Base Class: Paladin
All have heard stories of dragons, the incredible beings of incredible power that only a fool would not fear. A paladin of the Dragonheart has seen these great creatures as models, examples to follow. By taking the Oath of the Dragonheart they have vowed to embody a dragon's might, cunning, and courage. Keep in mind when taking this oath that paladins of the Dragonheart that take after Metallic Dragons are a much different breed than those that take after Chromatic Dragons.
TENETS OF THE DRAGONHEART
Might: Do not be afraid to seek out power, for it will help you achieve your goals
Cunning: Not all problems can be solved through sheer physical might, a battle of minds can be just as crucial as the battle itself
Courage: Do not be afraid of conflict, no matter the type, though know when you are at a disadvantage
TENETS OF THE METALLIC DRAGONHEART
Protect the Weak: All have a place in this world, and you should ensure that that place is not taken away from them
Curiosity: The world is full of incredible items and information, just waiting to be discovered. What good do they do by remaining hidden away?
TENETS OF THE CHROMATIC DRAGONHEART
Superiority: You are stronger than other creatures, and as such you deserve their respect and servitude. If they step out of line, then it's your duty as a superior being to put them back in their place
Greed: The world is full of powerful and beautiful items and knowledge, just waiting to be discovered or to have their true potential realized. You know you deserve them more than anyone else does
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Courage of the Dragonheart: As an action, you can present your holy symbol to bolster your resolve using your channel divinity. You gain temporary hit points equal to your Paladin level for a minute. While you have these temporary hit points you are immune to the frightened condition
Cunning of the Dragonheart: As a bonus action you can attempt to determine an enemy's weakness using your channel divinity. Choose a creature within 30 ft of you. Make an investigation check contested by their deception. If you succeed, you gain advantage on melee attacks against that creature until the end of the turn, and your next melee attack against that creature before the end of the turn deals an additional 1d12 damage of the attack's damage type. This damage increases to 2d12 at lv 5, 3d12 at lv 9, 4d12 at lv 13, and 5d12 at lv 17.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Might
Starting at 7th level, you and friendly creatures within 10 feet of you can add your charisma modifier to the damage roll of one melee attack that they make each turn while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Dragon's Hide
Beginning at 15th level, your body becomes tougher.
Your maximum hp increases by 15 and your maximum hp increases by 1 every time you gain a level in this class.
Whenever you take piercing, slashing, or bludgeoning damage from a nonmagical weapon or fire, cold, lightning, poison, or acid damage, you can use your reaction to gain resistance to that damage type until the end of the turn. You can use this an amount of times per long rest equal to your charisma modifier.
Draconic Majesty
Once per long rest you can embody the majestic power of a dragon for a minute or until you are incapacitated. While this is active, you gain the following benefits:
-You become a figure of awe and fear to all nearby. Whenever you take the attack action for the first time on your turn you can unleash your fearsome presence. Each creature of your choice within 20 ft. of you must make a wisdom saving throw against your spell save DC. On a failed save it is frightened for a minute or until this ability ends. At the end of each of it's turns it can remake this saving throw, ending the condition on a successful save. A creature that succeeds on it's saving throw becomes immune to your use of this ability for 24 hours
-You become more resilient, able to push through your injures and keep fighting. At the start of each of your turns you regain 10 hit points
-Your mind works quicker and you begin to be able to better read your opponents fighting styles and plan how to counter them. Once per turn when you hit a creature with an attack you can identify their fighting style and how to counter it. The next attack you make against that creature this turn is made at advantage
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