Base Class: Paladin
A Hero’s Call
Green. Black. White. Red. Blue. Brass. Bronze. Copper. Gold. Silver. Titanium. Only a few born every 100 years, these individuals are the protectors of a generation. Instilled with the heart of a dragon, each Dragonsoul Inheritor is bound to duty and destiny, blessed with a power meant to save thousands and a reputation to change entire lands. Coming from varied backgrounds and whisked away from normal lives, they are trained by the elite of the land, mastering the arcane arts and the weaponry that would make them heroes. Some embrace their new duties, others flee from the burden. Rulers will heed their council. The common people greet them as kings. While the call of the Dragonsoul Inheritor is only instilled in those with a pure and good heart, they must fight the primal urges of their chromatic blood and are taxed by their abilities. Nevertheless, fate will guide the Dragonsoul Inheritor to change lives and embrace the call of destiny.
Channel Divinity
3rd-level Oath of Dragonsoul feature
Rebuke the Violent. Immediately after an attacker within 30 ft. deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a WIS saving throw (DC {{savedc:cha}}). On failure, the attacker takes radiant damage equal to the damage it just dealt, or half damage on success.
Inspiring Smite. After you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 ft. of you, which can include you. The total number of temporary hit points equals <strong>2d8 +</strong> {{classlevel}}, divided among the chosen creatures however you like.
Dragon Archon. As an action, you may summon a young dragon as your stead that is the same as your dragon's soul. This steed can only take the dodge, dash, and disengage action unless a feature allows otherwise. This steed has a number of hit points equal to 10 times your paladin level. Once you select a steed you cannot change your steeds dragon type. This steed lasts for a number of hours equal to your paladin level. As an action, you may increase the size of your mount by 1 for 8 hours. You may end this enlargement using a bonus action. You may also summon your dragon steed as a ritual spending 30 minutes preparing and performing the actions needed.
Oath Spells
3rd-level Oath of Dragonsoul feature
You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Dragonsoul Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
Guiding bolt, Heroism |
|
5th |
Enhance ability, Magic weapon |
|
9th |
Haste, Counterspell |
|
13th |
Compulsion, Otiluke’s resilient sphere, |
|
17th |
Commune, Flame strike, Wall of force |
Draconic Awareness
Your dragon heart has connected you spiritually to other dragons, allowing you to communicate and sense their presence, even out of visual range. Beginning at 3rd level, you can use your action and expend one Dragonsoul Inheritor spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether dragons are present within 1 mile of you. This feature doesn't reveal the creatures' specific location, type, or number.
You also gain access to 2 cantrips.
Draconic Smite
Starting at 3rd level, when you hit a creature with a weapon attack, you can expend one spell slot to deal damage to the target, in addition to the weapon's damage. The type of damage is determined by your dragon's soul. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a dragon.
Dragonsoul
You are instilled with the heart of a single chromatic or metallic dragon, creating an inseparable bond as its essence plucked your soul from the void. Your mind and theirs have merged. You have been granted supreme power, but it takes it toll. Constant exhaustion. Mood swings. A destiny forged from fire is never easy. After each fight that you have participated in you must roll a d20. On a roll of 1-9 you suffer 1 exhaustion, 10-17 you are fine nothing extra happens, and on an 18-20 you gain temporary hit points equal to your CHA due to being in tune with your dragon soul. At level 9 you have become more in tune with your Dragonsoul and after a fight with the D20 roll on a 1-4 you suffer 1 exhaustion, 5-15 you are fine nothing extra happens, and on a 16-20 gain temporary hit points equal to your CHA due to being in tune with your dragon soul. At level 17 you no longer suffer any exhaustion from a fight but can feel invigorated; after a fight roll a D20 and on a roll of 10-17 gain temporary hit points equal to your CHA, and on a 18-20 gain temporary hit points equal to your double your CHA. You may want destiny to take its chance on you (roll a d12, re-roll 12's) or take destiny into your own hands ( choose which heart).
Heart of a Black Dragon / Heart of a Blue Dragon / Heart of a Green Dragon / Heart of a Red Dragon / Heart of a White Dragon / Heart of a Brass Dragon / Heart of a Bronze Dragon / Heart of a Copper Dragon / Heart of a Gold Dragon / Heart of a Silver Dragon / Heart of a Titanium Dragon
Heart of a Black Dragon
You are instilled with the heart of a black chromatic dragon. These intimidating creatures are exceptionally cruel, stalking their victims for miles before snapping their necks with a single bite. They are torturous beasts and inflict pain wherever possible. When fully rested, Dragonsoul Inheritors with this soul are smart tacticians and skilled hunters; commonfolk and noblemen alike will entreat them to snuff out threatening monsters. They are confident and outgoing, willing to try anything once. More religious than their counterparts, these Dragonsoul Inheritors seek to relieve the pain of others and clerics often become their closest friends. At level 2, your Draconic Smite inflicts acid damage. In this shape, you are immune to acid damage and cannot be blinded. These immunities transfer over to your base form once you acquire the Dragonblood feature at level 6.
