Paladin
Base Class: Paladin

The specific motivations of a Heir to the Empire may vary, but all the tenets revolve around punishing those who question the Dragon Emperor's Divine Will by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple:

The Will of the Emperor. The Emperor's Will is absolute and it is beyond question.
Fight the Greater Evil. For the greater good, sacrifices must be made.  
No Mercy for the Wicked. Those who would deny the Emperor deserve no mercy.
By Any Means Necessary. The ends justify the means.
Restitution. My cause is just, my power is pure, and my responsibility is undeniable.
 

Channel Divinity

  1. Emperor's Curse: As an action, you denounce a creature within 60 feet of you that you can see in the name of the Emperor, using your Channel Divinity. The target must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

    • On a failed save, the creature becomes frightened for 1 minute or until it takes damage. While frightened, the creature's speed is reduced to 0, and it cannot benefit from any bonuses to its speed.
    • On a successful save, the creature's speed is halved for 1 minute or until it takes damage.
  2. Emperor's Blessing: Immediately 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 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.

Oath of the Dragon Emperor

Oath of the Heir  Spells
Paladin Level Spells

3rd

Sanctuary, Guiding Bolt

5th

Hold Person, Misty Step

9th

Haste, Protection from Energy

13th

Banishment, Dimension Door

17th

Commune, Flame Strike

Emperor's Tenacity

By 7th level, your connection to the Dragon Emperor helps you anticipate your foe's actions. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

Emperor's Protection

When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.

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

Emperor's Champion

Fulfill your purpose, destroy the heretics, and protect the Realm. None can stand against His Wrath.

At 20th level, you manifest His divine power in the mortal realm and transform into an avatar of an the Dragon Emperor Himself. 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 your bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

Once you use this feature, you can't use it again until you finish a long rest.