Warlock Patrons

The Dragon

You have forged a pact with a mighty and ancient dragon. Perhaps, it was a Chromatic Dragon lending you power to further its goals or perhaps a Metallic has lent you its might to thwart the aims of its foes. No matter what type of dragon has given you this power, what is known is that you feel the power of the wyrm rising deep within you, allowing you to become potent in your own right at the cost of carrying out your masters plans to fruition. After all both Chromatic and Metallic dragons are known to be greedy and guard what is theirs with a fierce zeal and would not readily lend it without getting something in return.

Dragon Expanded Spells

Spell Level Spells
1st Chromatic Orb, Command
2nd Aganazzar’s Scorcher, Warding Wind
3rd Fireball, Lightning Bolt
4th Compulsion, Dominate Beast
5th Cone of Cold, Dominate Person

Draconic Breath

Starting at 1st level, your patron has bestowed onto you its ability to release an elemental breath similar to that of dragons. As an action you can unleash your dragon breath doing 3d6 damage, the shape and damage type of the dragon breath is determined by which type of dragon is your patron. Once you use this feature you can’t use it again until you complete a short or long rest.

Draconic Toughness

Starting at 6th level, your body has taken on some of the aspects like that of a dragon. When you are hit by an attack you can use your reaction to half the damage from this attack.

Improved Draconic Breath

Starting at 10th level, your breath attack has improved to an extent that it now more resembles a real dragon’s breath attack. Your Draconic Breath increases to 8d6 damage.

Dragon Wings

Starting at 14th level, you have grown vestigial wings on your back that you can imbue with magic turning them into wings that even a dragon would be proud of. As a bonus action you gain a fly speed of 30 feet as you sprout wings from your back. These wings last for 1 minute or until you dismiss them as a free action. Once you use this feature you can’t use it again until you complete a short or long rest.

The Great Spirit

Ancient spirits of the world have touched you and given you great purpose. Why you were chosen to receive this pact is unclear as the Great Spirits often have their will carried out in an enigmatic fashion, often leaving you feeling lost as to what its goals or aim is. Despite this, you feel a constant tug, as if the Great Spirit that has given you your power is around you always. The World Serpent, Stoneroot, Thunder Hawk and Storm bear are all Great Spirits that could lend their power as a pact.

Great Spirit Expanded Spell List

Spell Level Spells
1st Long Strider, Fog Cloud
2nd Barkskin, Moonbeam
3rd Erupting Earth, Plant Growth
4th Control Water, Evard’s Black Tentacle
5th Control Winds, Tree Stride

Call of the Ancients

Starting at 1st level, the ancients have lent you the power to make your words reach even those with rudimentary language. When you speak all creatures that have a language can understand you, though you might not understand them. Furthermore, to those that you talk to, your accent and speech patterns match perfectly with their local dialect.

Primeval Ward

Starting at 6th level, the Great Spirit that you serve has given you a boon protecting you from the harm of the natural world. You are inured to the effects of extreme weather and can survive comfortably in temperatures of 150 degrees and -50 degrees. Additionally, you can breathe underwater and are immune to the effects of natural gasses.

Spirit Connection

Starting at 10th level, you have become connected with the spirits that permeate the world allowing you to feel, rather than see things around you. You can let out a burst of spirit energy as a bonus action, when you do you gain blindsight 30 feet, the blindsight last until the start of your next turn.

Commune with the Great Spirit

Starting at 14th level, you can attempt to contact the Greater Spirit that you have formed a bound with, allowing you to learn from its great wealth of knowledge. In order to make contact with your patron you must meditate first for 1 minute, after going so your mind can enter the spirit world. The Greater Spirit can answer 1 question that you ask of it, unless it doesn’t know or it has a reason not to answer you the Greater Spirit will try its best to answer you. However, it does not do so with words but instead images. Once you use this feature you can’t use it again until you complete a long rest.

The Primordial

Power incarnate, the Primordials are the powers that existed before the gods. Though they lost the Dawn War and many were killed or sealed away, their power is still immense. Perhaps you made a pact with them because you required power, or perhaps you thirst for power. The Primordial that you made a pact with could be using you to free them, or restore them to power. Then again it is possible, though that you made a pact with one of the few Primordials that isn’t seeking to destroy but instead seeking to stop their more destructive brethren. Beings such, Ogremoch and Cryonax don’t give their powers willingly to those that don’t share their destructive urges, Yan-C-Bin on the other hand is more willing to share his power to further his cause in secret.

Primordial Expanded Spell List

Spell Level Spells
1st Absorb Elements, Chromatic Orb
2nd Gust of Wind, Scorching Ray
3rd Call Lightning, Wind Wall
4th Ice Storm, Storm Sphere
5th Maelstrom, Immolation

Elemental Vestige

Starting at 1st level, your patron allows you to tap into the deep power located in the elemental planes, permitting you flexibility in spell casting. You may change the damage of your cantrips from their normal damage type to either Acid, Cold, Fire, Lightning or Thunder. Additionally, you can also change the damage type of your weapon damage type to that of the five elements listed previously when you make a melee attack.

Cloak of Primal Storm

Starting at 6th level, you have begun to tap into the rolling chaos that lies in elemental planes and by cloaking yourself in that power you protect yourself from harm. As an action you can enshroud yourself in a rolling cloud of elemental power for 1 minute or until you end the effect as free action. When you use this feature choose 1 of the elements previously listed, while under this effect creatures that move adjacent to you or start their turn adjacent to you take 2d6 of that damage type. Once you use this feature you can’t use it again until you complete a short or long rest.

Primordial Burst

Starting at 10th level, the power that has been given to you has started to seep out of you, sometimes you can channel this into a massive burst of primal energy. As an action you can release a 15 foot burst of energy surrounding you, creatures caught in the burst must make a Dexterity saving throw against your Warlock spell save DC or take 5d10 damage or half as much on a successful save. This damage counts as all of the previously listed elemental types at once. Once you use this feature you can’t use it again until you complete a short or long rest.

Elemental Form

Starting at 14th level, you have gained the ultimate ability, by becoming one with your elements you can change your shape to match one. You can turn yourself into an Air, Fire, Ice or Water elemental for 10 minutes, while in this form you can still cast Warlock spells. Once you use this feature you can’t use it again until you complete a long rest

Warlock Pacts

Pact of the Wand

You are given a wand by your patron that allows for you to store one of your warlock spells inside of it. As a bonus action you can store a spell in the wand equal up to the highest level warlock spell that you can cast. As an action you can cast the spell that you have stored in the wand. You can only use this feature to store one spell at a time. Furthermore, you can only use this feature once per rest. Any spell that you have stored is lost when you take a rest.

Pact of the Aegis

Your patron enshrouds you in a powerful Aegis. When you pick this pact you can choose one type of damage, from bludgeoning, piercing or slashing, once you choose this damage type you cannot change it. As a bonus action you can evoke the Aegis to give yourself resistance to that type of damage until the start of your next turn.

Invocations

Adaptive Aegis

Prerequisite 15th level, Pact of the Aegis Feature: Once per rest you can change the resistance that your Aegis provides you, instead of being stuck with the current resistance.

Enduring Aegis

Prerequisite 7th level, Pact of the Aegis Feature: When you use your Aegis, it lasts for 1 minute instead of until the start of your next turn.

Empowered Wand

Prerequisite 9th level, Pact of the Wand Feature: You can store one extra spell into your wand when your store a spell. This spell most be one lower than the highest level of spell that you can cast.