Base Class: Cleric
This domain is for those who worship gods of dragons, or dragons who are gods. This includes benevolent gods such as the platinum dragon Bahamut, or evil gods such as the five-headed Tiamat or the goddess of death Takhisis. You channel the terrible might of the dragons through your spells, and even take on some aspects of them.
Dragon Domain Spells
Cleric Level |
Spells |
1st |
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3rd |
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5th |
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7th |
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9th |
Draconic Skin
When you choose this domain at 1st level, you gain a natural armor of 13 + your Dexterity modifier if you are not wearing any armor.
Draconic Affinity
Also at 1st level, choose one type of dragon. Based on the type of dragon you choose, you gain the ability to cast absorb elements without expending a spell slot, but only against the type of damage corresponding to the type of dragon. You also have advantage on Charisma (Persuasion) checks to interact with your chosen type of dragon.
Black Dragon
Acid
Blue Dragon
Lightning
Brass Dragon
Fire
Bronze Dragon
Lightning
Copper Dragon
Acid
Gold Dragon
Fire
Green Dragon
Poison
Red Dragon
Fire
Silver Dragon
Cold
White Dragon
Cold
Channel Divinity: Draconic Power
Starting at 2nd level, you can use your Channel Divinity to infuse your holy symbol with the power of a dragon.
As an action, you present your holy symbol and it transforms into a dragon's mouth. You then use the breath weapon of your chosen dragon from the holy symbol (as a wyrmling). This changes to the breath weapon of a young dragon at 14th level. The DC is your spell save DC.
Draconic Blood
Beginning at 6th level, when you use absorb elements as part of your Draconic Affinity ability, you regain hit points equal to your cleric level + your Wisdom modifier.
Draconic 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 type associated with your chosen dragon to the target. When you reach 14th level, the extra damage increases to 2d8.
Channel Divinity: Dragon Call
Starting at 17th level, you can present your holy symbol and pray to your deity for help. This costs 2 uses of Channel Divinity.
You pray to your deity to send a dragon to help you. Roll a d100. On a roll of 25 or higher, you succeed. If you a place that a dragon cannot easily access, you automatically fail. If you roll a 25-75, you summon a young dragon of your chosen type. If you roll a 76-95, you summon an adult dragon of your chosen type. If you roll a 96-100, you summon an ancient dragon of your chosen type. The dragon takes 1 round to get to you. The dragon is friendly to you and your allies, and will mostly obey your commands. It stays for 1 hour, and then flies off.
Previous Versions
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8/2/2018 3:43:25 AM
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Draconic Blood
Beginning at 6th level, when you use absorb elements as part of your Draconic Affinity ability, you regain hit points equal to your cleric level + your Wisdom modifier.
The wording is broken on my character when viewing this ability.
It says:
When you use absorb elements as part of your Draconic Affinity ability, you regain classlevel:cleric:+modifier:wis - Invalid keyword: cleric hit points.
Great subclass, but BTW Takhisis is just what they call Tiamat in Dragonlance, so you may want to change the lore bit to match.
So, this is a very well-made subclass, very flavorful, very good. The only thing I would suggest is to give this subclass bonus proficiency in martial weapon, it'd synergize really well with the Draconic Strike class feature and fit in with how most, if not all, Cleric subclasses give some kind of bonus proficiency as part of the starting package.
I just realised that Dragon Blood is super overpowered, because you can essentially take any fire dragon, and then break a bottle of alchemists fire over your head to heal yourself to full health. Who needs a short rest when you can just restore yourself by the power of arson?
That could work for sure. Obviously feel free to change it however you want so it best suits your game. What I might do is just cut it in half and bring it up to 7d6 at 14, or maybe earlier and add another tier.
My Descent into Avernus party wants to join the Cult of the Dragon, and the party's cleric might just change his domain to this. I do think it is wise to better balance the channel divinity ability. Putting down a 7d6 cone of fire at level 2 is awesome, but also a little overpowered. I'd change it to 1d6 per cleric level, with an increase in range at 14th level. Maybe copy the dragonborn breath weapon table to keep the shape and flavour.
Hmm. Thanks for pointing this out, I’ll try to fix it when I have time.
Like it.
There´s a small error though - in the description of draconic affinity, it says advantage on persuasion checks, but the sheet shows advantage in the deception skill in the skill list.
Thanks!
I'd say that you would go down to zero and then get healed.
Love everything about this!!!
But I think one thing needs to be cleared up about that lvl 6 feature. What happens if you are taken down to 0 hp? If I am a lvl 6 Fire Dragon Cleric with +4 Wisdom (therefore I get healed by 10 hit points when Absorb Elements happens) and get hit by a spell that deals 40 fire damage (which gets halved down to 20), would I:
A: first take 20 points of damage, go down to 0 and then get healed up to 10 hp, effectively being healed by 5 hp
Or
B: the healing takes place immediately, bringing the fire damage I should have taken down to 10 which still brings me down to 0 hp
I really think this a great idea. I'm running a dragonborn war cleric of Bahamut in Adventurer's League. I would totally be using this if it were allowed.
Keep up the good work!
Any suggestions for improvements are more than welcome.