Paladin
Base Class: Paladin

Paladins that take the Oath of the Claw recognize that the power of dragons is without parallel. They seek to attain this might by emulating the form and ideals of the dragons that guide them.

The tenets of the Oath of the Claw are as follows:

Power. Your loyalty is to power, above all else. Nothing else matters.

Will. Those who have strength determine what is and what will be. You must become the strongest.

Order. Those without strength fall in line or be crushed. Allow none to resist.

Now with actual oath spells! Unfortunately, DNDBeyond won't actually let me add all their spells to the spell list for legal reasons.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Oath Spells
3rd abosrb elements , command
5th alter self, dragon’s breath
9th elemental weapon , fear
13th elemental bane stoneskin
17th dominate person, legend lore

Channel Divinity

Channel Divinity

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

Channel Divinity: Baleful Gaze

As an action, you can invoke the gaze of a dragon. For 1 minute, you gain blindsight out to 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. You also have advantage on Wisdom (Insight) and Charisma (Intimidation) checks during this time.

Channel Divinity: Wings of the Wyrm

As an action, you can expend your Channel Divinity to bring a pair of ethereal, dragon-like wings into existence around yourself. These wings shed bright light in a 10-foot radius and dim light for an additional 10 feet. While you have these wings, you have a flying speed equal to your walking speed.

These wings float unconnected to your body, supporting it with magic alone. They last for one minute, or until you dismiss them as a bonus action.

Elemental Soul

At 7th level, your strength allows you to shape the elements around yourself. At the end of a long rest, you gain resistance to your choice of fire, cold, lightning, acid, or poison damage until you choose a different one with this feature. Creatures of your choice within 10 feet of yourself also share this resistance. In addition, when you cast a spell that deals fire, cold, lightning, acid, or poison damage, you can also change its damage type to your chosen type.

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

Elemental Soul - Acid

You gain resistance to acid damage until your next long rest. In addition, when you cast a spell that deals fire, cold, lightning, acid, or poison damage, you can also change its damage type to acid.

Elemental Soul - Cold

You gain resistance to cold damage until your next long rest. In addition, when you cast a spell that deals fire, cold, lightning, acid, or poison damage, you can also change its damage type to cold.

Elemental Soul - Fire

You gain resistance to fire damage until your next long rest. In addition, when you cast a spell that deals fire, cold, lightning, acid, or poison damage, you can also change its damage type to fire.

Elemental Soul - Lightning

You gain resistance to lightning damage until your next long rest. In addition, when you cast a spell that deals fire, cold, lightning, acid, or poison damage, you can also change its damage type to lightning.

Elemental Soul - Poison

You gain resistance to poison damage until your next long rest. In addition, when you cast a spell that deals fire, cold, lightning, acid, or poison damage, you can also change its damage type to poison.

Mystical Wrath

At 15th level, your attacks channel the legendary rage of a dragon. When you use your Divine Smite feature, you can augment your strikes with the power of a dragon’s breath, dealing your choice of fire, cold, lightning, acid, or poison damage. When you do so, creatures within a 30-foot cone of your target are forced to make a Dexterity saving throw, taking 2d6 damage on a failed save or half as much on a successful save.

Draconic Ascension

At 20th level, you become the perfect embodiment of strength. As an action, you can transform into a draconic form, gaining the following benefits for 1 minute.

  • You gain 100 temporary hit points, your size grows to Gargantuan, and the range of your melee weapon attacks increases by 10 feet.
  • You gain a flying speed of 60 feet and truesight out to 60 feet, allowing you to see invisible creatures and through illusions.
  • When you take the Attack action, you can replace an attack with a breath of elemental energy. Choose a damage type: radiant, fire, cold, lightning, thunder, acid, or poison. Creatures in a 60-foot cone must make a Dexterity saving throw, taking 8d8 damage of the chosen type on a failed save, or half as much damage on a successful one.

Once you use this feature, you cannot use it again until you finish a long rest.

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