Base Class: Paladin
Become the Dragon God's Instrument of Divine Justice
Most paladins do not directly serve the gods, but rather swear an oath to uphold their ideal of justice before a god or other such powerful entity who shares that ideal, Champions of Bahamut are different, they directly serve the Platinum Dragon and, rather than obeying an oath, they obey Bahamut's dogma. The ideals that Champions of Bahamut hold up first and foremost are justice, honor, and of course, the slaying of evil dragons.
While most Champions of Bahamut are Dragonborn, other species have been known to serve the Platinum Dragon as well. In battle, Champions of Bahamut are unstoppable, they are protected by platinum scales that grow from their skin, like armor, and rather than collecting and using weapons from the mortal world, they are supplied and control a set of spectral platinum weapons granted to them by Bahamut, and of course their normal set of spells is supplemented by some draconic magic.
This is the dogma that Bahamut's champions must follow:
- Justice and Good above all.
- Honor and Fealty to the King.
- Honor and Respect to Righteous Innocence.
- Honor and Duty to the Balancer (Lendys), to Her Mercy (Tamara), and to the Justicemaker (Bahamut).
- Honor and Protection to the Lesser (non-dragon) Species.
- Honor and Correction to the Enemies of Justice and Good.
- Honor and Forbearance for oneself.
Level 3: Champion of Bahamut Spells
The magic of your service to Bahamut ensures you always have certain spells ready; when you reach a Paladin level specified in the Champion of Bahamut Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Guiding Bolt, Healing Word |
| 5 | Dragon's Breath, Gust of Wind |
| 9 | Fly, Protection from Energy |
| 13 | Fire Shield, Wall of Fire |
| 17 | Summon Dragon, Wall of Force |
Level 3: Natural Armor
Your body is protected by platinum scales that grow like plates of armor from your skin. While you aren't wearing armor, your base armor class equals 16 plus your Dexterity modifier, at 7th level this increases to 17 plus your Dexterity modifier, and at 15th level this increases to 18 plus your Dexterity modifier.
Level 3: Platinum Longsword
Having received his blessing, you now have access to the armaments of Bahamut. A spectral longsword made of platinum floats around you at all times. So long as you have a hand free you can equip the spectral longsword like a regular longsword at any time. Alternatively, while you do not have the platinum Longsword equipped, as a bonus action, you can expend a use of your Channel Divinity to send the longsword out to fight on its own. The sword fights in this manner for 1 minute or until you lose concentration (as if you were concentrating on a spell). The spectral longsword moves to a space of your choice within 60 feet and you can immediately make one melee spell attack against one creature within 5 feet of the longsword. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action on your later turns, you can move the Longsword up to 20 feet and repeat the attack against a creature within 5 feet of it.
Level 7: Dragon's Sight
You gain the ability to see through illusions and deception. You have truesight out to 30 feet
Level 7: Platinum Warhammer
You gain deeper access to the armaments of Bahamut. A spectral warhammer made of platinum floats around you alongside your spectral longsword. So long as you have a hand free you can equip the spectral warhammer like a regular warhammer at any time. Alternatively, while you do not have the platinum warhammer equipped, as a bonus action, you can expend a use of your Channel Divinity to send it out to fight on its own. The hammer fights in this manner for 1 minute or until you lose concentration (as if you were concentrating on a spell). The spectral warhammer moves to a space of your choice within 60 feet and you can immediately make one melee spell attack against one creature within 5 feet of the warhammer. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action on your later turns, you can move the warhammer up to 20 feet and repeat the attack against a creature within 5 feet of it. If you have neither the platinum warhammer nor the platinum longsword equipped when you use this channel divinity option, they both move to fight independently and you can control them both with the same bonus action. Additionally both your platinum longsword and platinum warhammer gain a +1 bonus to attack and damage.
Level 7: Natural Armor Improvement (1)
your natural armor increases from 16 to 17
Level 15: Dragon Flight
You grow platinum wings from your back. You gain a fly speed equal to your walk speed.
Level 15: Platinum Lance
You gain deeper access to the armaments of Bahamut. A spectral lance made of platinum floats around you alongside your other spectral weapons. So long as you have two hands free (are one hand if you are riding a mount) you can equip the spectral lance like a regular lance at any time. Alternatively, while you do not have the platinum lance equipped, as a bonus action, you can expend a use of your Channel Divinity to send it out to fight on its own. The lance fights in this manner for 1 minute or until you lose concentration (as if you were concentrating on a spell). The spectral lance moves to a space of your choice within 60 feet and you can immediately make one melee spell attack against one creature within 5 feet of the lance. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action on your later turns, you can move the lance up to 20 feet and repeat the attack against a creature within 5 feet of it. when you send the lance out to fight independently, all spectral weapons you do not have equipped move to fight independently as well and you can control them all with the same bonus action. Additionally all your platinum weapons gain a +2 bonus to attack and damage.
Level 15: Natural Armor Improvement (2)
Your natural armor improves from 17 to 18
Level 20: Platinum Breath
As an action, you can unleash a torrent of platinum flames in a 150-foot cone, all hostile creatures in that area must make a Dexterity saving throw against your spell save DC taking 10d10 radiant damage on a failed save or half as much on a successful one, and all non-hostile creatures in that area are healed for a number of hit points equal to the radiant damage rolled. Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Level 20: Platinum Greatsword
You gain deeper access to the armaments of Bahamut. A spectral greatsword made of platinum floats around you alongside your other spectral weapons. So long as you have two hands free you can equip the spectral greatsword like a regular greatsword at any time. Alternatively, while you do not have the platinum greatsword equipped, as a bonus action, you can expend a use of your Channel Divinity to send it out to fight on its own. The greatsword fights in this manner for 1 minute or until you lose concentration (as if you were concentrating on a spell). The spectral greatsword moves to a space of your choice within 60 feet and you can immediately make one melee spell attack against one creature within 5 feet of the greatsword. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action on your later turns, you can move the greatsword up to 20 feet and repeat the attack against a creature within 5 feet of it. when you send the greatsword out to fight independently, all spectral weapons you do not have equipped move to fight independently as well and you can control them all with the same bonus action. Additionally all your platinum weapons gain a +3 bonus to attack and damage and deal an additional 2d10 radiant damage against friends, undead, and evil-aligned dragons.







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Posted Dec 7, 2025When trying to level up the class, it adds all 10 spells but they aren't properly denoted as bonus spells so it causes errors and prevents normally adding prepared spells. Try making a level 6 or so PLD of this subclass and it'll just error. Please consider fixing how the spells are added. I'm not sure what option it is without actually looking at it but it would greatly help.
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Posted Oct 21, 2025Super op tbh
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Posted Feb 4, 2025Do you have a 2014 version of this? Its awesome but i use the 2014 version of paladin. Thanks!