Paladin
Base Class: Paladin

Throughout history, as dragons have inhabited the realms of Ebaria, there have been individuals who have been captivated by their power, leading them to revere these majestic creatures as deities. These individuals often commit their lives to the principles and beliefs associated with dragons. The Oath of the Dragon is composed of paladins from diverse backgrounds who have sought out a specific dragon, feeling a profound influence or a call to serve, and have dedicated their very essence to that dragon. While some paladins utilize the benevolent powers bestowed upon them by noble dragons to assist those in need, others may embrace the darker, more destructive strength provided by malevolent counterparts. Additionally, some individuals dedicate their time to exploring the uncharted areas of the multiverse in pursuit of knowledge.

Tenents: The paladin will take on different paths depending on their alignment.

Good Aligned (Bahamut)

Value: A dragon's true hoard is shown in the face of adversity. Inspire your friends to fight alongside you for good purposes.
Incorruptible: Demonstrate purity in your actions, in addition to your words.
Discipline: Be the protector with pure willpower. Learning from mistakes will grant you wisdom.

Neutral Aligned (Sardior)
Knowledge: Gold comes and goes in worth, but information and secrets are invaluable.
Balance: The troubles of other beings aren't a concern.
Explorer: Never fear the winds of change, search for the horizon.

Evil Aligned (Tiamat)
Power: A dragon's true hoard is represented when you show your power egregiously in the face of adversity.
Dominate: Those who defy your will deserve death and nothing else.
Merciless: Hesitation is weakness when executing your oath.

Oath of the Wyrm Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of The Dragon Spells table, you thereafter always have the listed spells prepared. Some spells require you to manually add them with !sb add

Oath of The Dragon Spells
Paladin Level Spells
3 absorb elements, chromatic orb
5 alter self, Ashardalon's Stride
9 elemental weapon, fireball
13 summon elemental (draconic shape), locate creature
17 summon draconic spirit, destructive wave

 

Power of the Wyrm (3)

As an action, you can expend one use of Channel Divinity to imbue your soul with the power of a dragon. For 10 minutes or until you use this feature again, you invoke the energies of a dragon god depending on your alignment.

You can end this effect early (no action required).

If you are Good aligned, as a Magic Action, you can exhale Bahamut's Exalting Breath in a 15ft cone. Each creature in that area of your choice regains a number of hit points equal to your (proficiency modifier)d10. This breath weapon recharges at the start of your turn with a 5 or 6 on a d6 roll and can be used upon use of a channel divinity.

If you are Neutral aligned, you can expend your channel divinity as a bonus action instead to create Sardior's telekinetic field around you for 10 minutes instead, reducing the incoming damage of each ranged attack and spells by your charisma modifier.

If you are Evil aligned, as a Magic Action, you can exhale one of Tiamat's Chromatic Flames in a 15ft cone (your choice of acid, cold, fire, lightning, or poison when channel divinity is spent). Each creature in that area must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes (proficiency modifier)d12 damage of a type of breath you chose. On a successful save, the creature takes half as much damage. This breath weapon recharges at the start of your turn with a 5 or 6 on a d6 roll and can be used upon use of a channel divinity.

Aura of the Lair (7)

If you are Good aligned, the paladin, as well as any Metallic dragons within 10 feet of the paladin, gains a bonus to skill check rolls equal to the paladin's Charisma modifier (minimum of +1). 

If you are Neutral aligned, the paladin, as well as any Gem dragons within 10 feet of the paladin, gains a bonus to spell damage rolls equal to the paladin's Charisma modifier (minimum of +1).

If you are Evil aligned, the paladin, as well as Chromatic dragons within 10 feet of the paladin, gains a bonus to melee damage rolls equal to the paladin's Charisma modifier (minimum of +1).

Draconic Freedom (15)

At 15th level, the paladin gains wings that sprout from their back, gaining a flying speed equal to their walking speed. You can't wear armor unless the armor is made to accommodate the wings. The wings look different depending on your alignment.

If you are Good aligned, the wings look like that of a Metallic dragon. People tend to feel protected near your wings, often recognizing your bravery when they are outstretched.

If you are Neutral aligned, the wings look like that of a Gem dragon. Scholars are drawn to the psionic energies around them, and others with psionic abilities hear a hum from them.

If you are Evil aligned, the wings look like that of a Chromatic dragon. Most of the time you appear as a sinister threat to everyone, and it takes convincing to prove them otherwise.

Heart of the Dragon (20)

At 20th level, the paladin assumes more dragon-like features depending on the alignment of the paladin, taking on an appearance reflecting the dragon god they swear to. For example, you may grow horns on your head, sprout a dragon's tail, or have your hair change to represent a chromatic dragon.

Using a bonus action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You grow claws on your hands, improving your unarmed strikes. They deal an extra (charisma modifier)d8 damage according to your alignment. If you are good aligned, a creature you attack may instead regain a number of hit points equal to the damage which would have been dealt from your unarmed strike. If you are evil aligned, you choose an element (fire, cold, lightning, thunder, or acid) when your claws manifest and deal that type of damage with them instead of magical bludgeoning damage. If you are neutral aligned, you deal force damage.
  • You grow one size larger. If you are a size larger than your enemy, you can add your charisma modifier to the strength save dc for grapples.
  • You gain 60ft Blindsight.
  • Your breath weapon now has a reach of 60ft cone and can be used in this form without spending a channel divinity. If you are neutral aligned, the telekinetic field reduces ranged attack damage and damage from ranged spells by your paladin level instead of your charisma modifier.

Once you use this feature, you can't use it again until you finish a long rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Previous Versions

Name Date Modified Views Adds Version Actions
1/19/2025 1:50:00 PM
10
1
--
Coming Soon
1/19/2025 1:51:25 PM
2
1
--
Coming Soon
1/19/2025 4:59:36 PM
9
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes