Particularly ancient dragons absorb so much magic over their lifespans that they become as powerful as many other entities that are not quite gods, and can bestow this power accordingly. Whether they are chromatic or metallic, these great wyrms tend to have much more temporal and materialistic concerns that other such patrons. Warlocks they imbue are typically meant to be favored servants, to accomplish things in the world that the wyrm no longer can: locate and acquire treasure, identify and handle potential dragonslayers, scout and improve lairs, and herald the coming and demands of the wyrm when it leaves its own dwelling.

Unlike other forms of draconic servitors, warlocks patronized by these wyrms are not on course to become more dragonlike, but instead receive powers that improve their utility to their patrons. Most are found by other servants of the wyrm when they are young, and brought to the patron’s attention. Mortal lives flicker by in an eyeblink to the oldest of dragons, so there is always a need to identify and train new vassals, even should they not be of draconic heritage.

Pacts

  • Blade: These warlocks typically wield ornate and ancient weapons, a shadow copy of some relic that resides in the wyrm’s hoard.
  • Chain: Pseudodragons are by far the most common servitors for these warlocks, and often they have some distant heritage to the patron wyrm.
  • Tome: The warlock’s book of shadows is generally absurdly durable, an ostentatious construction of precious metals that survived centuries buried in the hoard before being loaned to a favored servant.
  • Blood: Blood-pact warlocks are not descendants of the wyrm, as those typically become draconic sorcerers. Instead, these warlocks are generally descended from long lines of servants to that particular dragon, even if the current warlock has forgotten the relationship. However, with the bond unformalized, echoes still tend to grant draconic features.

Features

Warlock Level Feature
1st Expanded Spell List, Avidity
6th Inurement
10th Lair Sense
14th Draconic Arcana

Expanded Spell List

The 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.

Spell Level Spells
1st absorb elements, chromatic orb
2nd dragon’s breath, locate object
3rd fireball*, protection from energy
4th leomund’s secret chest, stone shape
5th cone of cold*, legend lore

* This takes the energy type of the patron wyrm’s breath weapon (acid, cold, fire, lightning, or poison) instead of its normal energy type.

Avidity

At 1st level, you gain an innate sense of nearby metals, the better to unearth hidden treasure for your master.

You have blindsight to a range of 10 feet, but this only allows you to sense items made of metal. This allows you to fight a creature wielding metal weapons, wearing metal armor, or composed of metal (e.g., metal constructs) with no penalties from darkness. You are able to perceive constructions made largely of metal within this radius (e.g., to avoid metallic obstacles or traps in the dark).

Additionally, you have advantage on Wisdom (Perception) and Intelligence (Investigation) rolls to discover hidden metal objects within this radius, or to detect hiding creatures that are wielding, wearing, or made of metal. This sense is good enough to penetrate earth and stone, detecting treasure or mechanisms that are buried or behind walls/floors.

Inurement

Starting at 6th level, you have resistance to the damage type of your patron wyrm’s breath weapon (acid, cold, fire, lightning, or poison). Additionally, when you pass a saving throw that would allow you to take half damage from this damage type, you take no damage (instead of halving the damage twice from saving throw and resistance). Finally, you automatically succeed at saving throws to overcome the frightful presence of dragons.

Lair Sense

Starting at 10th level, you gain an intuitive sense of the space and dangers within underground areas and similar lairs.

You automatically know the exact dimensions of the empty space within which you stand, up to a mile away, even if the dimensions are shrouded in darkness. In particular this allows you to detect the presence of walls and ceilings shrouded in darkness, and indicates gaps that may be potential exits (though it does not give you information on the rooms or spaces beyond those exits). You can tell whether you are under an open sky or a large internal area (unless the area is so large the ceiling is over a mile away). This ability is similar to sonar, and may also reveal exits that are concealed by illusion or obstructions of less than a inch thick.

If the area you are in grants lair actions or similar natural hazards, you immediately know the particulars of these actions. If a particular creature controls these actions, you can sense what type of creature it is and whether it is currently present within the lair.

You ignore difficult terrain if it is made of stone or metal.

You gain Darkvision to a range of 60 feet. If you already have Darkvision, increase its range by 30 feet.

Finally, you gain advantage on saving throws against traps, and traps that make attack rolls have disadvantage when attacking you.

Draconic Arcana

Starting at 14th level, when you obtain your 6th, 7th, and 8th level mystic arcana, you can instead cast the following spells in place of the arcanum you have selected at that level:

  • 6th: forbiddence, guards and wards, move earth
  • 7th: mirage arcane, sequester
  • 8th: illusory dragon

Invocations

Wyrmtongue

Prerequisite: Wyrm patron and one of Beast Speech or Beguiling Influence

You gain Draconic as an additional language. Any creatures of the dragon type that cannot speak a language count as animals to you for purposes of speak with animals. You gain advantage on Charisma checks against any creature of the dragon type.

Lash of the Wyrm

Prerequisite: Wyrm patron

You learn one of acid splash, fire bolt, poison spray, ray of frost, or shocking grasp as a bonus cantrip (whichever matches the energy type of your patron’s breath weapon). This cantrip counts as a warlock cantrip for you, but doesn’t count against your number of cantrips known, and also counts as eldritch blast to qualify for any other invocations and benefits as if it was eldritch blast from those invocations.

After you have hit a target with this cantrip (even if it did not take damage due to energy immunity), until the end of your next turn, the target’s resistance to that energy type is decreased by one step (i.e., a creature immune to the energy becomes merely resistant and a creature that is resistant loses this resistance).

Blade Hoard

Prerequisite: Wyrm patron and Pact of the Blade feature

When you transform a magical weapon into your pact weapon, you do not lose access to previous magical weapons you’ve made into pact weapons. Whenever you summon your pact weapon, you can choose a different one of your weapons, but you can only have one present at a time (the previous one disappears if you summon another one). If any of these weapons requires attunement, the entire collection of weapons only counts as one attunement for you (but you only gain the benefits of the weapon you have currently summoned).

The ritual to bond a weapon still takes one hour. You can willingly break a bond to any of the weapons as your pact weapon, all bonds are broken if you die, and any or all of the weapons appear at your feet when their bond is broken.

Dragonrider

Prerequisite: Wyrm patron and Pact of the Chain feature

If you can find a willing dragon of at least one size category larger than you are, you gain a number of benefits riding it. You are considered proficient in any skills or tools required to use the dragon as a mount. You can mount or dismount as a bonus action. When you are mounted, you and the dragon can engage in telepathic communication. You are securely fixed to the dragon when mounted (an opponent must succeed at a difficulty 20 Strength (Athletics) check or similar to wrestle you free), even without a saddle, and have no difficulties casting spells or maintaining concentration while riding, even in dramatic aerial conditions.

Dragonmark

Prerequisite: Wyrm patron and Pact of the Tome or Pact of the Blood feature

Your patron has scribed an ancient sigil of dragonkind upon you or you have inherited it from your progenitors, turning your very flesh into a book. You may take one that of the supported dragonmarks for your race that is appropriate to your patron, changing your racial abilities to match the selected dragonmark. You qualify for the Greater Dragonmark feat.