Heart of a Blue Dragon
You are instilled with the heart of a blue chromatic dragon. These fierce creatures are are swift and savage aerial fighters, making up in flexibility for what they lack in strength. Remarkably vain, they are fickle dealmakers, taking offense to any offering (preferably mirrors or large gems) that would sully their magnificent hoard. When fully rested, Dragonsoul Inheritors with this soul are talented crafters, known for dedicating countless hours to their works of art. Innate problem solvers, they may utilize their skills to fix a community well or improve the local farming system. While oftentimes shy, they are valued for their out of the box thinking and treasured input. At level 2, your Draconic Smite inflicts lightning damage. In this shape, you are immune to lightning damage and cannot be stunned. These immunities transfer over to your base form once you acquire the Dragonblood feature at level 6.
Once at exhaustion levels 2 or higher, however, the baser instincts of the blue dragon begin to shine through your personality. At exhaustion levels 4 or higher, your alignment shifts to Lawful Evil until a Wisdom saving throw equal to your spell save DC is succeeded. The player may re-roll a failed save once every hour or at the end of each round if in combat. After making a number of saves equal to your character level + 2 you are considered to be in control of yourself once more.
Heart of a Brass Dragon
You are instilled with the heart of a brass metallic dragon. Brass dragons were extremely talkative and loved the intense heat of deserts. They often engaged foes and friends alike in hours of long-winded conversation. They avoided combat if possible, but would use their breath weapon, a cone of sleeping gas, to subdue foes if threatened. They were the weakest of the classic metallic dragons, but still chaotic good. At level 2, your Draconic Smite inflicts psychic or radiant damage. In this shape, you are immune to psychic and cannot be stunned. These immunities transfer over to your base form once you acquire the Dragonblood feature at level 6.
Once at exhaustion levels 2 or higher, however, the baser instincts of the white dragon begin to shine through your personality. At exhaustion levels 4 or higher, your alignment shifts to Chaotic Good until a Wisdom saving throw equal to your spell save DC is succeeded. The player may re-roll a failed save once every hour or at the end of each round if in combat. After making a number of saves equal to your character level + 2 you are considered to be in control of yourself once more.
Heart of a Bronze Dragon
You are instilled with the heart of a bronze metallic dragon. Bronze dragons were inquisitive dragons with a fierce appearance and a fascination for warfare. They would often seek to fight evil, and would join good-aligned armies in a humanoid form. They were lawful good, lived in coastal areas, and had an electrical breath weapon. At level 2, your Draconic Smite inflicts lightning or radiant damage. In this shape, you are immune to lightning and cannot be paralyzed. These immunities transfer over to your base form once you acquire the Dragonblood feature at level 6.
Once at exhaustion levels 2 or higher, however, the baser instincts of the white dragon begin to shine through your personality. At exhaustion levels 4 or higher, your alignment shifts to Lawful Good until a Wisdom saving throw equal to your spell save DC is succeeded. The player may re-roll a failed save once every hour or at the end of each round if in combat. After making a number of saves equal to your character level + 2 you are considered to be in control of yourself once more.
Heart of a Copper Dragon
You are instilled with the heart of a copper metallic dragon. Copper dragons were born pranksters, jokesters, and riddlers. They were chaotic good and lived in rocky mountains. Copper dragons had an acid breath weapon but preferred to avoid combat altogether, instead taunting and teasing foes until they left. At level 2, your Draconic Smite inflicts acid or radiant damage. In this shape, you are immune to acid and cannot be blinded. These immunities transfer over to your base form once you acquire the Dragonblood feature at level 6.
Once at exhaustion levels 2 or higher, however, the baser instincts of the white dragon begin to shine through your personality. At exhaustion levels 4 or higher, your alignment shifts to Chaotic Good until a Wisdom saving throw equal to your spell save DC is succeeded. The player may re-roll a failed save once every hour or at the end of each round if in combat. After making a number of saves equal to your character level + 2 you are considered to be in control of yourself once more.
