Oath of Bahamut: Paladin

For as long as dragons roamed the Material Plane, there were mortals who become entice by their might's and worship them like gods. Certain sorcerer's have bloodline related to the dragon races, while few warlock's make pacts with dragon to possess their powers. As for paladin's, there are some who willing serve under to any dragons and make an oath with them. However, there a select individuals who got the attention of powerful dragon deities, either Bahamut or Tiamat, to be under their service. Upon making an oath to either one, the paladin become part of a sacred conclave known as "Dragon Lord's", beings who status are close to Ancient Dragon and are charge by their gods to protect the Dragon Race's. The Dragon Lord's doesn't just gain the skills of dragons, but the most powerful paladins among them gain the abilities to become dragons themselves.  
If in services to Bahamut, the character alignments must be: LG, NG, CG, LN, and CN.
If in services to Bahamut, the character will be loyal towards the Shinzoku   Tenets of the Dragon:
 
  • Duty. Defeat the enemies of the dragon race's, and show them no mercy. Never turn your blade against the dragon's under your god's alignment (chromatic to Tiamat, metallic to Bahamut). The only exception against similar alignment dragon's is if they go against your god's will and thus must be punish.
 
  • Service. Protect and served under the dragons of your god's alignment. Never reject a mission's given by a dragon or your god's.
 
  • Honor. Take pride and spread the name of dragonkind across the land. Never insult or mock the dragon races.
 
  • Reverence. Respect the Draconic race and hold them in the highest regard. Never look down on dragons as if superior.

Channel Divinity
When you take this Oath at 3rd level, you gain the following two Channel Divinity options. You also 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.  
  • Draconic Breath:
  • All creatures within a 15 foot cone or 30 foot line originating from you must make a Dexterity Save, or take damage (of fire, cold, lightning, thunder, poison, or acid- your choice) equal to 2d10 + Your Paladin Level on a failed roll, or half as much on a successful roll. This attack feature can only be used once until you take a long rest. At the 15th level, your draconic breath does 4d10+Your Paladin Level.
 
  • Turn the Unworthy:
  • As an action, you present your holy symbol and speak a prayer to active your Channel Divinity. Each fiend/celestial or Dragon (opposite your moral alignment) 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 Dragon Spells
PALADIN LEVEL SPELLS
3rd chromatic orb, absorb elements
5th detect thoughts, hold person
9th fear, water breathing
13th elemental bane, polymorph
17th hold monster, immolation

Aura of the Dragon
Starting at 7th level you and any friendly creatures within 10 feet may deal an additional 1d6 damage (of fire, cold, lighting, thunder, poison, or acid- your choice) with weapon attacks, but only once per round. After completing a short rest, you may choose a different damage type, and this is the damage type that is dealt until your next rest. At the 18th level, this aura's range increases to 30 feet, and the damage increases to 2d6.  
Dragon Wings
At 10th level, you gain the ability to Fly by channeling the Divine energy of Bahamut or Tiamat. For a bonus action, you can summon a set of Dragon's wings. The color of these wings is based on the alignment you are, and they match up with the dragon with the same alignment as you. Once you summon the wings, they last up to an hour and if you summon them while wearing armor, they rip holes through them exactly big enough for the wings but not enough to damage the integrity of the armor. The wings have a 30 feet flight speed. This increases to 60 upon reaching level 15. You need to take a short rest to gain back the ability.  
Draconic Resistance
From 15th level, you become immune to the damage type selected for your Aura of the Dragon.  
Dragon Blessing
At 20th level, your draconic deity recognizes your prowess and bestows you with a gift. With an action, for an hour, you transform into an Ancient Dragon, the alignment depending by your god's and the color on your choice (like a Red Dragon). You only retain your Intelligence, Wisdom, and Charisma, but all other stats, as well as their traits and features are replaced by the Dragon stats, traits, features, etc. You do not possess any legendary resistance and action. If you are reduced to zero hitpoints, you return to your normal form and are knocked unconscious. Enemies within your Aura of the Dragon (still active in your dragon form) take damage equal to your Charisma Score of its damage type when they enter or start their turn in the Aura, bypassing all resistances and immunities to that damage type.   While you are transformed, the following rules apply:  
  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary actions or resistances, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, the number of hit points you had before you transformed are reduced by half based upon the taxing nature of the transformation. Additionally, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You may not cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
  • Once you use this feature, you can’t use it again until you finish a long rest.

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