Paladin
Base Class: Paladin

You have found your place into the life of a dragon deity and you are considered their warrior. This deity calls upon you for help and assistance when they need a job to be done. They know that they can count on you to help them when the time comes.

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.

Oath of the Dragon Spells

PALADIN LEVEL SPELLS
3rd heroism, shield of faith
5th augury, spiritual weapon
9th beacon of hope, fly
13th divination, faithful hound (the hound assumes the shape of a dragon)
17th dispel evil and good, dominate person

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Call of Protection. You can use your Channel Divinity to call upon your dragon to help protect you in battle. When you take damage, you can use your reaction to grant yourself resistance to that damage type until the start of your next turn.

Dragon’s Wrath. You can use your Channel Divinity to call upon your dragon to damage creatures within range. Pick up to an amount of creatures within 20 feet of you equal to your Charisma modifier. Those creatures each take an amount of damage equal to half your paladin level + your Charisma modifier. The damage type is of the color you chose with your Dragon Color feature.

Dracon Color

When you pick this oath at 3rd level, determine which color dragon you worship. This will determine what many of your abilities actually do. For example, an ability may say that you deal a certain damage type of the dragon color that you chose earlier. Your DM will help you determine what color dragon you worship and what their damage type is.

Black (Acid)

When a feature refers to the Dragon Color feature, use black dragon and acid damage for the description of the feature.

Blue (Lightning)

When a feature refers to the Dragon Color feature, use blue dragon and lightning damage for the description of the feature.

Brass (Fire)

When a feature refers to the Dragon Color feature, use red dragon and fire damage for the description of the feature.

Bronze (Lightning)

When a feature refers to the Dragon Color feature, use bronze dragon and lightning damage for the description of the feature.

Copper (Acid)

When a feature refers to the Dragon Color feature, use copper dragon and acid damage for the description of the feature.

Gold (Fire)

When a feature refers to the Dragon Color feature, use gold dragon and fire damage for the description of the feature.

Green (Poison)

When a feature refers to the Dragon Color feature, use green dragon and poison damage for the description of the feature.

Red (Fire)

When a feature refers to the Dragon Color feature, use red dragon and fire damage for the description of the feature.

Silver (Cold)

When a feature refers to the Dragon Color feature, use silver dragon and cold damage for the description of the feature.

White (Cold)

When a feature refers to the Dragon Color feature, use white dragon and cold damage for the description of the feature.

Aura of Power

Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

Any creature friendly to you (including you) within the aura can roll an additional 1d6 damage whenever they hit a creature with a weapon attack. This extra damage can occur only once per round. The damage type of the additional 1d6 is the same damage type chosen by your Dragon Color feature.

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

Draconic Immunity

At 15th level, your deity grants you a boon to help you survive in battle. You gain immunity to the damage type chosen by your Dragon Color feature.

The Dragon Within

At 20th level, your deity grants you a power greater than one could ask for. You gain the ability to magically shapeshift into an adult dragon of the same color chosen by your Dragon Color feature. This transformation lasts for one hour. The transformation ends early if you fall unconscious, drop to 0 hit points, or die, after which you revert back to your normal form. You can also choose to end the transformation on your turn as a bonus action.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the dragon, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the dragon’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • Your ability to take any action that requires hands is limited to the capabilities of the dragon form. You can still speak all of the languages that you know and gain the ability to speak Draconic while in your dragon form, if you don't already know the language.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Once you use this feature, you lose the ability to use it again for 7 days.

Previous Versions

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4/1/2020 7:39:46 PM
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