Paladin
Base Class: Paladin

Throughout history, as dragons have inhabited the realms of twilight, there have been individuals who have been captivated by their power, leading them to revere these majestic creatures as deities. These individuals often commit their lives to the principles and beliefs associated with dragons. The Oath of the Dragon is composed of paladins from diverse backgrounds who have sought out a specific dragon, feeling a profound influence or a call to serve, and have dedicated their very essence to that dragon. While some paladins utilize the benevolent powers bestowed upon them by noble dragons to assist those in need, others may embrace the darker, more destructive strength provided by malevolent counterparts. Additionally, some individuals dedicate their time to exploring the uncharted areas of the multiverse in pursuit of knowledge.

Tenents: The paladin will take on different paths depending on their alignment.

Good Aligned (Bahamut)

Value: A dragon's true hoard is shown in the face of adversity. Inspire your friends to fight alongside you for good purposes.
Incorruptible: Demonstrate purity in your actions, in addition to your words.
Discipline: Be the protector with pure willpower. Learning from mistakes will grant you wisdom.

Neutral Aligned (Sardior)
Knowledge: Gold comes and goes in worth, but information and secrets are invaluable.
Balance: The troubles of other beings aren't a concern.
Explorer: Never fear the winds of change, search for the horizon.

Evil Aligned (Tiamat)
Power: A dragon's true hoard is represented when you show your power egregiously in the face of adversity.
Dominate: Those who defy your will deserve death and nothing else.
Merciless: Hesitation is weakness when executing your oath.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Dragon's Breath. You can use your Channel Divinity to invoke the breath of a dragon god. As an action, you can have a breath weapon for 10 minutes.

If you are Good aligned, you can exhale Bahamut's Exalting Breath in a 15ft cone. Each creature in that area of your choice regains a number of hit points eaqual to your (charisma modifer)d10.

If you are Neutral aligned, you can expend your channel divinity as a bonus action to create Sardior's telekinetic field around you for 10 minutes instead of a breath weapon, reducing the incoming damage of each ranged attack and spells by your charisma modifier.

If you are Evil aligned, you can exhale one of Tiamat's Chromatic Flames in a 15ft cone (your choice of acid, cold, fire, lightning, or poison when channel divinity is spent). Each creature in that area must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes (charisma modifer)d12 damage of a type of breath you chose. On a successful save, the creature takes half as much damage.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of The Dragon Spells

Aura of The Lair

Starting at 7th level, the paladin, as well as dragons within 10 feet of the paladin, gains a bonus rolls depending on the alignment of the paladin. Only one aura of the lair can be active at a time if there are multiple paladins with this oath. Once in a turn, a paladin with this oath can suppress the aura as a reaction to let another Aura of The Lair take effect.

If you are Good aligned, the paladin, as well as any Metallic dragons within 10 feet of the paladin, gains a bonus to skill check rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

If you are Neutral aligned, the paladin, as well as any Gem dragons within 10 feet of the paladin, gains a bonus to spell damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

If you are Evil aligned, the paladin, as well as Chromatic dragons within 10 feet of the paladin, gains a bonus to melee damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

At 18th level, the range of this aura increases to 30 feet.

Draconic Freedom

At 15th level, the paladin gains wings that sprout from their back, gaining a flying speed equal to their walking speed. You can't wear armor unless the armor is made to accommodate the wings. The wings look different depending on your alignment.

If you are Good aligned, the wings look like that of a Metallic dragon. People tend to feel protected near your wings, often recognizing your bravery when they are outstretched.

If you are Neutral aligned, the wings look like that of a Gem dragon. Scholars are drawn to the psionic energies around them, and others with psionic abilities hear a hum from them.

If you are Evil aligned, the wings look like that of a Chromatic dragon. Most of the time you appear as a sinister threat to everyone, and it takes convincing to prove them otherwise.

Heart of the Dragon

At 20th level, the paladin assumes more dragon-like features depending on the alignment of the paladin, taking on an appearance reflecting the dragon god they swear to. For example, you may grow horns on your head, sprout a dragon's tail, or have your hair change to represent a chromatic dragon.

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

  • You grow claws on your hands, improving your unarmed strikes. They deal an extra (charisma modifier/2 rounded down)d8 damage according to your alignment. If you are good aligned, a creature you attack regains a number of hit points equal to the damage rolled from your unarmed strike. If you are evil aligned, you choose an element (fire, cold, lightning, thunder, or acid) when your claws manifest and deal that type of damage with them instead of magical bludgeoning damage. If you are neutral aligned, you deal force damage.
  • You grow one size larger. If you are a size larger than your enemy, you grapple with unarmed attacks on a hit, making the athletics check at advantage.
  • You gain 60ft Blindsight.
  • Your breath weapon now has a reach of 60ft cone and can be used in this form without spending a channel divinity. If you are neutral aligned, the telekinetic field can also be used without spending a channel divinity use and it reduces ranged attack damage and spells by your paladin level instead of your charisma modifier.

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

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