Heart of a Gold Dragon
You are instilled with the heart of a gold metallic dragon. Gold dragons were the most powerful and majestic of the classic metallic dragons. They are wise, lawful good foes of evil and injustice. Gold dragons were very knowledgeable and reclusive. They preferred stone lairs and had a cone of fire as a breath weapon. At level 2, your Draconic Smite inflicts fire or radiant damage. In this shape, you are immune to fire and cannot be grappled. These immunities transfer over to your base form once you acquire the Dragonblood feature at level 6.
Once at exhaustion levels 2 or higher, however, the baser instincts of the white dragon begin to shine through your personality. At exhaustion levels 4 or higher, your alignment shifts to Lawful Good until a Wisdom saving throw equal to your spell save DC is succeeded. The player may re-roll a failed save once every hour or at the end of each round if in combat. After making a number of saves equal to your character level + 2 you are considered to be in control of yourself once more.
Heart of a Green Dragon
You are instilled with the heart of a green chromatic dragon. These cunning creatures are sly and calculating, using any means necessary to gain the upper hand. They are duplicitous beasts and enjoy taking advantage of the weak and vulnerable, preferring to corrupt others and to turn their enemies’ friends against them. When fully rested, Dragonsoul Inheritors with this soul are gleeful tricksters, known for pulling lighthearted pranks on their friends. They are equally adept at both magic and combat and often take up musical talents such as singing or poetry. They bind groups together and forge lifetime friendships with their optimism and joyful demeanor. At level 2, your Draconic Smite inflicts poison damage. In this shape, you are immune to poison damage and cannot be poisoned. These immunities transfer over to your base form once you acquire the Dragonblood feature at level 6.
Once at exhaustion levels 2 or higher, however, the baser instincts of the green dragon begin to shine through your personality. At exhaustion levels 4 or higher, your alignment shifts to Lawful Evil until a Wisdom saving throw equal to your spell save DC is succeeded. The player may re-roll a failed save once every hour or at the end of each round if in combat. After making a number of saves equal to your character level + 2 you are considered to be in control of yourself once more.
Heart of a Red Dragon
You are instilled with the heart of a red chromatic dragon. These solitary creatures are prideful and egotistical, lording themselves over others with maniacal superiority. They are angry beasts -burning down entire villages over a single slight- and fiercely territorial. They crave subjugation and power. When fully rested, Dragonsoul Inheritors with this soul are fierce protectors and natural born generals, leading their men into battle with bravery and loyalty. They seek out balance in society, providing wisdom and guidance to those in power. At level 2, your Draconic Smite inflicts fire damage. In this shape, you are immune to fire damage and cannot be grappled. These immunities transfer over to your base form once you acquire the Dragonblood feature at level 6.
Once at exhaustion levels 2 or higher, however, the baser instincts of the red dragon begin to shine through your personality. At exhaustion levels 4 or higher, your alignment shifts to Chaotic Evil until a Wisdom saving throw equal to your spell save DC is succeeded. The player may re-roll a failed save once every hour or at the end of each round if in combat. After making a number of saves equal to your character level + 2 you are considered to be in control of yourself once more.
Heart of a Silver Dragon
You are instilled with the heart of a silver metallic dragon. Silver dragons were regal, lawful good creatures who often took a humanoid form and lived among humans and elves. Their breath weapon was a cone of freezing cold, and they normally laired in mountains. They were very smart and preferred not to fight unless necessary. At level 2, your Draconic Smite inflicts cold or radiant damage. In this shape, you are immune to cold damage and cannot be paralyzed. These immunities transfer over to your base form once you acquire the Dragonblood feature at level 6.
Once at exhaustion levels 2 or higher, however, the baser instincts of the white dragon begin to shine through your personality. At exhaustion levels 4 or higher, your alignment shifts to Lawful Good until a Wisdom saving throw equal to your spell save DC is succeeded. The player may re-roll a failed save once every hour or at the end of each round if in combat. After making a number of saves equal to your character level + 2 you are considered to be in control of yourself once more.
Heart of a Titanium Dragon
You are instilled with the heart of a titanium metallic dragon. These primal creatures are stone-hearted and savage, belittling and bullying any creature that comes across their path. Their long and detailed memories make them vengeful and they’ve been known to hold a grudge for decades over the slightest infraction. When fully rested, Dragonsouls prefer the arcane arts, wielding powerful spells that can desolate battlefields. They are favored diplomats and, while they do not seek out power naturally, they are often granted it due to their knack for compromise and problem-solving. At level 2, your Draconic Smite inflicts force or radiant damage. In this shape, you are immune to force and cannot be stunned. These immunities transfer over to your base form once you acquire the Dragonblood feature at level 6.
