Paladin
Base Class: Paladin

The isolated islands of the Dragon's Spine host some of the finest warrior's of the world, the militaristic primarily Dragonborn nation host's a select group of warriors who take a sacred oath in order to protect and uphold the values of the nation that they hold so dearly in their hearts.

There are two factions of these paladins, the ones who serve under the Military of the Dragon's Spine, will pledge themselves to one of 5 different military units, each of which embodies the ideal of a Metallic Dragon. There are however those in the Dragon's Spine who stand against the military and instead choose to embody the mentality of a Chromatic Wyrm. 

Though the exact words and structures of the Oath of the Dragon Spine vary from unit to unit, paladins of this oath share the following beliefs that they embody and follow. 

Majesty. I shall not bring shame to the islands that I have pledged to serve. I will be proud of my heritage.

Wealth. I will gather wealth and unique treasures both for myself but also for my people and country in order to see them prosper.

Goodwill. (Military of the Dragon's Spine only) I shall not confuse arrogance with pride, nor shall I ever see myself as above helping those who cannot help themselves.

Power. (Defector's of the Dragon's Spine only) What is power good for if not used? I will use my abilities to better my homeland by removing the oppressive leadership that it follows so blindly.

 

 

 

Draconic Oath

The Paladins of the Dragon's Spine choose a Draconic Sovereign Unit that they follow and train under, each military unit embodies its own ideal and follows a certain dragon type. You may choose from any of the. existing metallic or chromatic dragon types.

Copper- Black- Acid

Silver- White- Cold

Gold/Brass- Red- Fire

Bronze- Blue- Lightning

-- Green- Poison

 When you deal damage with your Divine Smite you can now switch the damage type to that of your Draconic Sovereign Unit.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Channel Divinity

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

Draconic Blade. As a bonus action, you can imbue one weapon that you are holding with the energy of a draconic being, using your Channel Divinity. For the next minute you deal an extra 1d8 damage associated with your Draconic Sovereign. 

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.

Frightful Presence. As an action, you can expend your use of channel divinity to embody the terrifying pressure of a dragon. A creature of your choice within 30ft of you must a Wisdom saving throw if it can see you, on a failed save the target becomes frightened of you for 1 minute. If a creature frightened by this effect takes damage they can attempt another Wisdom saving throw in order to remove the effect.

 

Aura of the Great Wyrm

Starting at 7th level, you and friendly creatures within 10 feet of you are imbued with the primal energy of the Great Wyrm. When you or a friendly creature within your aura hits with a melee weapon attack, the attack deals extra damage equal to your charisma modifier plus your proficiency bonus, this damage type is determined by the Draconic Sovereign Unit that was chose at 3rd level.

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

Dragon Hunter's

Beginning at 15th level, you are able to do battle with ultimate prowess against the Draconic Scourge of the world. When fighting against a Dragon creature you have advantage on saving throws against the dragon's breath weapon, additionally enemies with the creature type Dragon have disadvantage on melee attack rolls against you.

Draconic Avatar

At 20th level, as an action, embody the power of an Elder Dragon. For 1 minute, you gain a fly speed equal to double your movement speed.

You are immune to frightened.

In addition, for the duration, you are immune to damage that is related to your draconic sovereign unit, and when you hit with a melee attack you deal an additional 2d10 damage of the same type

Once you use this feature, you can’t use it again until you finish a long rest.

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