Cleric
Base Class: Cleric

This Subclass serves to help players whose characters have ties to the Cult of the Dragon, or dragons in general. Perhaps they were members of the Cult of the Dragon, a faithful servant and worshiper of Tiamat. Or, your character is a servant of Bahamut, sworn to defend goodness and law. 

Dungeon Masters could also use these features to flesh out the spell lists and abilities of Divine casters that serve the Cult of the Dragon. NPCs that are higher in the Cult’s structure may have received some of these abilities as boons from Tiamat Herself. 

Level 3: Draconic Element

You gain abilities befitting a specific type of dragon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Poison. You have resistance to that damage; In addition, you learn a cantrip based on the damage type you choose, as shown in the table below. This cantrip counts as a Cleric Cantrip for you and doesn’t count against the number of cantrips you know.

Draconic Element: Acid

You have resistance to acid damage and know the acid splash cantrip.

Draconic Element: Cold

You have resistance to cold damage, and you know the ray of frost cantrip.

Draconic Element: Fire

You have resistance to fire damage, and you know the ray of frost cantrip.

Draconic Element: Lightning

You have resistance to lightning damage, and you know the shocking grasp cantrip.

Draconic Element: Poison

You have resistance to poison damage, and you know the poison spray cantrip.

Level 3: Dragon Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Dragon Domain Spells table, you thereafter always have the listed spells prepared.

Dragon Domain Spells
Cleric Level Prepared Spells
3 command, chromatic orb, dragon's breath, spiritual weapon
5 fear, fly
7 banishment, stoneskin
9 summon dragon, hold monster

Level 3: Dragon's Wrath

As a magic action, you present your Holy Symbol and expend a use of your Channel Divinity to force a creature you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, the target becomes frightened for 1 minute. Whenever the frightened creature takes damage of the type associated with your Draconic Element, roll a number of d4's equal to your Proficiency bonus and add the total to the damage dealt. The target can repeat the saving throw at the end of each of their turns, ending the frightened condition on a successful save. 

Level 6: Dragonscale Ward

When a creature you can see within 30 feet of you takes acid, cold, fire, lightning, or poison damage, you can use your reaction to give that creature resistance to the damage type that triggered that reaction until the end of their next turn. If this triggering damage type is the same as the damage type associated with your Draconic Element, the triggering instance of damage is also reduced by 5 times your Wisdom modifier. 

You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. 

Level 17: Dragon Aspect

As a Bonus Action on your turn, you gain the following benefits for 1 minute or until you are Incapacitated or drop to 0 Hit Points:

  • You gain Immunity to the damage type associated with your Draconic Element, and damage you deal of that type ignores resistance;
  • Draconic wings sprout from your back, and you gain a Flying Speed equal to your Walking Speed;
  • You can attack twice, instead of once, when you take the Attack Action on your turn;
  • When you cast the Cantrip granted by your Draconic Element or one of your Domain Spells as an Action on your turn, you can make one weapon attack as a Bonus Action.

Once you use this ability, you must complete a Short or Long Rest before you can do so again.

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