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EDIT: Thanks to everyone's helpful advice, I have finalized the Oath of the Dragon.
What do you think? Is it something you would allow at your games?
Oath of the Dragon (5e Paladin Sacred Oath)
This homebrew sub-class was primarily influenced by:
Paladins that follow the Oath of the Dragon--sometimes called dragoons or dragon riders--are those who have pledged their loyalty in service to a powerful chromatic or metallic dragon.
TENETS OF THE DRAGON
Bring me Treasure. A percentage of whatever treasure you obtain from each adventure is to be given back to your dragon master.
My Word is Law. Should your dragon master give you a command or decree, you must obey it.
My Teeth and Claws. You are to conquer and/or destroy the enemies of your dragon master.
OATH SPELLS AT PALADIN LEVEL
3rd ---- Feather Fall, Hunter's Mark
5th ---- Hold Person, Scorching Ray*
9th ---- Bestow Curse, Haste
13th ---- Freedom of Movement, Polymorph
17th ---- Dominate Person, Hold Monster
*when you cast this spell, the damage is of the type associated with your dragon master
DRAGON MASTER
When you take this oath at 3rd level, you can speak, read, and write Draconic.
Furthermore, you must choose the species of the dragon who will become your master.
The species of your dragon master is associated with a particular damage type:
Black ------ Acid
Blue ------- Lightning
Brass ----- Fire
Bronze --- Lightning
Copper --- Acid
Gold ------ Fire
Green ---- Poison
Red ------- Fire
Silver ----- Cold
White ----- Cold
CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the following Channel Divinity options:
Draconic Presence. As a bonus action, you give vent to a primal roar that frightens your enemies.
Each hostile creature within 30 feet of you must make a Wisdom saving throw or be frightened of you until the end of your next turn.
Draconic Savagery. As a bonus action, you give vent to a primal roar that increases your fighting spirit.
For 1 minute, you deal extra damage equal to your Charisma modifier on a hit. The extra damage is of the type associated with your dragon master.
DRACONIC STEED
At 7th level, your dragon master bequeaths to you one of its own offspring to serve you as a fully trained mount both in and out of combat.
The following rules apply to your draconic steed:
While mounted on your draconic steed, you gain the following benefits:
Should your draconic steed be killed, you can perform an ancient ritual to resurrect it over the course of 24 hours. After the ritual is completed, your steed returns to life and reappears in an unoccupied space within 30 feet of yourself.
LEGENDARY RESISTANCE
At 15th level, when either you or your draconic steed fails a saving throw, you can choose to turn that failure into a success
You can use this feature once, and regain the ability to do so again after you finish a short or long rest.
HEART OF A DRAGON
At 20th level, you can use your action to give vent to a primal roar that both revitalizes your allies and partially transforms you.
For 1 hour, you gain the following benefits:
Once you use this feature, you can't use it again until after you finish a long rest.
What do you think? Is it something you would allow at your games?
Oath of the Dragon (5e Paladin Sacred Oath)
This homebrew sub-class was primarily influenced by:
- the film How to Train Your Dragon
- internet research into Skyrim
- the anime/manga Yona of the Dawn
- the Dragonlance D&D setting
- The Ringwraiths from the Lord of the Rings film trilogy
- the Dragoon PC class from the Final Fantasy franchise
Paladins that follow the Oath of the Dragon--sometimes called dragoons or dragon riders--are those who have pledged their loyalty in service to a powerful chromatic or metallic dragon.
TENETS OF THE DRAGON
Bring me Treasure. A percentage of whatever treasure you obtain from each adventure is to be given back to your dragon master.
My Word is Law. Should your dragon master give you a command or decree, you must obey it.
My Teeth and Claws. You are to conquer and/or destroy the enemies of your dragon master.
OATH SPELLS AT PALADIN LEVEL
3rd ---- Feather Fall, Hunter's Mark
5th ---- Hold Person, Scorching Ray*
9th ---- Bestow Curse, Haste
13th ---- Freedom of Movement, Polymorph
17th ---- Dominate Person, Hold Monster
*when you cast this spell, the damage is of the type associated with your dragon master
DRAGON MASTER
When you take this oath at 3rd level, you can speak, read, and write Draconic.
Furthermore, you must choose the species of the dragon who will become your master.
The species of your dragon master is associated with a particular damage type:
Black ------ Acid
Blue ------- Lightning
Brass ----- Fire
Bronze --- Lightning
Copper --- Acid
Gold ------ Fire
Green ---- Poison
Red ------- Fire
Silver ----- Cold
White ----- Cold
CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the following Channel Divinity options:
Draconic Presence. As a bonus action, you give vent to a primal roar that frightens your enemies.
Each hostile creature within 30 feet of you must make a Wisdom saving throw or be frightened of you until the end of your next turn.
Draconic Savagery. As a bonus action, you give vent to a primal roar that increases your fighting spirit.
For 1 minute, you deal extra damage equal to your Charisma modifier on a hit. The extra damage is of the type associated with your dragon master.
DRACONIC STEED
At 7th level, your dragon master bequeaths to you one of its own offspring to serve you as a fully trained mount both in and out of combat.
The following rules apply to your draconic steed:
- It is of Young age and is the same species as your dragon master.
- It has proficiency in the Athletics, Intimidation, Perception, and Survival skills
- It can make only one attack on your turn. It cannot use a multiattack feature if it normally has one.
- Whenever you gain a level in the paladin class, it gains one additional hit dice.
- It has a proficiency bonus of +3 (unless it is a Blue, Gold, Red, or Silver dragon, in which case it has a proficiency bonus of +4).
- If you advance to a 9th, 13th, and 17th level paladin, the proficiency bonus of your draconic steed increases by +1 each time.
- Whenever you gain the Ability Score Improvement class feature, your draconic steed can improve one of its ability scores of your choice by 2, or two of its ability scores of your choice by 1. As normal, your draconic steed cannot increase an ability score above 20 using this method.
- Your draconic steed acts on your turn, and has an instinctual bond that allows the two of you to fight as a seamless unit.
While mounted on your draconic steed, you gain the following benefits:
- You can make any spell you cast that targets only yourself also target your steed.
- You have resistance to the damage type associated with your dragon master.
- Due to the bond between you and your draconic steed, you do not need to make any Handle Animal check to control it unless it is frightened.
Should your draconic steed be killed, you can perform an ancient ritual to resurrect it over the course of 24 hours. After the ritual is completed, your steed returns to life and reappears in an unoccupied space within 30 feet of yourself.
LEGENDARY RESISTANCE
At 15th level, when either you or your draconic steed fails a saving throw, you can choose to turn that failure into a success
You can use this feature once, and regain the ability to do so again after you finish a short or long rest.
HEART OF A DRAGON
At 20th level, you can use your action to give vent to a primal roar that both revitalizes your allies and partially transforms you.
For 1 hour, you gain the following benefits:
- You and your allies within 30 feet of you regain 10 hit points at the start of each of your turns.
- You and your allies within 30 feet of you have immunity to the damage type associated with your dragon master.
- Your fingernails transform into the talons of a dragon, and you can use them as a natural weapon with a melee reach of 5 feet. You have proficiency and advantage on all attack rolls with these talons, and deal a base damage of 3d8 slashing + your Strength modifier on a hit.
- Your talons are considered magical weapons for the purposes of damage resistance.
Once you use this feature, you can't use it again until after you finish a long rest.
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