Paladin
Base Class: Paladin

tenets go here

4-5 ideals of the class. vigilance, honor, etc etc

Channel Divinity

Dragon's Flight. As a bonus action, you may call upon the dragons of old to grant you their ability to fly. Spectral dragon wings appear and grant you a fly speed of 60ft for one round. At the start of your next turn, if you are still flying, you begin to fall. You take damage if you fall further than 10ft. Every subsequent 10ft is worth 1d6 of bludgeoning damage.

If you already have a fly speed, it increases by 30ft for one round.

Smite of the Dragon. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action to cause Dragon's fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. If the second creature is an enemy, it takes fire damage equal to the smite damage you just rolled. If the target is an ally, it heals for the same amount.

Oath Spells

Paladin Level Spells

3rd

command, heroism 

5th

dragon's breath, earthbind

9th

 fear, protection from energy

13th

freedom of movement, guardian of nature

17th

flame strike, summon draconic spirit

Improved Divine Sense

Because of your connection to ancient dragons, and the War of Sky and Stone, your Divine Sense allows you to sense the presence of Dragons and Giants.

When you use your Divine Sense, you can also detect the location of dragons and giants. Additionally you can detect the presence of any leyline nexuses within 60 feet of you.

Aura of the Elements

Beginning at 7th level, ancient draconic magic lies so heavily upon you that it forms an elemental ward. You and friendly creatures within 10 feet of you have resistance to draconic elemental damage. (Acid, Cold, Fire, Lightning, and Poison)

At 18th level this Aura increases to 30ft

Dragon's Sight

At 15th level you gain the following benefits

  • You gain darkvision out to 60ft. If you already have darkvision it extends to 120ft,
  • You may cast See Invisibility without using a spell slot. Once you use this feature you cannot use it again until a Short or Long Rest.

Avatar of Sky and Stone

At 20th level, your appearance takes on aspects of an ancient wyrm. For example, your skin might take on a scale like texture and color, your pupils may become slitted, or you might sprout horns.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You have advantage against any creature that is at least one size class larger than you.
  • You have True Sight up to 60ft
  • You have advantage on saving throws against breath weapons.
  • Elemental damage you do ignores a creature's resistances. Additionally, if a creature is immune to the elemental damage type you deal, it is instead treated as resistant.

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

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