Base Class: Paladin
Tenets of Bahamut
The ancient great wyrm demands vows and services of his paladins. Draconic paladins tend to follow these core principles:
The Dragon Scale Protect those who cannot protect themselves. You are not only a sword but also a shield. You have been granted great power not to hoard or use for yourself but use for others.
Tenet 2 (TBD)
Tenet 3 (TBD)
The Dragon’s Breath Where you see truly irredeemable evil, destroy it with all consuming might and ferocity
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options
Breath Weapon: As an action, you can expend your Channel Divinity to exhale with the destructive breath of the mighty dragon. Your damage type is cold and each creature in the area of exhalation must make a Constitution saving throw, A creature takes 2d6 damage for each point of your proficiency bonus, or half as much damage on a successful save.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Platinum Dragon Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
[spell]fly[/spell], protection from energy |
|
13th |
|
|
17th |
Aura of Fear
Starting at 7th level, when a creature with a challenge rating half your level rounded down moves within 10 feet of you, you can use your reaction to invoke the aura of the Platinum Dragon. That creature must make a Wisdom saving throw or be frightened for 1 minute or until it takes any damage. After a creature passes its saving throw against this effect, it is immune for 24 hours.
At 18th level, the range of this aura increases to 30 feet.
Legendary Resistance
At 15th level, when you fail a saving throw, you can instead choose to succeed using your reaction. After using this ability, you can't use it again until you finish a long rest.
Platinum Avenger
At 20th level, you can use your action to assume the perfect form of ancient dragons. For 10 minutes, you gain the following benefits:
- You sprout scaled wings from your back, which grant you a flying speed of 60 feet.
- You have immunity to the cold damage type.
- You can use your reaction when you take damage to reduce that damage by 1d12+Con.
- You can use your breath weapon at will.
Once you use this feature, you can't use it again until you finish a long rest.