Racial Class: Sealed Dragon Warlock

by DawnGuardian

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Sealed Dragon: Warlock

Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1 +2 Pact Magic, The Seals Start to Fracture 2 2 1 1st
2 +2 Eldritch Invocations 2 3 2 1st 2
3 +2 Pact Boon 2 4 2 2nd 2
4 +2 Ability Score Improvement 3 5 2 2nd 2
5 +3 3 6 2 3rd 3
6 +3 Breath Weapon 3 7 2 3rd 3
7 +3 3 8 2 4th 4
8 +3 Ability Score Improvement 3 9 2 4th 4
9 +4 3 10 2 5th 5
10 +4 Claws 4 10 2 5th 5
11 +4 Mystic Arcanum (6th level) 4 11 3 5th 5
12 +4 Ability Score Improvement 4 11 3 5th 6
13 +5 Mystic Arcanum (7th level) 4 12 3 5th 6
14 +5 Wings 4 12 3 5th 6
15 +5 Mystic Arcanum (8th level) 4 13 3 5th 7
16 +5 Ability Score Improvement 4 13 3 5th 7
17 +6 Mystic Arcanum (9th level) 4 14 4 5th 7
18 +6 Scales 4 14 4 5th 8
19 +6 Ability Score Improvement 4 15 4 5th 8
20 +6 The Seals Break: Eldritch Master 4 15 4 5th 8
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Class Features

With this Sealed Dragon class, you gain the following features.


Hit Points

  • Hit Dice: 1d8 per level.
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

Proficiencies

  • Armor: Light Armour
  • Weapons: Simple Weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose any two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Light Crossbow and 20 bolts, or (b) any Simple Weapon
  • (a) a Component Pounch, or (b) an Arcane Focus
  • an Explorer's Pack
  • Leather Armour, any Simple Weapon, and two Daggers.

Pact Magic

Your own powers might have been Sealed, but you've learnt to draw from other sources. Your arcane research and the magic bestowed on you by your patron have given you facility with spells.


Cantrips

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


Spell Slots

The table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 warlock 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 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch 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 1st level, you know two 1st-level spells of your choice from the warlock spell list.


The Spells Known column of the table shows when you learn more warlock spells of your choice of 1st level and 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 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.


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


Spellcasting Ability

Charisma is your spellcasting ability for your warlock 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 (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.


Expanded Spell List

Refer the Sealed Dragon: Race section for information on your Expanded spell list. You can choose from this list of spells when learning a new spell.


The Seals Start to Fracture

The tiniest cracks have already begun to form in your Seals due to the pact you've struck with your Patron.


Starting at 1st level, your Patron bestows upon you the ability to draw out your latent, fearsome presence. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your spell save DC. The creatures that fail their saving throws are all Frightened by you until the end of your next turn.


Once you use this feature, you can’t use it again until you finish a short or long rest.


Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. A level prerequisite refers to your level in this class.


At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the table.


Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.


If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.


Refer to other sources for the list of available invocations.


Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.


Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.


You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.


Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.


When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.


Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.


Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.


If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.


Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.


Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.


Breath Weapon

The Seals on you start breaking. At 6th level, you can finally access your fundamentum and exhale destruction that defines a Dragon. Once per short or long rest you exhale a breath aligned with your ancestry as shown in the Dragon racial table. The damage die is d6, the number of dice is half your level (rounded down), and the save DC is your spell save DC. On a successful save, targets take half damage.


At 9th level, this breath can also recharge on a 20 on a d20, at 14th level, it recharges on 18 or above on a d20, and at 19th level, it recharges on 15 or above on a d20.


Claws

At 10th level, the Seals deteriorate further and you are now able to manifest your claws. They are considered Finesse weapons, and deal 2d6 damage on hit. They are not considered magical weapons for the sake of overcoming immunity or resistance.


Mystic Arcanum

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.


You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.


At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.


Wings

The Seals deteriorate further and allow you to unfurl your wings again. At 14th level, once per long rest, you are able to manifest your wings as a bonus action. These wings last 5 hours or till you dismiss them as a bonus action. To do so, you must be wearing light armour, or no armour. If you don any other armour while your wings are present, you take 5d6 bludgeoning damage every 12 seconds. If you are reduced to 0 HP by this damage, you cannot use your wings to fly till they are healed by a Heal spell or a Regeneration spell.


With your wings, you have a flying speed of 30 feet.


At 18th level, your flying speed increases to 60 feet.


Scales

At 18th level, your beautiful scales finally manifest. While not wearing any armour, your AC is 14 + Dexterity Modifier. Further, you gain damage resistance to elemental damage aligned with your ancestry and from non-magical melee damage.


The Seals Break: Eldritch Master

Broken and destroyed, your seals are finally gone but you have not lost the experience and power you have gained, adding to your already supreme true form. But despite this, there are lingering embers that burn from your seals and you cannot maintain your true form permanently ..... yet. Maybe one day, you will find the ability to permanently remove your seal.


At level 20, you can finally assume your true form. You shapeshift into an ancient Dragon equivalent of your draconic species as an action. You can’t use this ability again until you finish a long rest. You can stay in your Dragon form for 1d4 + 1 hours. You cannot extend or increase your time as your true form in any way.


While in your true form, the following limitations apply:

  • When you transform, you assume half the Dragon’s hit points and Hit Dice. When you revert to your sealed form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your sealed form. For example, if you take 10 damage in your true form and have only 1 hit point left, you revert and take 9 damage in your sealed form. As long as the excess damage doesn't reduce your sealed form to 0 hit points, you are not knocked unconscious.
  • Your breath weapon does 15d10 damage, instead of the damage indicated on the stat block.
  • If possible, your equipment drops to the floor. Worn items that are not magical (mundane armour, clothes) are destroyed during the transformation process. Any magical items on you (including worn) drops safely.

Your sealed form statistics are replaced by the statistics of the Dragon if they are higher (capped to 16) but you retain your alignment, personality, Intelligence, Wisdom, Charisma scores, and your HP while in sealed form. You also retain all of your skills and saving throw proficiencies. In addition, you become proficient in Strength, Dexterity, and Constitution saving throws if the Dragon is. If the Dragon has any legendary or lair actions, you cannot use them. You also do not gain legendary resistances.


Further, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.


 

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