Base Class: Paladin
The Oath of the Dragon calls to paladins who seek the power of dragons and the eradication of all they deem unworthy. It isn’t enough for these paladins to establish order. They must crush the forces of those who oppose there will. Those who swear this oath often gather into grim orders that subjugate vile Dragons in hope to use its power.
Those who walk this path are often known to drink the blood of different Dragons in hopes to acquire more power. By doing so, many who follow this path will take on traits of the Dragons both mentally and physically. They will become more vain and cruel in their actions and consider most other beings below them. Also many that take this oath do not worship a god but more so the power of a Dragon.
TENETS OF THE DRAGON
The tenets vary by paladin, but all who take this oath follow a similar theme of destroying the enemy completely and utterly burning those considered evil by the paladin from the world.
Burn it all. It is not enough to merely defeat an enemy in battle. You must incinerate every fiber of a beings existence from the world. To prove to others that those who cross you will feel the flames of your wrath.
Only the Strong shall rule. Only the strong have the right to rule. Weak body men should never be in charge. Corrupt and non battle tested rulers should be purged so that a stronger and greater leader may take the reigns.
Cross the line. You walk the thin line between good and evil, but it is necessary to make the world a better place. Sometimes an evil deed is needed to right the wrongs of the world. And fire is normally the solution.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
DRACONIC PRESENCE: You can use your Channel Divinity to exude an aura of Draconic power. As an action, your force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, the creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
DRACONIC WEAPON: As an action, you can imbue one weapon that you are holding with the power of dragon breath, using your channel divinity. Choose a damage type (acid, cold, electricity, fire, or poison). For 1 minute, the weapon deals an additional 1d6 damage of that type on a successful hit. The weapon also emits bright light in a 15-foot radius and dim light 15 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. The damage from this ability increases to 2d6 at 7th level, 3d6 at 15th level, and 4d6 at 20th level.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Dragon Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Draconic Knowledge
You learn the Draconic and Celestial languages.
Aura of Dragon Ward
Starting at 7th level, you and friendly creatures within 10 feet of you gain resistance to Acid, Cold, Electrical, Fire, and Poison damage. At 18th level, this aura increases to 30 feet.
At this level, you also gain Darkvision to a range of 60’ and Blindsight to a range of 30’.
Draconic Protector
Starting at 15th level, once per round, when an ally within 10 feet of you is attacked you may force the creature to attack you instead. You take half damage if hit. You can use this ability a number of times per day equal to your Charisma modifier. You regain all uses of Draconic Protector after finishing a long rest.
Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.
Dragon Champion
At 20th level, you can assume the aspect of a Dragon. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- You grow powerful leathery wings. They grant you a fly speed of 60 ft.
- You grow and become a large size being.
- At the start of each of your turns, you regain 10 hit points.
- Enemy creatures within 10 feet of you have disadvantage on attacks against you.
- You gain a breath weapon attack. You can use the breath weapon as an action. When you use it, pick one of the following forms:
Acid in a 60’ line (10’ wide). Reflex save for half damage.
Cold in a 60’ cone. Constitution save for half damage.
Fire in a 60’ cone. Reflex save for half damage.
Lightning in a 90’ line (5’ wide). Reflex save for half damage.
Poison in a 60’ cone. Constitution save for half damage.
All breath weapon types deal 12d8 damage of the appropriate type. Once used, your breath weapon cannot be used again until you regain it. At the beginning of each of your turns, while transformed, roll a d6. On a result of 5-6, you regain your breath weapon.
At this level, your Darkvision increases to a range of 120’ and your Blindsight increases to 60’.Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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9/20/2020 7:54:03 AM
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