5e SRD >Class Options >

Gold Dragon

You have gained the patronage of a gold dragon. Your patron rarely reveals itself to humanoids, so there is something special about you that inspired it to sponsor you. Perhaps it sees you as a kindred spirit, one with the ability to conquer evil or make the world a better place. In exchange for your promise to combat evil in all of its guises and an occasional gift of pearls or gems, your patron has gifted you with the power to wield fire to thwart your enemies.

Expanded Spell List

Gold dragons let 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. The cantrip listed at 1st level is considered a 1st level spell for you.

Gold Dragon Expanded Spells
Spell Level Spells
1st burning hands, fire bolt
2nd alter self, scorching ray
3rd fireball, water breathing
4th polymorph, wall of fire
5th dream

Aspect of the Gold Dragon

Starting at 1st level, you either gain darkvision 60 feet, a swim speed of 25 feet, or resistance to fire (your choice).

Glimpsing the Future

At 6th level, you can see moments into the future allowing you to be better prepared to engage with others. You gain advantage on initiative rolls.

Strength-sapping Breath

At 10th level, you gain a breath weapon that weakens your opponents while simultaneously bolstering your strength. When you exhale a 30-foot cone of strength-sapping energy as an action, each enemy in the area must succeed on a Strength saving throw or have disadvantage on melee attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. For 1 minute after exhaling your strength-sapping breath, you have advantage on Strength-based attack rolls, Strength checks, and Strength saving throws.

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

Dream On

At 14th level, you can impose a dream state upon your foes. As an action, choose up to two creatures that you can see within 60 feet of you. A targeted creature must make a Wisdom save. On a successful save, the target is briefly distracted by the memory of a bad dream and attacks with disadvantage for one round. On a failed save, the creature takes 5d10 psychic damage, one level of exhaustion, and is paralyzed as nightmare visions assail its mind. A target can repeat the saving throw at the end of each of its turns to end the paralysis effect. A creature that has taken damage on the round it makes its save has advantage on the saving throw roll. Once you use this feature, you can’t use it again until you complete a long rest.

Section 15: Copyright Notice

Archetypes of the Age: Dragons © 2022, Beyond the Horizon; Author: Beth Jones

This is not the complete section 15 entry - see the full license for this page