Base Class: Cleric
Dragon Domain Spells
| Cleric Level | Spells |
|---|---|
|
1st |
Absorb Elements, cure wounds |
|
3rd |
lesser restoration, Prayer of Healing |
|
5th |
beacon of hope, revivify |
|
7th |
death ward, Divination |
|
9th |
mass cure wounds, Greater Restoration |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.
Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Channel Divinity - Divine Weapon
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. You gain the following effects:
- Your Weapon Attack deals an additional 1d8 radiant damage
- You Heal yourseld equal to the amount of radiant damage you dealt
Channel Divinity - Protection
Starting at level 6, you can use your Channel Divinity to create a sphere that offers supreme protection.
As an action, you raise your holy symbol and create a sphere of divine energy with a radius of 10 feet around you. This sphere forces enemies to roll a Strength save or be pushed out of its confines, and also forces a Strength save every time they attempt to enter it. It also grants you and allies within it advantage on all saving throws and imposes disadvantage on attack rolls made from outside the sphere aimed at those inside.
You may use your action to maintain concentration on the Bulwark (as if it were a spell) for up to a number of rounds equal to your Wisdom modifier. (If you are incapacitated or use your action for anything other than maintaining this effect, the sphere immediately vanishes.) Concentration checks to maintain the Bulwark do not benefit from the advantage the sphere provides.
Divine 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Dragon Call
Starting at 17th level, you can present your holy symbol and pray to your deity for help.
You pray to your deity to send a dragon to help you. Roll a d100. If you roll a 0-24, you summon a dragon wyrmling of your chosen type. If you roll a 25-95, you summon a young dragon of your chosen type. If you roll a 96-100, you summon an adult dragon of your chosen type. The dragon takes 1 round to get to you. The dragon is friendly to you and your allies, and will mostly obey your commands. It stays for 1 hour, and then flies off.