerequisite: 16th level

As an action you can touch a creature and for one hour give it immunity to one of the following damage types: fire, cold, acid, lightning, thunder. You can't do so again until you finish a short rest.

Steal Size

Prerequsite: 5th level

As an action you can cast the Enlarge/Reduce spell on one creature, using the Reduce effect. If they are willing, or fail the constitution saving throw, you can then grant another creature within range (including yourself) the Enlarge effect. You can use this once per short rest.

Terrifying Roar

Prerequisite: 7th level

You unleash the terrifying presence of a dragon as an action. All hostile creatures within 30' of you must succeed on a wisdom save of be frightened of you for 1 minute. They can make a new wisdom save at the end of their turns to end the effect early. You can't do so again until you finish a short rest.

Voidsense

Prerequisite: 14th level

You gain blindsight out to 10ft. As an action you gain extend this to 60' for one hour. You can't do so again until you finish a short rest.

Voracious Dispel

Prerequisite: 7th level

You can cast Dispel Magic on a creature as an action. The creature takes 1d6 force damage for each spell level of the effects dispelled. You can't do so again until you finish a short rest, or until you expend a warlock spell slot.

Wingstorm

Prerequisite: 12th level

If you don't already have a pair of wings, spectral wings of energy coalesce from your back and unleash a powerful wave of wind. As a bonus action each creature within 15 ft. of you must succeed on a strength saving throw or take 2d6+10 bludgeoning damage and be knocked prone. You can then move up to 30' without provoking opportunity attacks. You can't do so again until you finish a short rest.