Dragon Domain

Dragons. Legendary creatures that appear in the folklore of many cultures around the world. Beliefs about dragons vary drastically by region, tradition, and history. Dragons embody a collective cultural imagination. Some clerics worship dragons as gods - as the pinicle of authority and power in the world. Whether good or evil, dragons have a powerful effect on the creatures and the kingdoms around them.

Dragons can be keen, and protective, and greedy, and malevolent. They may strike fear into the hearts of the most determined adventurer - or give guidance to an ambitious young wizard. In becoming a disciple of the draconic faith, you will channel their will into the world. You will embody their authority and even manifest aspects of their power.





Dragon Domain Spells

Cleric Level Spells 1st chromatic orb, heroism 3rd alter self, locate object 5th fly, protection from energy 7th dominate beast, guardian of faith 9th dominate person, reincarnate *

* Your DM may decide if because of the source of your power, the target is always reincarnated as a Dragonborn.

Disciple of the Dragon

At 1st level, you learn to speak, read, and write Draconic. You also gain proficiency in Perception and one of the following skills of your choice: Deception, History, or Persuasion.

Bonus Proficiency

Also at 1st level, you gain proficiency with martial weapons and heavy armor.

Channel Divinity: Dragon Hide

At 2nd level, whenever you take Acid, Cold, Fire, Lightning, or Poison damage, you can use your Channel Divinity as a reaction to gain resistance to that damage type (after the initial damage has been applied). This resistance lasts until your next short rest, and you can only be resistant to one damage type from this ability at a time.

Channel Divinity: Dragon Breath

At 6th level, as an action, you can use your Channel Divinity to exhale divine flames in a 15 foot cone. These flames are bright white and do radiant damage.

When you use this breath weapon, each creature in the area of the exhalation must make a dexterity saving throw. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. A creature takes 3d6 radiant damage on a failed save, and half as much damage on a successful one. As your Cleric level increases, the damage increases to 4d6 at 11th level and 5d6 at 16th level.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. This damage ignores any resistances.

Dragon Heart

Starting at 17th level, as an action, you can polymorph into an Adult Dragon of your choice for 1 minute. Once you use this feature, you can't use it again until you finish a long rest.