Dragon God Patron

## Otherworldly Patron

### The Dragon

In Time before time Giant reptilian Beast flew across the sky reigning death and destruction upon the people of Aroura, While the name of their god is lost to time Warlocks have found ways to access the great lost Divine beings prowess and gain boons from the all but dead Melodonic being.

The Dragon God is said to shift from form to form in a ever chaotic shift of balance, each form that of another one of his now extinct Awakenings.

##### Dragon Patron Element

 Blue
 Brass
 Bronze
 Copper
 Gold
 Green
 Red
 Silver
 White

Your Patron's motivation compels you to search for wealth and hoard magical objects, be it to protect the world from them or for their own amusement.

##### Dragon Features

 6th
 10th
 14th

#### Expanded Spell List

The Dragon 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, depending on the color of your Dragon patron.

#### Bonus Cantrip

At 1st level, you learn an additional cantrip based on your patron, as shown below. It is a warlock cantrip for you, but it doesn't count against your number of cantrips known.

 Blue
 Brass
 Bronze
 Copper
 Gold
 Green
 Red
 Silver
 White

#### Dragon Aura

Starting at 1st level, your patron bestows upon you the ability to project the inspiring and frightening presence of the dragons. As an action, you can cause awe or fear upon up to three creatures of your choice within 30 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), whenever a target makes an attack roll or a saving throw before this ability ends, the target must roll a d4 and either add (if you choose awe) or substract (if you choose frighten) to the attack roll or saving throw. The effect on a target also ends if the target is ever outside the aura's range or if it has total cover from you.

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

#### Dragon Breath

At 6th level, your patron grants you the ability to exhale destructive energy from your mouth, emulating their terrible breath. You can use your action to exhale energy of the type associated with your Dragon patron. Your Dragon patron also determines the shape of the exhalation.

##### Dragon Breath Descriptions

Each creature in that area must make a Dexterity saving throw, taking 4d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 6d6 at 11th level, and 8d6 at 16th level.

You can use your Dragon Breath twice between long rests, three times between long rests starting at 11th level, and four times between long rests starting at 16th level.

#### Dragon Essence

As you prove yourself to be a useful asset to your Patron, their essence flows through your body, granting you some of their magical resilience.

At 10th level, you gain resistance to the damage of the type associated with your Dragon patron. At 18th level, this resistance turns into immunity.

Also starting at level 10th, your hit point maximum increases by an amount equal to your warlock level. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point.

Additionally, starting at level 10th, you can cast *polymorph*on yourself at minimum level once without expending a spell slot or material components. You can't do so again until you finish a long rest.

#### Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

On the same turn you activate this ability, you can use your action to draw on your patron power and exude an aura of awe or fear (your choice) to a distance of 120 feet. Until the end of your next turn, each hostile creature that starts their turn in this aura must succeed on a Wisdom saving throw or be charmed (if you choose awe) or frightened (if you choose fear) until the aura ends. A creature that succeeds on this saving throw is immune to being charmed or frightened by you for 24 hours.

Once you use this part of the ability in this manner, you can't use it again until you finish a long rest.