Base Class: Paladin
These paladins, having sworn loyalty to the king of dragons, are blessed with many spells that have elemental properties relating to the powers of dragons. As dragons all have elemental breath, these paladins can cast magical spells that have the same elements (fire, ice, lightning, poison, and acid). The spell casting modfier is dexterety, despite DEX not being a magical ability. For this reason, most of these paladins focus on combat that uses light weapons such as daggers, or ranged weapons such as longbows.
Paladins with this oath can be any allignment except for those that are evil (like chaotic evil, nuetral evil, or lawful evil). Paladins of this class may never show disrespect towards dragonkind. They will respect all dragonkind. No paladin of this oath may ever turn their blades towards a dragonkind that is not actively trying to do evil or cause harm/destruction.
Dragonborn and kobalds make great races for this class since they are dragonkind themselves.
All Oath of Bahamut Paladins can read, write, and speak Draconic on top of their native language (or common since all characters come knowing common)
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute (or 10 rounds of combat), you add your Dexterity modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
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.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Draconic Oath Spells
You gain a total of 22 spells that all have something in common with a draconic element. (Like how Blight is technically necrotic but it's close enough to poison which is what green dragons have, or how Lightning Bolt deals lightning damage, which blue dragons have)
8 fire/radient spells: Burning Hands, Fireball, Firebolt, Fire Shield, Flame strike, Sun Beam, Sun burst, Wall of Fire
5 ice spells: ray of frost, ice storm, frostbite, wall of ice, ice knife
6 lightning/thunder spells: Chain Lightning, Lightning Bolt, Call Lightning, Shocking Grasp, Thunderwave, Thunder Clap
3 poison/necrotic + acid spells: Poison Spray, Acid Splash, Blight
You also get Prestigitation, Animate Objects, and Thaumaturgy
Aura of Devotion
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Purity of Spirit
Beginning at 15th level, you are always under the effects of a protection from evil and good spell.
Holy Nimbus
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
Once you use this feature, you can’t use it again until you finish a long rest.
Draconic Transformation
Master Oath of Bahamut Paladins have gained the favor of Bahamut. Upon reaching level 20 you gain the ability to transform into a dragon of your choice. The dragon can be any kind you have access to or the stats to. Upon transforming, all of your spell slots are replenished. Once you do this, you cannot do it again until you have done 3 longrests.
The only ways to exit this form are:
- Have someone cast Dispell Magic or a similar spell that clears the magic.
- True Polymorph (or a similar spell) into something else
- Drop to 0 hit points. If this happens, you will transform back into human with your health at full and your spell slots empty.
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