Dragon King
Only the mightiest of dragons ascend to such power that they become like gods, fewer even bend to notice the mortal beings who plead to share their power, such as Ashadarlon the Red and Borys of Ur Draxa.
#### Expanded Spell List
|Level|Spell|
|:---:|:---|
|1st|Command, Thunderwave|
|2nd|Suggestion, See Invisibility|
|3rd|Bestow Curse, Lightning Bolt|
|4th|Polymorph, Stoneskin|
|5th|Cloudkill, Scrying|
#### Fearsome Presence
At 1st level, the dread presence of your patron lingers about you like a fearsome cloak. As an action, you cause all foes within 15 feet of you to make a Wisdom save versus your Warlock spell DC. On a failure, the creature is frightened of you. Each round at the end of its turn, the creature can make another save to negate the effect.
Once you use this ability, you cannot use it again until you take a short or long rest.
#### Cloak of the Dragon
At 6th level, you surround yourself in the shimmering manifestation of the dragon lord, its wings protectively enveloping you as it shields you with its body. As a reaction, you can roll 1d10 and either add the result to a saving throw or reduce the damage from an attack by the result's amount.
Once you use this ability, you cannot use it again until you take a short or long rest.
#### Dragonhide
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
#### Fury of the Dragon Lord
Starting at 14th level, when you hit a creature with an attack, you can use this feature to cause your patron to momentarily materialize and devour the target. The creature disappears and is trapped in the otherworldly bowels of your patron. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. The target takes 10d10 acid damage as it reels from its horrific experience. Once you use this feature, you can't use it again until you finish a long rest.
The Dead God
Drifting amid the Astral plane or buried in inaccessable areas of forgotten realms dream the dead gods. Stiffened as a corpse, their names forgotten and robbed of worshippers, they are still storehouses of powerful magic to those who know how to unlock the secrets of their ancient powers.
#### Expanded Spell List
|Level|Spell|
|:---:|:---|
|1st|Bane, Inflict Wounds|
|2nd|Augury, Hold Person|
|3rd|Animate Dead, Bestow Curse|
|4th|Death Ward, Divination|
|5th|Bigby's Hand, Contact Other Plane|
#### Join the Dead
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your
Charisma modifier + your warlock level (minimum of 1).
#### Stone Dead
At 6th level, as a reaction, you can momentarily turn your body to a stone-like corpse. This gives and AC of 20 and you gain damage resistance to all forms of damage until your next turn. You can instead use this ability to end any one of the following conditions you may suffer from - charmed, exhausted (1 level), frightened, paralyzed, petrified, or poisoned.
Once you use this ability, it cannot be reused until you take a short or long rest.
#### Undying
At 10th level, as an action you begin regenerating lost health. For the next minute, you regenerate your Constitution modifier (minimum 1) in hit points per round. This regeneration stops if you are reduced to 0 hit points. Once you use this ability, you cannot reuse it until you take a short or long rest.
#### Realm of the Dead God
At 14th level, you become infused with the unholy power of your patron. The landscape about you (in a 30 foot sphere) twists to resemble the realm of your dead patron, shaping it harmlessly as you see fit. Likewise, whenever you use your warlock abilties, the target of your abilities takes an addition 1d6 psychic damage. This ability lasts for one minute, after which the terrain returns to its former appearance.
You must finish a short or long rest before using this feature again.
Hearthstone Lords
The hearthstone lords are a collection of powerful spirits or demigods that collectively grant divine powers to those who respect their protective and conservative ways. These powerful elemental spirits prefer to remain anonymous, though they openly rappor with those who know the secrets to locate and appease them.
#### Expanded Spell List
|Level|Spell|
|:---|:---|
|1st|Bless, Healing Word|
|2nd|Aid, Enhance Ability|
|3rd|Beacon of Hope, Magic Circle|
|4th|Death Ward, Guardian of Faith|
|5th|Dispel Evil and Good, Mass Cure Wounds|
#### Advisor Spirits
Starting at 1st level, you can commune with the spirits you rever, who will answer your questions to the best of their ability. If you take one minute to converse with these spirits, they will truthfully answer one question you pose related to the area around you. The DM determines the actual answer recieved, but the spirits generally know information as if they had been an observer living in the area for years. Once you use this ability, you cannot use it again until you take a short or long rest.
#### Protective Ward
At 6th level, the spirits you honor lend you some protection in combat. As a reaction when you or an ally within 30 feet are hit, you can reduce the damage taken by 1d10 + half your Warlock level. Once you use this ability, you cannot use it again until you take a short or long rest.
#### Elemental Resistance
At 10th level, choose one of the following elements - acid, fire, ice, lightning or thunder. You gain resistance to the chosen element. You can change the element you gain resistance to after a short or long rest.
