Paladins of the Dragon Blood Oath, also called Dragon Knights are Knights who protect the weak against the wrath of the dragons, trained to fight against them using part of their gifts against them, they honor their Draconic rivals in battle and dying in battle against one of those creatures is considered a great honor among the
Dragon Knights. When taking this Oath, you also choose a dragon affinity from the chromatic or metallic spectrum, from the Dragon Knight Affinity table. Your breath weapon and oath features are determined by the dragon type, as shown in the table.
Draconic Affinity Table
Dragon Type |
Damage Type |
Black/Copper/Green |
Acid |
Blue/Bronze |
Lightning |
Brass/Gold/Red |
Fire |
Platinum |
Radiant |
Silver/white |
Cold |
Shadow |
Necrotic |
Tennets of the Dragon Blood
- Honor The Dragons: You wield the might of the dragons, honor them in battle, even against them, Dying in battle against a Dragon is an act of great Honor.
- Defend the Weak: Protect those who coud not protect themselves, dont let another town to be burnt to ashes, if it is in your hand you must protect it.
- Purge the Draconic Evil: Not all Dragons are Evil, But those whose deeds are acts of great Evil must be Purged.
Draconic Smite
When you take this oath, you may change the damage type of your smite whenever you cast it to match the damage type corresponding to your Draconic Affinity.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Dragon Blood Spells
Paladin Level - Spells
3rd - Absorb Elements, Burning Hands
5th - Flaming Sphere, Scorching Ray
9th - Flame Stride, Fear
13th -Elemental Bane, Fire Shield
17th -Summon Draconic Spirit, Cloudkill
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Dragon's Breath: You Exhale a breath of destructive energy, as an action, all creatures within a 15 foot cone originating from you must make a Dexterity Save, or take damage (the damage is determined by the affinity table) equal to 2d10 + Your Paladin Level on an failed roll, or half as much on a successful roll. The damage of this feature increases in 1d10 when you reach 5th level (3d10), 11th level (4d10), and at 17th level (5d10).
- Dragon's Flight: magical dragon wings sprout from your back. as a Bonus action For 10 minutes you gain a fly speed of 30 feet. The speed of these feature increases 10ft qhen you reach 5th level (40ft), 11th level (50ft), and at 17th level (60ft), any effect that affects your movement speed also applies to this feature as it does with your base movement speed (effects such as the haste spell, for example)
Aura of Draconic Presence
At 7th level, your draconic presence manifests as an aura of 10ft. Every Hostile creature must make a Wisdom Saving throw whenever they enter the area or starts its turn inside. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
At 18th level the range of the aura increase to 30ft
Draconic Cunning
At 15th level, whenever you make a decepcion, persuasion or intimidation check, your proficiency bonnus is doubled for those checks, in adition when a creature hits you with an attack roarin energy erupts from you, as a reaction, you coud force the creature who attacked you to make a Dexterity Saving throw against your Spell Save DC. On a fail the creature takes 10d6 damage of the type corresponding to your Draconic Affinity, the creature take half of the damage on a save. When you use this feature, you cannot use it again untill the finish of a Long Rest.
Dragon Aspect
At 20th level, you can call forth the might of your dragon blood, as an action you undergo a draconic transformation. For 1 hour, you turn yourself into a young dragon, of the type corresponding to your Draconic Affinity, you can end the transformation early as a bonus action, reverting to your original form. Once you use this feature you cant use it again untill you finish a long rest. You use your own mental stats when transformed (wis, int, cha.) and your own skills and saving throws, you retain your alignement, and personality. The rest of your game statistics are replaced by those of the Young Dragon, as if you where wild shaped into it. Your equipment merges within the dragon form and you can use all your class, racial, spells, etc, features as normal.
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