Otherworldly Patron
At 1st level, a warlock gains the Otherworldly Patron feature, which offers you the choice of a subclass. The Wyrmlord is available to you when making that choice.
The Wyrmlord
You have entered a pact with a dragon whose power extends beyond that of even the most ancient of their kind — the wyrmlord. Wyrmlords are dragons that, either through age or sheer power, have the capacity to grant boons to mortals that they believe will be useful to them. Is this wyrmlord patron a benevolent figure, who wants to use your skills and mobility to spread order throughout the realms? Or are they a malevolent figure, who seeks to sew only chaos and destruction at your hand?
Those who forge pacts with wyrmlords come from myriad backgrounds. There are powerful dragon cults who follow the will of their wyrmlord master, whether for good or ill, as well as adventurers — or regular people — who stumble upon the lair of a reclusive wyrmlord by happenstance. Whatever the reason for your pact or by what means it was drawn, your wyrmlord master's will and power flows through you.
Entities that can be considered wyrmlord patrons are typically draconic gods or their servants, greatwyrms, or powerful draconic mages.
Expanded Spell List
The Wyrmlord 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, along with the spells associated in the table with your patron's elemental affinity.
Wyrmlord Expanded Spells (Common Types)
| Spell Level | Wyrmlord Spells | Acid Spells | Cold Spells | Fire Spells | Lightning Spells | Poison Spells |
|---|---|---|---|---|---|---|
| 1st | command | Tasha's caustic brew | frost fingers | burning hands | shower of sparks | ray of sickness |
| 2nd | dragon's breath | Melf's acid arrow | Rime's binding ice | scorching ray | forked lightning | blindness/deafness |
| 3rd | wind wall | acidic corrosion | sleet storm | Ashardalon's stride | lightning bolt | stinking cloud |
| 4th | Leomund's secret chest | vitriolic sphere | ice storm | wall of fire | storm sphere | grasping vine |
| 5th | summon draconic spirit | acid storm | cone of cold | immolation | control winds | cloudkill |
| 7th | draconic transformation | – | – | – | – | – |
Wyrmlord Expanded Spells (Uncommon Types)
| Spell Level | Wyrmlord Spells | Force Spells | Necrotic Spells | Psychic Spells | Radiant Spells | Thunder Spells |
|---|---|---|---|---|---|---|
| 1st | command | magic missile | inflict wounds | dissonant whispers | guiding bolt | thunderwave |
| 2nd | dragon's breath | vortex warp | wither and bloom | Nathair's mischief | moonbeam | knock |
| 3rd | wind wall | pulse wave | life transference | motivational speech | daylight | blink |
| 4th | Leomund's secret chest | gravity sinkhole | Mordenkainen's faithful hound | phantasmal killer | aura of life | thunderous pulse |
| 5th | summon draconic spirit | Bigby's hand | destructive wave | modify memory | dawn | destructive wave |
| 7th | draconic transformation | – | – | – | – | – |
Emissary of the Wyrmlord
Starting at 1st level, you gain the ability to speak, read, and write Draconic. Additionally, choose the type of dragon you made a pact with in the Wyrmlord Patron Table below, and their associated damage type.
Additionally, spells you learn from the Wyrmlord's Expanded Spell List that do not deal your chosen damage type, offer you a choice of damage types, or deal multiple damage types, (excluding bludgeoning, piercing, or slashing damage), instead only deal the damage type associated with your patron, even if the spell is normally incapable of doing so. Spells you learn from the standard warlock spell list or from another source are not affected by this feature.
Wyrmlord Patron
| DAMAGE TYPE | SUGGESTED OPTIONS |
|---|---|
| Acid | Black Dragon, Copper Dragon, Dracohydra |
| Cold | Dracohydra, Ghost Dragon, Sea Serpent, Silver Dragon, White Dragon |
| Fire | Brass Dragon, Dracohydra, Dragon Turtle, Gold Dragon, Iron Dragon, Red Dragon, Yellow Dragon |
| Lightning | Blue Dragon, Brass Dragon, Dracohydra |
| Poison | Dracohydra, Green Dragon |
| Force | Amethyst Dragon, Eyedrake |
| Necrotic | Fell Dragon, Shadow Dragon, Topaz Dragon |
| Psychic | Elder Brain Dragon, Deep Dragon, Emerald Dragon, Moonstone Dragon |
| Radiant | Crystal Dragon, Divine Dragon, Hollow Dragon, Moonstone Dragon |
| Thunder | Platinum Dragon, Sapphire Dragon |
Frightful Presence
Starting at 1st level, your patron grants you the ability to summon an illusory duplicate of itself when you attack, invoking fear within the creatures you wound. Once during each of your turns, when you deal damage with an attack or a spell, you can force a number of creatures of your choice up to your Charisma modifier who took the damage and are within 30 feet of you to make a Wisdom saving throw against your warlock spell save DC. If a creature fails the saving throw, that creature is frightened of you until the end of your next turn. If you can attack multiple times in a turn with a weapon, any number of creatures of your choice that you deal damage to must make the saving throw, provided the number of creatures you damage doesn't exceed your Charisma modifier.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Elemental Awakening
Starting at 6th level, your affinity for your patron's innate element grows. When you deal damage with the eldritch blast cantrip or a pact weapon, you can choose to deal damage of the damage type associated with your patron instead of the spell or weapon's usual damage type.
