Cleric
Base Class: Cleric

Gods of dragons - including Bahamut, Tiamat, Faluzure, Io, and various lesser deities - are few compared to other gods but inspire fear and awe from many. Their followers are mighty dragons or more humanoid servants such as dragonborn, kobolds, half dragons, or others that revere the legendary dragon gods. In particular, Bahamut and Tiamat both have a strong following of non-draconic worshippers. Devotees of the Platinum Dragon, king of metallic dragons, spread their god's ideals of justice, compassion, and goodness. Meanwhile, worshippers of the evil Dragon Queen, mother of chromatic dragons, revel in her greed and need to elevate dragons above all others. Clerics of the dragon gods glorify the power of dragons, while seeking to assist and protect those dragons who are aligned with their dragon god.

Domain Spells

You gain domain spells at the cleric levels listed in the Dragon Domain Spells table. See the Divine Domain class feature for how domain spells work.

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Draconic Blesing

From 1st level, your god bestows you with the blessing of one of its draconic children. You must choose a dragon from the Draconic Blessing table. The damage type and breath weapon associated with each dragon is used by features you gain later.

Channel Divinity: Dragon's Wrath

Starting at 2nd level, as an action, you can use your Channel Divinity to unleash a devastating exhalation of energy. Your Draconic Blessing determines the size, shape, and damage type of your breath weapon.

When you use this breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your Draconic Blessing. A creature takes 3d8 + your cleric level damage on a failed save, and half as much damage on a successful one.

Legendary Protection

At 6th level, your deity rewards you with the fabled protection of their draconic children. You gain resistance to the damage type of your Draconic Blessing. If you already have resistance to that type from another source, then you can instead reduce damage of that type by an amount equal to your Wisdom modifier (minimum of 1) after halving the damage.

Draconic Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the type associated with your Draconic Blessing to the target. When you reach 14th level, the extra damage increases to 2d8.

Shock and Awe

At 17th level, you can unleash a true dragon's roar that terrifies your enemies and inspires your allies. As an action, choose any creatures that you can see within 30 feet of you. If the creature can see and hear you, it must succeed on a Wisdom saving throw against your spell save DC.

On a failed save, the creature becomes frightened of you 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. If a creature's saving throw is successful or the effect ends for it, then the creature becomes immune to your Shock and Awe for the next 24 hours.

Additionally, all friendly creatures within 30 feet of you can make their next attack with advantage or make a saving throw against one effect on themselves, provided they can hear you.

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