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  • Writer's picturetroodon135

Warlock Patron: The Great Wyrm

TBH I don't know why there isn't an official warlock patron that fits this concept, it seems like a no-brainer to me. So here it is, the playtest version of the Great Wyrm patron. The term "great wyrm" referred to dragons even older and more powerful than those of the "ancient" category in older editions, and I thought it was a good title to give to a dragon powerful enough to empower warlocks.

The Great Wyrm

Your patron is a dragon of unimaginable age and power. Their intentions for you depend on the type of dragon in question; a gold dragon may compel you to seek out and destroy injustice, a green dragon might wish for you to corrupt the souls of the righteous, a blue dragon may see you as a way of expanding its influence and network of informants, and a red dragon may simply wish for you to retrieve new treasures for its horde.

Elemental Blasts

At 1st level, you are attuned to the energy type of your patron’s breath weapon (see the Draconic Ancestries table on page 102 of the Player’s Handbook). When you cast the eldritch blast cantrip, you can choose to deal damage of this type instead of force damage. When you use this ability to deal damage of this type, you may expend a spell slot to increase the damage of the blast by 1d10 per level of the spell slot expended. This choice must be made before the attack roll is resolved, and you cannot increase the damage dice of a blast again until you take a long or short rest.

Menacing Gaze

At 6th level you gain a fraction of your patron’s frightful presence. As an action, you can force a number of creatures that you can see equal to your Charisma modifier to make a Wisdom saving throw against your warlock spell save DC. On a failure, the creature is frightened of you for 1d4+1 rounds. Once you use this feature you cannot use it again until you take a long or short rest.

Reach of the Hoard

At 10th level your patron allows you to briefly borrow items from its unimaginably vast hoard. As a bonus action you can summon any magic item of common or uncommon rarity which does not have a limited use into your hand. An item counts as having limited use if it is consumable, has a set number of uses, or uses charges. If the item requires attunement, it is automatically attuned to you. The item lasts for a number of rounds equal to your Charisma modifier, and then vanishes. Once you use this feature, you cannot use it again until you take a long rest. If the item is somehow damaged or destroyed, you lose access to this feature until you offer a magic item of equal rarity to appease your patron. An offered item disappears, teleported to your patron’s hoard.

Legendary Fury

At 14th level you are given access to a small fraction of your patron’s legendary power. When another creature’s turn ends, you may make a single attack, cast a cantrip, or make a Perception check. Once you use this feature, you cannot use it again until you take a long rest.

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