Once at exhaustion levels 2 or higher, however, the baser instincts of the white dragon begin to shine through your personality. At exhaustion levels 4 or higher, your alignment shifts to Lawful Good until a Wisdom saving throw equal to your spell save DC is succeeded. The player may re-roll a failed save once every hour or at the end of each round if in combat. After making a number of saves equal to your character level + 2 you are considered to be in control of yourself once more.
The Titanium Dragon is a kind soul and has increased healing on allies. Add your CHA modifier to any healing done.
Heart of a White Dragon
You are instilled with the heart of a white chromatic dragon. These primal creatures are stone-hearted and savage, belittling and bullying any creature that comes across their path. Their long and detailed memories make them vengeful and they’ve been known to hold a grudge for decades over the slightest infraction. When fully rested, Dragonsoul Inheritors prefer the arcane arts, wielding powerful spells that can desolate battlefields. They are favored diplomats and, while they do not seek out power naturally, they are often granted it due to their knack for compromise and problem-solving. At level 2, your Draconic Smite inflicts cold damage. In this shape, you are immune to cold damage and cannot be paralyzed. These immunities transfer over to your base form once you acquire the Dragonblood feature at level 6.
Once at exhaustion levels 2 or higher, however, the baser instincts of the white dragon begin to shine through your personality. At exhaustion levels 4 or higher, your alignment shifts to Chaotic Evil until a Wisdom saving throw equal to your spell save DC is succeeded. The player may re-roll a failed save once every hour or at the end of each round if in combat. After making a number of saves equal to your character level + 2 you are considered to be in control of yourself once more.
Dragonshape
Beginning at 3 level, your dragon's soul has fully merged with your material body, allowing you to expend an action to change shape into a young dragon. The type of which is determined by your dragon's soul. You may only use this feature once per long rest.
You can stay in a beast shape for a number of hours equal to half your Dragonsoul Inheritor level (rounded down). You then revert to your normal form, upon which you must make a constitution saving throw of DC=15. If failed, you gain 3 levels of exhaustion. If succeeded, you gain 2. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the beast, 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 actions or resistances, you can’t use them.
- When you transform, you assume the 1/3 of the beast’s hit points. When you revert to your normal form, the number of hit points you had before you transformed are reduced by half based upon the taxing nature of the transformation. Additionally, 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.
- You may not cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
- 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.
Dragonhide
At 7 level, you gain the Tough feat. Your hit point maximum increases by an amount equal to twice your level as you meld further to the dragon soul within you. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Dragonblood
By 7th level, the damage and condition immunities of your dragon's soul are transferred to your material body and are effective no matter your form.
Aura of Healing
7th- and 18th-level Oath of Dragonsoul feature
You emanate an aura that fills you and your companions with healing light, allowing you to keep your allies healthy to keep up the good fight.
When you reach level 15 the range of the aura increases by 10 feet and die count goes up by 1. At level 18 the range of the aura increases by 10ft and die count goes up by 1.
At 18th level you will have 30 feet of aura and 3d6 healing from aura.
Inspiring Leader
Beginning at 15 level, you can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.
Protective Sentinel
Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.
Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.
Scaled Mind
At 15 level, your mind and dragon soul are finally at peace with one another. The physical transformation is no longer as taxing and, if failed, the constitution saving throw (DC = 15) only inflicts 1 points of exhaustion. If succeeded, no effect occurs.
Additionally, your draconic blood has endowed you with a bestial presence fearful to all creatures. You are bestowed with a Draconian crest, an emblem announcing your power to those around you. This crest is instilled with 1 use of the spell Dominate Monster. This spell does not take up a spell slot and is restored after a long rest.
Draconic Spells
Beginning at 20th level, you can cast many of your Dragonsoul Inheritor spells in any shape you assume using Dragonshape. You can perform the somatic and verbal Components of a spell while in a beast shape, but you aren't able to provide material Components.
Dragon Champion
At 20th level, your body assumes more dragon-like features, taking on an appearance you choose. For example, your skin might turn scaly or take on a draconic horns, your hair might become the color of your dragon's soul, or you might grow a dragon's tail.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- At the start of each of your turns, you regain 10 hit points.
- Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
- Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
- As a Bonus Action, you can cause one enemy that you are engaged with to have disadvantage on all their attacks till the beginning of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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9/30/2022 9:45:06 AM
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