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Dragon Thrall-Pact of the Bullet

You have made a pact with a powerful ancient dragon. As they are busy guarding their treasure hoard, they need you to go out and rid the world of those that would seek to steal their treasure. The type of dragon determines both the expanded spell list that you get and the types of subclass features you will get. When you choose the type of dragon that you make a pact with, you will first choose the dragon type such as Chromatic, Metallic, and Gem. Then you will pick one of the associated color options.
Chromatic has:
  • Black-Acid
  • Blue-Lightning
  • Green-Poison
  • Red-Fire
  • White-Cold

Metallic Has:
  • Brass-Fire
  • Bronze-Lightning
  • Copper-Acid
  • Gold-Fire
  • Silver-Cold

Gem Has:  
  • Amethyst-Force
  • Crystal-Radiant
  • Emerald-Psychic
  • Sapphire-Thunder
  • Topaz-Necrotic
hit dice: d8
hit points at 1st level: 8+Con Mod
hit points at higher levels: d8+ConMod
armor proficiencies: Light
weapon proficiencies: Simple Weapons
tools:
saving throws: Charisma And Wisdom
skills: choose 3 from the whole list
starting 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 pouch or (b) an arcane focus
(a) a scholar’s pack or (b) a dungeoneer’s pack
Leather armor, any simple weapon, and two daggers
spellcasting:
Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
    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 Warlock table.
    Spell Slots The Warlock 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 Warlock 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.
class features:

Expanded Spell List


Wall of Sand                                        
Spell LevelBaseChromatic (Evil)Metallic (Good)Gem (Neutral)
1 Produce Flame Bane Heroism Animal Friendship
2 Nathair's Mischief Heat Metal Lesser Restoration Alter Self
3 Ashardalon's Stride Bestow Curse Beacon of Hope
4 Storm Sphere (Your Patron's Element) Compulsion Aura of Purity Guardian of Nature
5 Summon Draconic Spirit Animate Objects Circle of Power Wrath of Nature
7 Draconic Transformation

 

Produce Dragon Flame


Starting at 1st level, You know the Produce Flame Cantrip. This does not count against the Cantrips you know. And it works differently than the normal cantrip. For 1, the damage type is the damage element associated with your patron. Whenever you hit the enemy with the cantrip, it marks them for 1 minute. When you hit an enemy with this cantrip, they are marked for 1 minute. When YOU hit them with damage of that element type again in that minute, you consume the mark and add another damage dice of the spell used to the damage roll. this mark does not stack when you hit them with this cantrip back to back, but rather it consumes the mark like any other instance would and applies a new mark. At level 5, you may apply your charisma modifier to the damage roll of the cantrip. At 11th level, the range increases to 75ft. At 17th level, if you attack a marked target with this cantrip, you get advantage on the attack roll.


Going Places


Starting at 1st level, you get a swimming and climbing speed equal to your walking speed.


 

Eldritch Invications


In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
    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 Warlock 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.
 

Pact of the Bullet


Level 3   This Pact Boon has different forms that you can swap between. Each form does different things that supplement your spells and/or cantrips in different ways.
This Ethereal Gun counts as a spell focus for you
You may switch form as a free action once on your turn. To do so again, you must sacrifice half your movement. If you wish to swap forms again or dont have the movement to spend, you must use your bonus action.
Forms:

Pistol Form- This form effects your ranged attack roll cantrips. If you cast a cantrip that has a ranged attack roll, you may add 1 more damage dice of force damage to the damage roll. The dice size is the dice of the cantrip. The range is extended by 10ft and 10 more for each cantrip level up (5,11,17)
Rifle Form-This form effects ranged attack roll spells of first level or higher. If you cast a ranged attack roll of first level or higher while wielding this form, you can add 50ft t the range. you can also add 1d6 force damage for each level of the spell cast.
RPG Form- This form effects spells and cantrips that force the enemy to mace dexterity/strength saving throws. if an enemy fails the saving throw for your spell, you may add 1d8 1d8 force damage per level of the spell. if they succeed, you may add 1d4 force damage per level of the spell. If it is a cantrip, you may add the dice worth for the cantrip level.
Flashbang Form-This form effects spells and cantrips that force enemies to make wisdom, charisma, intelligence, and constitution saving throws. this extends the range of the area effected by 5ft per level of the spell. If an enemy fails the roll, you may target 1 more enemy with this spell as long as they are in the range. This only happens 1 time per spell cast.
Holster Form- It's difficult to keep the conversation light when weapons are out. when you put away your ethereal weapon, it swaps to a trinket that wouldn't be absurd to see someone carrying around and fiddling with. Either come up with something that the DM agrees with or roll on the table below if you cant decide.This one doesnt necessarily help with spells, but it stil has its uses. While you have your trinket, you get expertise with 1 of the 5 charisma skill that you already have proficiency with. You can change which one each level.