Additionally, when you roll a 1 on a damage die of the damage type associated with your patron, you can reroll it. You must keep the result of this new roll, even if the new roll is a 1.
Draconic Resilience
Starting at 10th level, you don a spectral cloak of dragon scales. You gain resistance to the damage type associated with your patron. Additionally, whenever you finish a short or long rest, you gain a number of temporary hit points equal to your warlock level + your Charisma modifier. While you have the temporary hit points granted by this feature, you have immunity to the damage type associated with your patron instead of resistance.
Lair Projection
Starting at 14th level, you can call upon your patron's power as an action, temporarily suffusing the area around you with a portion of the magical energy of your patron's lair. The projection encompasses a 60-foot sphere centered on you, and spreads around corners. The lair projection remains in its position for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
When you summon the lair projection, a controlled burst of elemental energy springs forth from the center of the lair projection towards a number of creatures up to your Charisma modifier (minimum of 1) that you choose within the lair projection. Those creatures must succeed on a Dexterity saving throw against your warlock spell save DC or take 8d6 of the damage type associated with your patron, or half as much damage on a success.
While the lair projection is active and you are within the lair projection's area, you know the precise location of any creature within its range, and the exact value of any treasure within its range. Additionally, if you are within the lair projection, you can produce one of the following effects as a bonus action on each of your turns, each affecting one creature within the lair projection. You can't use the same effect two rounds in a row:
- An effect associated with your patron lashes out at a creature, and attempts to pull or push them. The creature must succeed on a Strength saving throw against your warlock spell save DC or be moved up to 15 feet in a horizontal direction of your choice.
- An effect associated with your patron attempts to harry a creature's balance. The creature must succeed on a Dexterity saving throw against your warlock spell save DC or be knocked prone.
- A localized cloud containing an effect associated with your patron interferes with a creature's senses. The creature must succeed on a Constitution saving throw against your warlock spell save DC or become blinded until the end of your next turn.
Once you use this feature, you can't use it again until you finish a long rest.
Spells
Spells
| Level | Spell | School | Conc. | Ritual | Class |
|---|---|---|---|---|---|
| 5 | acid storm | Conjuration | Yes | No | Druid, Sorcerer, Wizard |
| 3 | acidic corrosion | Conjuration | No | No | Sorcerer, Wizard |
| 2 | forked lightning | Evocation | No | No | Sorcerer, Wizard |
| 1 | shower of sparks | Evocation | No | No | Sorcerer, Wizard |
| 4 | thunderous pulse | Evocation | No | No | Bard, Sorcerer, Wizard |
Acid Storm
5th-level conjuration
Casting Time: 1 action
Range: 300 feet
Components: V, S
Duration: Concentration, up to 1 minute
Acid rain begins falling within a 40-foot-radius, 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 8d4 acid damage and become covered in acid, or half as much damage while not becoming covered in acid on a success. A creature covered in the acid takes 2d4 acid damage at start of each of its turns. The acid remains for the duration, or until a creature uses its action to scrape or wash the acid off itself or another creature.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 3rd.
Acidic Corrosion
3rd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You conjure a globule of highly corrosive acid, which you hurl at a target within range. The target must make a Dexterity saving throw. On a failure, the target takes 8d4 acid damage and becomes covered in acid, or half as much damage while not becoming covered in acid on a success.
A creature covered in the acid takes 2d4 acid damage at start of each of its turns. The acid remains for 1 minute, or until a creature uses its action to scrape or wash the acid off itself or another creature.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 3rd.
Forked Lightning
2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Three arcs of lightning run down your forearm, which you can hurl at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each arc. On a hit, the target takes 1d12 lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional arc for each slot level above 2nd.
Shower of Sparks
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
A wide shower of sparks erupts from your outstretched fingers. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Thunderous Pulse
4th-level evocation
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S
Duration: Instantaneous
You create a shockwave of thunderous force in a 30-foot cone. Each creature in that cone must make a Constitution saving throw. A creature takes 5d8 thunder damage on a failed save, or half as much damage on a successful one. Every creature that fails the save is pushed 20 feet away from you. In addition, unsecured objects that are completely within the cone are likewise pushed the same distance.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 and the distance pushed increases by 5 feet for each slot level above 4th.
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