Paladin
Base Class: Paladin

Paladins who pledge their oath to either serve a dragon or be as a dragon, embodying a mighty paragon or leader through their own power and charisma for the sake of those they represent. They seek power in all forms and yearn to serve as a beacon of might so those below may rise up and those above can depend on them, shouldering the wishes of those around them.

Draconic Tenets

The tenets of of the Oath of Dragons drive a paladin to reach new heights so their presence may galvanize those around them and strike fear in those against them.

All for the brood. All actions must be taken in consideration for those you serve and those you deem companions.

Through Tooth, Fang, and Claw. Your must act with your full strength and viciously take down all who dare harm those close and oppose you. Never hold back in the face of danger.

Pride and Dignity. Always hold your head up high and be true to those around you. Never throw away your values for the sake of anyone else.

Never let your hunger die. Your ambition should always be to be stronger, to be better, to gain more, and to be above all who would drag you down. Soar. For the sake of yourself and those around you. Never settle for less.

Level 3: Oath of Dragons 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 Dragons Spells table, you thereafter always have the listed spells prepared.

Oath of Dragons Spells
Paladin Level Spells
3 Chromatic Orb, Absorb Elements
5 Dragon's Breath, See Invisibility
9 Protection from Energy, Fly
13 Elemental Bane, Death Ward
17 Summon Dragon, Control Winds

Level 3: Dragon's heart

When you take this oath, choose a type of dragon from the below list. You gain resistance based on the determined type and whenever you use Divine Smite, you can choose to deal radiant damage or the type of damage based upon your associated dragon.

Black - Acid
Blue - Lightning
Brass - Fire
Bronze - Lightning
Copper - Acid
Gold - Fire
Green - Poison
Red - Fire
Silver - Cold
White - Cold

Black Dragon

Gain resistance to Acid. You may change the damage type of Divine Smite to Acid damage.

Blue Dragon

Gain resistance to Lightning. You may change the damage type of Divine Smite to Lightning damage.

Brass Dragon

Gain resistance to Fire. You may change the damage type of Divine Smite to Fire damage.

Bronze Dragon

Gain resistance to Lightning. You may change the damage type of Divine Smite to Lightning damage.

Gold Dragon

Gain resistance to Fire. You may change the damage type of Divine Smite to Fire damage.

Green Dragon

Gain resistance to Poison. You may change the damage type of Divine Smite to Poison damage.

Red Dragon

Gain resistance to Fire. You may change the damage type of Divine Smite to Fire damage.

Silver Dragon

Gain resistance to Cold. You may change the damage type of Divine Smite to Cold damage.

White Dragon

Gain resistance to Cold. You may change the damage type of Divine Smite to Cold damage.

Level 3: Draconic Fury

Immediately after you damage a creature with your Divine Smite, you can use your Channel Divinity  to deal the same damage to all creatures in a 30ft. cone from your initial target. After you total the amount of damage dealt by the attack using Divine Smite, all other creatures within the 30ft. cone take half as much damage, rounded down. This damage type from this attack is the same as your chosen element from the Dragon's Heart feature.

Level 3: Draconic Fear

As a bonus action, you may use your Channel Divinity feature to exude the frightful presence of your ancestry. Creatures of the paladin's choice within 10ft, up to their charisma modifier minimum of 1, must make a Wisdom saving throw (DC equals 8+PB+CHA mod) or become frightened for 1 minute. A creature can repeat this saving throw  at the end of each of it's turns, ending the effect on itself on a success. If a creature succeeds the saving throw or ends the effect on itself, the creature is immune to this fear effect for 24 hours.

The distance of this fear increases to 30ft. at 10th level.

Level 7: Aura of Draconic Might

You emanate an aura representing the might of your associated dragon. Either flames flit around you, the air around you sparks with lightning, objects corrode faster, or there is a chilling cold that can be seen forming around your presence. Whenever you or a friendly creature in your Aura of Protection damages with a weapon attack, you may add 1d6 damage of your associated dragon type to the roll.

In addition, elemental damage you deal that is associated to your dragon type to enemies that are within your Aura of Protection ignores resistance. At level 18, this effect extends to your allies.

Level 15: Draconic Menace

Your presence unnerves your enemies, causing them to falter by the fierceness of your scorn. Whenever a creature you can see within 30ft. succeeds on a saving throw, you can use your reaction to impose a penalty to the roll equal to your Charisma modifier, minimum of 1. If a creature were to fail the saving throw due to this feature, they take 2d6 plus your charisma modifier damage of your associated dragon type. You can use this feature an amount of times equal to your proficiency mod, and you regain all uses per long rest.

Level 20: Imperatoris Draconis

At 20th level, your form becomes more draconic in appearance and you gain effects of a true dragon. As a bonus action, you may Activate Draconic Form and gain all the features for 1 minute, or until you deactivate it.

 Once you use this feature, you can’t use it until you finish a Long Rest or until you restore your use of it by expending a level 5 spell slot (no action required).

Activate Draconic Form

While assuming your draconic form, you gain the following benefits:

Draconic Hide: You gain an AC bonus of +3. You also gain temporary wings and a flight speed equal to your movement speed.

Draconic Resistance: You gain 1/-- legendary resistance for the duration and instance of this feature.

Draconic breath: As a part of the initial transformation and as a bonus action on each turn after, during this transformation you can exude a cone of energy as a breath attack. Each creature within a 60ft. cone must make a Dexterity save (DC equals 8+PB+CHA mod) or take 10d8 damage of your associated dragon type, half on a successful save. This breath attack has a recharge of (5-6) on a 1d6.

 

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