Oath of the Dragon Lord (5e Subclass)
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Oath of the Dragon Lord
The Oath of the Dragon Lord is only for those who pledge to be servants of Bahamut or Tiamat. These who take this oath not only gain the skills of dragons, but the most powerful paladins gain the ability to become them. They often adorn their armor with stylized scales, horns, or wings to represent the draconic might they strive to embody. Paladins who take the Oath of the Dragon Lord will be firmly committed to good or evil, depending on which god they worship.
- Tenets of the Dragon Lord
Draconic Power. You hold a dragon's might with you. Fight to your best of ability.
Reverence and Respect. No matter how high you are, always show respect to everyone deserving of such.
Service. Dragons who serve the same god as you may hold you under their service.
Destruction. Unless other deals have been made via a dragon of the same god, never trust the dragons of the opposing god. Destroy the infidels when given the opportunity.
- Oath Spells
You gain oath spells at the paladin levels listed.
|3rd||absorb elements, chromatic orb|
|5th||dragon's breath, enhance ability|
|13th||elemental bane, polymorph|
|17th||hallow, summon draconic spirit|
- Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Dragon Shape. As an action, you can use your Channel Divinity to magically assume the form of a Young Dragon of the same alignment as your deity (so a metallic dragon for Bahamut, or a chromatic one for Tiamat). Your game statistics are replaced by the statistics of the dragon, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. Your gear melds with your form, and you can't activate, use, wield, or otherwise benefit from any of your equipment while transformed. The transformation lasts up to 1 minute, but you revert before then if you lose concentration (as if concentrating on a spell), drop to 0 hit points, fall unconscious, or die.
You assume the hit points of your new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
This transformation places incredible strain on your body. When you revert back to your normal form, you must make a Constitution saving throw with a DC equal to 8 + the CR of the dragon form you chose; on a failed save, you gain 1d2 levels of exhaustion.
Terrifying Presence. Using your Channel Divinity, you can take a bonus action to force each creature of your choice that is within 120 feet and aware of you to succeed on a Wisdom saving throw with a DC equal to 15 + your Charisma modifier or become frightened for 1 minute; a creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Dragons of opposing alignment (good dragons for followers of Tiamat, evil for Bahamut) make this save with disadvantage.
- Aura of Overwhelming Power
Starting at 7th level, a friendly creature gains a +1 bonus to the first attack roll it makes on each turn while within 10 feet of you.
At 18th level, the range of this aura increases to 30 feet.
- Dragon's Breath
Starting at 15th level, you gain the ability to use the elemental breath of dragons as an action. The area this covers depends on the alignment of the dragon deity you worship: if evil, it covers a 40-foot line that is 5 feet wide; if good, it covers a 30-foot cone. Each creature in this area must make a Dexterity saving throw to avoid taking damage of a type you choose between acid, cold, fire, lightning, and poison. A creature takes 3d8 damage of the chosen type on a failed save, or half as much on a success.
Additionally, you learn Draconic if you haven't already.
- Dragon Lord
At 20th level, draconic blood fills you with power. As a bonus action, you shift into a draconic form and gain the following benefits for 1 minute:
- You sprout wings, gaining a flying speed of 30 feet, or increasing your flying speed by 30 feet if you already have one.
- You gain blindsight out to a range or 30 feet.
- You grow oversized claws and a draconic head. When you take the Attack action on your turn, you can choose to replace one attack with up to three unarmed strikes: one bite attack plus one claw attack for each free hand you have. Your bite attack deals piercing damage equal to 2d10 plus your Strength modifier, and each claw attack deals slashing damage equal to 2d6 plus your Strength modifier. These attacks are considered magical for the purposes of overcoming resistance and immunity.
- Dragons of opposing alignment take an extra 2d8 psychic damage whenever you deal hit them with an attack, and they must succeed on a Wisdom saving throw in order to target you with harmful spells or attacks.
Once you use this feature, you can’t use it again until you finish a long rest.