Paladin
Base Class: Paladin

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Oath Spells

LEVEL SPELLS
3rd Color Spray, Charm Person
5th Dragon's Breath, Enlarge/Reduce
9th Melf's Minute Meteors, Counterspell
13th Dominate Beast, Greater Invisibility
17th Cone of Cold, Flame Strike

 

Draconic Disciple

At 3rd level, you choose one type of Dragon as your ideal The damage type associated with each Dragon is used by features you gain later.

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with Dragons, your proficiency bonus is doubled if it applies to the check.

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

 

Channel Divinity

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ideal to emerge. As a bonus action on your turn, you can use your Channel Divinity to gain a number of temporary hitpoints equal to double your level in this class. Additionally, you gain a +2 to AC, as translucent and incorporeal scales form across you body. These benefits last for 10 minutes, but you can end them early as an action.

Turn the Powerful

Dragons are all about being powerful, and you have learned to push away those that could be a threat to your own power. As an action, you present your holy symbol and speak a prayer censuring Celestials and Aberration, using your Channel Divinity. Each Celestial or Aberration 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.

Aura of Draconic Presense

Whenever a creature ends its turn within 10 feet of you, you can have it make a Wisdom saving throw against your spell save DC. On a success, this ability doesn't work again on it for 24 hours. If it fails, the effect is determined by its relationship to you. If it is hostile to you, it is frightened of you for 1 minute. If it is friendly to you, it is charmed by you for 5 minutes.

At level 18, the range of this aura increases to 30 feet.

Dragon Wings

At 15h level, you gain the ability to sprout a pair of Dragon Wings from your back, gaining a flying speed equal to your walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Dragon's Power

At 20th level, as an action on your turn, you can bring down a full dragon's wrath upon your foes. You gain the following benefits:

  • At the start of each of your turns, you regain 5 hitpoints
  • As an action on each of your turns, including as part of the action with which you activated this ability, you can use a dragon's mighty breath weapon. Each creature in a 30-foot cone must make a Dexterity saving throw against your spell save DC or take 8d6 damage, or half as much on a successful save. The damage type is the same as that of the type you chose at level 3, and if you use your action to do this, you can make 1 weapon attack as a bonus action

You can use this once per long rest.

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