Base Class: Paladin
Unlike other paladins who swear oaths, Oath of the Draconian paladins are assigned to their calling as divine warriors. Whether by machinations of divine beings, complications of a blessed (or cursed) bloodline, or by destiny itself, these paladins are conscripted into service irrespective of their own will, called upon to carry out a task for the Dragon King.
The Crystal is a gift to you (or your family, if bloodline is the source of your conscription), and is the font of your power. As such, it is your responsibility to defend it, and keep it safe. Some paladins keep their crystals on their person, attached to a chain as close to themselves as possible. Families who have been marked by an Oath to the Draconian keep their family crystals in castles and keeps, under the most stringent defenses. Losing contact or connection with your crystal can mean a loss of some of your divine blessings. Always be mindful of your crystal’s whereabouts and status.
This Oath is usually enacted upon mortals for the purpose of defeating some evil. As such, it comes with especially destructive spells and abilities. The oath spells for this subclass come from the wizard spell list, reflecting the great destructive magical power of dragons.
Warp Smite
Your Oath gives you the power to move about the battlefield with ease. While not wearing heavy armor, you may use the Divine Smite feature on any ranged weapon attack. When you make a thrown weapon attack, if you choose to use the Divine Smite feature, you may choose to teleport to the space where your weapon lands, or an unoccupied space within 5 feet if the attack hits. Any weapon you wield and are proficient with gains the thrown property while you wield it. The range for weapons that gained the thrown property through this feature have a range of 10/30. The maximum range you can teleport with this feature is 30 feet.
Draconic Aura
Your Oath bolsters your soul with divine power. As part of a long rest, you may choose up to four melee weapons you are proficient with to bond with your soul. While bonded, these weapons become part of an aura that surrounds an area 10 feet around you. While out of combat, they are stored in a pocket dimension within your soul. These weapons count as finesse weapons for you. While this aura is active, creatures within the aura have disadvantage on opportunity attacks against you and creatures friendly toward you. You also gain the benefits of half cover and +3 AC. If you choose to wield one of these weapons during combat, you may teleport up to 10 feet as part of your attack action, but you lose the benefits of half cover.
Crusading Flash
As a free action, you may teleport to any unoccupied space within your aura at any time during your turn in initiative one time. In addition, your Draconic Aura now imposes difficult terrain to hostile creatures who attempt to move through it, causing 1d4 radiant damage for every 5 feet travelled. Opportunity attacks against you are made at disadvantage.
Chosen Champion
Your destiny as Bahamut's champion of justice manifests in you, temporarily making you a flash of divine judgement. As a bonus action, you gain the following benefits.
Your base AC increases by +5
Whenever you are hit by an attack, the creature who attacked you takes 10 radiant damage, provided they are within your aura.
You have advantage on all Dexterity checks and saving throws.
Whenever you take the Attack action on your turn, you may make an additional attack, and, you may teleport anywhere in your aura as part of each of these attacks.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Damage Warp
As a reaction after being hit by an attack, you may add your proficiency bonus to your AC for that attack only. If the attack then misses, you may teleport up to 10 feet in any direction to an unoccupied space as part of the same reaction.
Elemancy
Using your channel divinity, you may prepare a single use of a spell you know and have spell slots for. You cast the spell, which requires all components normally required to cast the spell normally, into an item you create with this Channel Divinity option. The item resembles a palm-sized glowing orb that has your holy symbol emblazoned on it. The item disappears after the spell it holds is cast. When casting the spell via the orb created by this feature, ignore all components normally required to cast the spell, but use the spells casting time, range, and target properties. You may prepare and hold up to three such spells for a number of days equal to 1d4 + your CHA mod (rolled at the time of creation) per spell. A spell prepared in this way may be used by yourself, or an ally you give it to.
Oath Spells
You gain the oath spells at the paladin level listed
3rd: Ice Knife, Absorb Elements
5th: Shatter, Misty Step
9th: Fireball, Haste
13th: Dimension Door, Storm Sphere
17th: Mass Cure Wounds, Commune
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