The Great Wyrm Patron

The most ancient and powerful beings of the world are the oldest of Dragons. These ancient beasts have spent untold centuries slowly growing their power, with some of them becoming strong enough to rival even the gods. However, their massive size and power makes it difficult for them to interact with the world at large and so, to remedy this, they bestow portions of their power upon the unsuspecting, whom they then use as pawns to further grow their hoards and influence the world.

Great Wyrm Features

Warlock Level Feature
1st Draconic Energy
6th Wyrm’s Breath
10th Dragon’s Aspect
14th Great Wyrm’s Avarice

Expanded Spell List

The Great Wyrm 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.

Great Wyrm Expanded Spell

Spell Level Spells
1st Absorb Elements, Chromatic Orb
2nd Dragon’s Breath, Alter Self
3rd Haste, Elemental Weapon
4th Locate Creature, Polymorph
5th Wall of Force, Legend Lore

Draconic Energy

At 1st level, you choose one type of dragon as your patron. The damage type associated with that dragon is used by features you gain later.

Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

You can speak, read, and write Draconic. Additionally, whenever you cast a Warlock spell you know, you can choose to change the damage type to that of your patron.

Also at 1st level, you learn a cantrip corresponding to your patron’s type.

Type Cantrip
Acid Acid Splash
Poison Poison Spray
Fire Fire Bolt
Cold Ray of Frost
Lightning Lightning Lure

Wyrm’s Breath

Starting at 6th level, the Wyrm grants you the ability to further channel its power. You gain resistance to the damage type of your patron, and when you cast a spell that deals your patron’s damage without using Draconic Energy, you can add your Charisma modifier to the damage of the spell against one of its targets

Dragon’s Aspect

Starting at 10th level, you can use your action to summon or dismiss a pair of dragon wings, they are the colour of your patron, and you gain a flying speed of 30 feet while they are summoned. In addition, while the wings are summoned, you have advantage on saving throws against being Frightened.

When you summon your wings, each creature of your choice that is within 20 feet of you and can see you must succeed on a Wisdom saving throw against your Warlock Spell Save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. You must complete a long rest before you can use this again.

Great Wyrm’s Avarice

Starting at 14th level, you gain the ability to create a lair of your own. As an action you can touch a surface and create an opening that is no more than 10 feet in any dimension. This opening leads to an extradimensional space with the appearance of your choice, it can be no more than 100 feet in each direction. The opening lasts until you use this ability to create a new opening and objects created by this feature vanish if removed from the lair.

After creating an opening to your lair, you must complete a short or long rest before you can do so again.

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