Cleric
Base Class: Cleric

Dragons are known for many marvelous qualities: mastery of the most unforgiving environments, sagacity, long life, and an eternal hunger for ever more wealth and power. Those who worship dragons or the gods of dragons might strive to emulate several, or perhaps all of these qualities themselves.

Dragon Domain Spells

Cleric Level

Spells

1st

detect magic, thunderwave

3rd

lair sense, enthrall

5th

catch the breath, fear

7th

blight, scale rot

9th

claws of the earth dragon, legend lore

Bonus Proficiency

At 1st level, you gain proficiency in the Arcana skill, and your proficiency bonus is doubled for any ability check you make that uses this skill. You also gain advantage on saving throws against being frightened.

Channel Divinity: Charmer of Dragons

Starting at 2nd level, you can use your Channel Divinity to charm draconic creatures. As an action, you present your holy symbol and invoke the name of your deity. Each draconic creature within 30 feet of you that can see you must make a successful Wisdom saving throw or be charmed by you for 1 minute or until it takes damage. While a dragon is charmed by you it is friendly to you and to other creatures you designate.

Channel Divinity: Dragon's Resistance

At 6th level, as a reaction, when you fail a saving throw, you can use your Channel Divinity to succeed on that saving throw instead.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Frightful Presence

At 17th level, you gain a Frightful Presence ability similar to a dragon's, which you can invoke as an action. While active, each creature of your choice that is within 60 feet you and aware of you must succeed on a Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats its saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.

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