Some Warlocks are able to strike a pact with the god of all dragons, or the elemental source of dragonkind. Exactly who this is can vary from setting to setting—indeed, some settings have multiple dragon gods. In this case it is up to the player to determine which deity becomes their patron. As a result, the warlock gains expanded spells, and abilities at levels 1, 6, 10 and 14.
|1||Burning hands, sleep|
|2||Acid arrow, scorching ray|
|3||Lightning bolt, stinking cloud|
|4||Dominate beast, ice storm|
|5||Cone of cold, cloudkill|
At 1st level, choose a type of energy from these types: acid, cold, fire, lighting or poison. The energy type you choose is based on your affinity for a specific dragon, and represents the type of breath weapon that dragon uses. Once chosen, this energy type can never be changed.
In addition, starting at 1st level, you may cause each creature within ten feet of you to make a wisdom saving throw against your warlock spell save DC. Those creatures who fail their saving throws are frightened 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.
One With The Dragon
Starting at 6th level, you gain an improved affinity to the energy type you chose at first level. You gain advantage on all saving throws against attacks from that energy type, and resistance to damage of that energy type.
In addition, you gain darkvision out to a 120 ft. range.
Skin of the Dragon
Beginning at 10th level, your skin takes on a scaly sheen, which carries the vague hue of the dragon with whom you are destined to pair. You gain an Armor Class equal to 14 + your Dexterity modifier. This AC does not stack with worn armor.
Power of the Dragon
At 14th level, all of your attacks are treated as magical and deal an extra 2d6 damage, of the energy type with which you have affinity. In addition, you grow claws and fangs, which grant you a claw attack or bite attack dealing 1d6 damage. Finally, you gain multiattack; you can make one claw attack and one bite attack every round, in addition to your weapon attack.
At 17th level, you receive a mystical calling from your dragon god to begin the process of Binding. You see the creature in dreams and hear whispers from your patron guiding you inexorably forward to find the creature. These dreams and visions will guide you to the place where you will first meet the dragon, which may or may not be its lair.
Familiars & Companions, Copyright 2017, Troll Lord Games; Author Casey Christofferson, Justin Bacon, Tommy Ruteledge, Josh Hubbel, Lance Hawvermile, Luke Johnson, Stephen Vogel and Dave Zenz.