Cleric
Base Class: Cleric

You have studied sacred texts and historical works reading about these beings roaming Ylvamir before the first intelligent species ever existed, shaping the world to their will and cultivating their wisdom and knowledge.

Dedicated to values such as honor and dignity, it isn't lost on the order that their gods can be very silent. Most of the Temples can be found in major cities and some in hidden away mountain passes. The Chromatic Dragon domain is also known for accepting druids to pray and worship with them, as some believe they were the original defenders of Nature. Many clerics of this order spend most of their days reciting ancient text and gathering information regarding their ascencion to godly entities. In Temples of the Dragon Domain, clerics only speak in draconic to each other to keep their community strong and united. Members of this community also share a significant interest for items of value, as did their patrons in the past, and some believe that accumulating riches might help them join their God in the afterlife.

 

Bonus Proficiency

When you choose this domain at 1st level, you learn to speak Draconic, the language of your patron and your order. Additionally, you become proficient  in one of the following skills: Persuasion or Intimidation.

Intimidation

You have proficiency in the Intimidation skill.

Persuasion

You are proficient in Persuasion.

Draconic and Heavy Armor

You learn to speak draconic.

Draconic language

You speak draconic

Heavy Armor

You are proficient with heavy armor.

Martial Weapons

You become proficient with martial weapons.

Draconic companion

As a follower of a Dragon God, one their descendant has taken a liking to you. At 2nd level, you have a Pseudodragon familiar. It has the same characteristics as if summoned by the Find Familiar, except that if it is reduced to 0 Hit Point, it crumbles into ashes and takes 1d4 days to reappear and find you.

Channel Divinity: Divine Breath

Starting at 2nd level, you can use your Channel Divinity to emulate the powerful breath of a dragon.

Divine Breath : As an action, when you call forth the might of your God in the form of a a 15 foot cone in front of you. Choose between Fire, Cold, Poison, Lighting or Acid. Any creatures in front of you must succeed a Dexterity Saving Throw (or Constitution for Cold and Poison) against your spell DC or take 2d6 + your Wisdom modifier of the chosen damage.

This damage increases by 1d6 when you reach 6th level (3d6), and 8th level (4d6), and 17th level (5d6). The range also increases by 5 feet when you reach 6th level (20ft), and 8th level (25ft), and 17th level (30ft).

Scale Shield

Starting at 6th Level, you can interpose a harden skin to incoming attacks. When you are attacked by a creature you are aware of and that you can see, you can use your reaction to increase your AC +2, causing your skin to turn into scales making attacker hits become misses. 

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

Divine Strike

Starting at 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

Divine Strike

Starting at 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

Avatar of the Dragon Queen

Starting at 17th Level, as an action, you can infuse your veins with divine draconic blood to bestow you with particular effects that last up to 1 minute (or until you dismiss it as an action). While in this form you gain the effects of True Seeing, and you can add 3d8 Fire, Cold, Poison, Lighting or Acid (your choice) damage unto any damage-dealing spell you cast. In addition, when you take this form, you gain resistance to the five damage types mentioned above, as well as a flying speed equal to your current walking speed.

You can use this ability once per long rest.

 

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