ASI And Feats


Levels 4, 8, 12, 16, and 19 You may Choose to put 2 plus 1's each into 2 abilitiy scores, Put both plus 1's in 1 ability score, or Take a feat from the feats list.


The Gift I Give To You


At level 5, you may regen 1 spell slot with a call to your patron. You channel for 1 minute dropping any spells you are concentrating on. You may still cast spells, but concentration will not hold. Attacks will not stop your channel, but dropping to 0 hit points will stop the channel and you miss out on it. You may do this once per long rest. You may only channel to regenerate a used spell slot. You may not channel to get more spell slots than warlock has at that level.    


Aspect of the Dragon


Starting at 6th level, you gain advantage against saving throws for being charmed or frightened.
  If your patron is a metallic dragon, you can gain spectral wings. As an action, you summon wings and can fly for 10 minutes proficiency modifier amount of times per long rest. Your flying speed is equal to your walking speed and you can hover. This does not take concentration.
If your patron is a chromatic dragon, you gain the ability to racially polymorph and blend in with the mortals. You can polymorph to look like any race that you have interacted with. You look like the same version of that race each time. You have a total time of 1 hour per day that you can be polymorphed. If you drop the polymorph, you can no longer look like that race for the day. The time limit extends to 2 hours at level 10, 3 hours at level 14, and unlimited at level 20. While polymorphed, you do not gain knowledge of the race's customs nor language.
If your patron is a gem dragon, your swimming and climbing speeds increase to double your walking speed. You also get advantage on rolls to hold your concentration. At level 14, your DC to keep concentration on a spell can't be higher than 15.    


 

Dragon's Resilience


Starting at 10th Level, you gain expertise in any charisma ability rolls that you have chosen and dont already have expertise in. You also gain resistance in the element of your patron as well as ignore enemy resistance of your patron's element.
 
 

Mystic Arcanum (6th)


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.
 

Mystic Arcanum (7th)


At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-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.


Ancient Magics


Your patron has an answer for almost everything as one would when they are one of the oldest beings in the realm. You may ad 1d8 damage to any of your saving throes that an enemy succeeds on and 2d8 on a failure.
  Also, you may consume an eldritch blast (or special spell slot if you got rid of the eldritch blasts) and as a bonus action, you may make a breath weapon attack. in a 30ft cone in front of you, enemies must make a charisma saving throw against your spell save DC. The damage is 4d8 of your patron's element type on a save and half as much on a success. At level 20, this damage increases to 6d10.

No Refunds on Gifts


At level 14, you get the ability to channel it to regenerate 2 spells. You may also channel to get your 6th level Arcanum slot back. This is a separate channel. Both instances can be used once per long rest. Again, you may only use this to regenerate the spell slots.
 

Mystic Arcanum (8th)


At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-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.


Mystic Arcanum (9th)


At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-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.
    You regain all uses of your Mystic Arcanum when you finish a long rest.


Can't Turn Back Now


At level 20 you may channel to regen all 4 spell slots back. You can do this once per long rest. After this, you may still channel to get regen 2 spell slots back. This may happen once per Long rest. You may also regenerate your 6th and 7th arcanum slots. Those are individual channels and come back on a long rest. These all may only be used to regenerate your spell slots and not to add spell slots
subclass options:

Created by

Lord Retrospect.

Statblock Type

Class Features

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