Base Class: Cleric
The Draconic domain focuses on the terrifying presence and intense elemental arcane ability of the dragons of legend. The dragons promote strength, wisdom, self-preservation, and, above all else, tradition. Through shielding themselves and their allies, frightening would-be enemies with just a glance, and gathering hordes of riches and artifacts, the dragons have long reigned as masters of the elements throughout the known world. Any Draconic deity or ancient dragon can claim influence over this domain. Popular Draconic deities include but are not limited to Asgorath, Bahamut, Takhisis, Tiamat, or Zorquan.
|
Cleric Level |
Spells |
|
1st |
|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Bonus Proficiency
At 1st level, you are proficient in the Intimidation skill and your proficiency bonus is doubled for any ability check you make involving this skill. You also have advantage on saving throws against being Frightened.
Draconic Tradition
At 1st level, your deity grants you the benefits of all dragon-kind.
You gain Blindsight out to 10 feet and Darkvision out to 60 feet. You also gain the ability to speak, read, and write Draconic.
Channel Divinity: Elemental Manipulation
At 2nd level, once per day you get to choose one type of dragon. After choosing one type of dragon, you cannot change your choice for that day. 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 day's 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
When you reach 10th level, when you use absorb elements within your Elemental Manipulation ability, you regain hit points equal to half the amount of elemental damage dealt to you plus your Wisdom modifier.
Scale Shielding
At 6th level, your deity grants you the ability to harden a section of your skin to protect yourself from incoming attacks. When you are attacked by a creature you are aware of and that you can see, you can use your reaction to temporarily grant yourself +2 AC, causing a section of your skin to turn into dragon scales.
You can use this ability a number of times equal to your Wisdom modifier. You regain all expended uses upon completing a long rest.
Draconic Strike
At 8th level, your deity grants you the ability to infuse your melee weapon attacks with elemental damage. Once per turn, when you hit a creature with a melee weapon attack, you deal an extra 1d8 damage corresponding to the day's chosen type of dragon. When you reach 10th level, the extra damage increases to 2d8. When you reach 14th level, the extra damage increases to 3d8.
Channel Divinity: Draconic Salvation
At 17th level, your deity grants you the ability to request a dragon's aid. This costs 2 uses of Channel Divinity.
As you pray to your deity, a portal is torn open into another plane. Roll 1d100.
Result 1-25: The portal is torn open but no dragon emerges.
Result: 26-75: The portal is torn open and a young dragon of your corresponding type emerges.
Result: 76-95: The portal is torn open and an adult dragon of your corresponding type emerges.
Result: 96-100: The portal is torn open and an ancient dragon of your corresponding type emerges.
If you're in a place that the dragon cannot easily fit into, no portal is torn open. The dragon takes 1 round to arrive through the portal. The dragon is friendly to you and your allies. The dragon may or may not listen to you depending on its standing and it stays for 1 minute and then flies back into the portal. You and your allies are not able to enter the portal.