#### Unassailable Dome
At 14th level, you can summon friendly spirits to protect you and your companions from harm. As an action, you reduce your speed to 0, but create a 10-foot diameter dome around you that gives you and those within the dome immunity to all damage from non-weapon attacks, damage immunity to bludgeoning, peircing and slashing damage from non-magical weapons and advantage on all saving throws against other effects. Furthermore, those within the dome cannot be charmed, dominated or possessed. A Dispel Magic or similar effect can bring down the dome, though it is treated as a spell of the highest level you can cast. Maintaining the dome requires concentration, and remains in effect for up to 1 minute. Once you use this ability, you cannot use it again until you take a long rest.
The Legendary Mansion
This ancient and arcane building was built and enchanted with great magics. It is equally a base of operations as well as a storehouse of great magical power. At some point, the mansion grew semi-sentient, at least to the point to grant arcane power to those who call it home. Example patrons include Shadowborn Manor, White Hall of the Miskatonic University and Mordenkainen's Greyhawk Mansion.
#### Expanded Spell List
|Level|Spell|
|:---:|:---|
|1st|Sanctuary, Unseen Servant|
|2nd|Arcane Lock, Locate Object|
|3rd|Spirit Guardians, Tiny Servant|
|4th|Dimension Door, Mordenkainen's Private Sanctum|
#### House of Knowledge
At 1st level, you can mystically drawn upon the tomes and librams stored at the mansion to remember or know information. You gain proficiency in two Intelligence-based skills of your choice.
Furthermore, once per long rest you can focus your mind on a single question and enter a trance-like state of introspection. After an uninterrupted minute, you snap out of the trance with the answer to your question - if such an answer could be found in a book or tome, as determined by the DM.
#### Walled Wards
At 6th level, you can draw on the mystical protections of your patron manor, protecting yourself. As a reaction to being hit by an attack, you gain resistance to the attack's damage type until the start of your next turn. You can do this a number of times equal to your proficieny modifier. After a long rest, you regain all uses of this ability.
#### Foundation's Strike
At 10th level, you can draw on the arcane magic of the house's secrets to strike down your enemies. When you hit an enemy with your Eldritch Blast, the target cannot use any reaction ability in response to the attack.
Furthermore, when you hit a target with one of your attacks, you can choose to attempt to restrain one target. The target makes a Wisdom saving throw. On a failure, it is restrained. As an action, the target can make a Athletics (Str) or Acrobatics (Dex) skill check to end the condition. Once you use this latter ability, you cannot use it again until you take a short or long rest.
#### Guardian of the Grounds
At 14th level, you can call on the arcane wards of your patron to deal with a foe. As an action, choose a number of targets equal to your Charisma modifier within 120 feet (min 1), who must make a Wisdom saving throw. On a failure, the target takes 10d6 force damage and is incapacitated. On a success, the target takes half damage. At the end of each of its turns, the target can make a subsequent Wisdom saving throw to end the condition. Once you use this ability, you cannot use it again until you take a long rest.
The Legion
Warlocks with this unusual patron are actually a conglomoration of lost souls that manifest within a single body. Each such trapped soul slightly alters the outward appearance and personality of the warlock when it manifests. In rare cases, memories may even be compartmentalized and the manifestation of certain personalities may be beyond the concious control of the afflicted.
#### Expanded Spell List
|Level|Spell|
|:---:|:---|
|1st|Disguise Self, False Life|
|2nd|Alter Self, Mirror Image|
|3rd|Meld into Stone, Gaseous Form|
|4th|Banishment, Polymorph |
|5th|Animate Objects, Contact Other Plane|
#### Ten Voices
At 1st level, as an action you can make yourself proficient in understanding or speaking a language that you have heard. Your proficiency lasts until you use this ability to switch to another language or you take a long rest.
Furthermore, as a ritual that takes 10 minutes, you can make yourself proficient in one skill of your choice. You cannot apply this ability to a skill you already are proficient in. The proficiency lasts until you use this ability to switch skill proficiency or you take a long rest.
#### Hidden Power
At 6th level, for each invocation slot you possess, choose two invocations. At dawn each day, choose which invocations are active. As a ritual that takes 10 minutes, you can swap one active invocation for another invocation you know that is not currently active.
#### A Hundred Minds
At 10th level, you are immune to being charmed and gain resistance to psychic damage.
#### The Horde Unfurled
At 14th level, you can manifest your multiple psyches to devastate your foes. As an action, all enemies within 60 feet of you must make a Wisdom saving throw against your spellcasting DC. On a failure, the target takes 7d6 psychic damage and is beguiled by you. While beguiled, you can take a bonus action to telepathically order each beguiled target within 60 feet to perform an action of your choice or you can choose to incapacitate the target and deal an additional 2d6 psychic damage to the target. You can command one or more targets to act while choosing to incapacitate others. At the end of each of its turn, the target can make another Wisdom saving throw to attempt to negate the beguilement. After one minute, any creatures still beguiled by this ability are freed of the effect.
Once you use this ability, you cannot use it again until you take a long rest.