Paladin
Base Class: Paladin

Whether a chromatic dragon is laying waste to defenseless villages or a green dragon is destabilizing the economy of a capital city, unruly dragons can tip the fragile balance between peace and chaos. When difficult times are ahead, those who follow the Oath of the Dragon step up. As devout followers of the eldest of all dragons, Tiamat and Bahamut, they do not take sides in their legendary grudge. Instead, they believe that both are necessary for true balance, as good cannot exist without evil. They respect Tiamat's strength and ruthlessness, cherish Bahamut's wisdom and generosity, and even draw upon the power of other famous (or infamous) dragons. Niflung, Gorgul, and even Ashardalon are worshipped and prayed to, each dragon a font of knowledge deserving its respect, even if they do not personally agree with its motivations.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Dragon Spells table. See the Sacred Oath class feature for how oath spells work. In addition, you can speak, read and write Draconic.

Oath of the Dragon Spells

Channel Divinity

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

Tiamat's Bounty. You can use your Channel Divinity to draw out the greed and selfishness within those around you. As an action, you conjure a hoard of gold and random magical treasures within 30 feet of you for 1 minute. The hoard can be as large as 20 by 20 feet, or as small as 5 by 5 feet. Creatures that come within 10 feet of the hoard must make a Wisdom saving throw or be Charmed. While Charmed in this way, the creature must spend its turns attempting to reach and steal from the hoard. Any treasure taken from the hoard, such as magic items and equipment, is unusable and deals no damage. A Charmed creature can remake the saving throw at the end of each of their turns, ending the effect on a success. If a Charmed creature discovers the treasure is fraudulent, they make the saving throw with advantage.

Bahamut's Blessing. You can use your Channel Divinity to shield your allies and guard their flanks. As an action, you present your holy symbol, and an amount of allies equal to your proficiency bonus (not including yourself) gain a large dragon scale floating around them for 1 minute. When an attack roll is made against one of your chosen allies, they can use their reaction to add your Charisma modifier to their AC (minimum of +1), potentially causing the attack to miss.

Malice and Justice

At 7th level, the ancient rites taught by your faith allow you to draw upon the presence of the most powerful dragons of legend, Tiamat and Bahamut. Over the course of an hour-long ritual, you can choose one of the following aura options, and it will persist until you swap to the other by completing this ritual again. Your options are:

Aura of Malice. Your malevolent presence can weaken your foes. While you are not Incapacitated, hostile creatures within 10 feet of you must remove an amount equal to your Charisma modifier from their Strength, Constitution and Dexterity saving throws (with a minimum penalty of -1).

Aura of Justice. Your benevolent demeanor can strengthen your allies. While you are not Incapacitated, friendly creatures within 10 feet of you (not including yourself) can add an amount equal to your Charisma modifier to their Intelligence, Wisdom and Charisma saving throws (with a minimum bonus of +1).

At 18th level, these auras will increase to 30 feet.

Scales of Power

At 15th level, you can enhance your mind and body with draconic aspects, wielding the wrath and wisdom of dragons. Over the course of an 8 hour-long ritual, you can choose two of the following transformations and apply them to yourself, and they will persist until you complete this ritual again. Your options are:

Andraemos' Intellect

You can add your Charisma modifier to Intelligence ability checks and saving throws, and other creatures have disadvantage on Insight checks against you.

Ashardalon's Relentlessness

You do not need to sleep, and you are immune to Exhaustion.

Draconic Wings

You sprout large wings, gaining a flying speed of 30 feet. Wearing armor does not affect this speed.

Dragon Skin

You gain immunity to one of the following damage types of your choice: acid, cold, fire, lightning, poison, or thunder.

Dragon-sense

You gain Blindsight out to 20 feet.

Gulgol's Allure

You are immune to being Charmed, and you have advantage on Persuasion checks.

Jalanvaloss' Trickery

You can cast the Alter Self spell at will.

Niflung's Might

You can add your Charisma modifier to Strength ability checks and saving throws, and the amount you can push, drag, and lift is doubled.

Rime's Endurance

You have advantage on saving throws against being knocked Prone, and are immune to being Stunned.

Valamaradace' Sight

You cannot be surprised and gain Darkvision out to 60 feet. If you already have Darkvision, its range is increased by 30 feet.

Champion of the Elders

At 20th level, you can wield the power of your draconic lords with ease, the hate of Tiamat and the love of Bahamut flowing through you to curse your foes and empower your allies. As an action, you can activate one of the following abilities:

Tiamat's Breath. A 20 by 20 foot area of your choosing within 30 feet of you becomes corrupted, lashing out at those that enter. A creature that enters the area for the first time or starts their turn there must make a Constitution saving throw or take damage equal to your paladin level + your Charisma modifier, with the damage type chosen by them rolling a d6. The damage types are: acid, cold, fire, lightning, poison or necrotic. Succeeding on the saving throw causes them to take half damage instead. The damaging effect lasts for 10 minutes, but the ground will remain desecrated until made otherwise by a cleric, paladin or other holy figure performing the appropriate rituals.

Bahamut's Chosen. Each ally within 10 feet of you gains an option from your Scales of Power feature of your choosing. This effect lasts for 10 minutes.

Once you use either of these abilities, you cannot do so again until you complete a long rest.

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