Draconic Domain
By Morgan's Brews
Many gods among different pantheons and religions are dragons, being revered by mortals for thousands of years. With how varied dragons are, the different types of dragon deities are equally as varied, presiding over many domains. Some clerics focus their worship on the draconic aspect of these gods: respecting their raw power, ferocity, and wisdom.
Draconic Domain Spells
You gain domain spells at the cleric levels listed in the Draconic Domain Spells table.
| Cleric Level | Spells |
|---|---|
| 1st | burning hands, chromatic orb |
| 3rd | dragon's breath, scorching ray |
| 5th | fireball, fly |
| 7th | elemental bane, wall of fire |
| 9th | cone of cold, holy weapon |
Draconic Studies
At 1st level, you can speak, read, and write the Draconic language.
In addition, you learn one cantrip of your choice from the sorcerer spell list. It counts as a cleric spell for you.
Draconic Favor
At 1st level, choose one type of dragon that corresponds to your deity. The damage type associated with each dragon is used by features you gain later.
Dragon Types
| Dragon | Damage Type |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Gold | Fire |
| Green | Poison |
| Red | Fire |
| Silver | Cold |
| White | Cold |
When you cast a cantrip or Domain spell, instead of dealing that spell's normal damage, it deals your deity's damage type instead. Starting 11th level, you may apply this to any spell you cast.
Whenever you cast a spell of 1st level or higher that deals your deity's damage type, you gain temporary hit points equal to your Wisdom modifier (minimum 1).
Channel Divinity: Menacing Avatar
Starting at 2nd level, you can use your Channel Divinity to summon a spiritual projection of your deity.
As an action, you present your holy symbol, and a draconic avatar appears at a point you can see within 30 feet and lets out a loud roar. Each creature of your choice within 20 feet of it must succeed on a Wisdom saving throw. On a failure, the creature takes psychic damage equal to your cleric level and is frightened of you for 1 minute. On a success, they take half as much damage and aren't frightened.
A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Monstrous Form
Starting at 6th level, you can channel the feral instincts of a dragon, enhancing your abilities. As an action, you can assume a more draconic appearance for 10 minutes, or until you end it as a bonus action.
- You have advantage on Wisdom (Perception) checks.
- As a bonus action, you can shoot a small beam of energy from your mouth, matching the element of your deity. You gain a bonus action that you can use to make a ranged spell attack targeting a creature you can see within 30 feet. On a hit, the attack deals 1d10 damage plus your Wisdom modifier, of your deity's damage type.
You can use this transformation a number of times equal to your Wisdom modifier (minimum 1), and regain all expended uses when you finish a long rest. Alternatively, you can assume this transformation by instead expending a spell slot.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Swarm of Wyrms
At 17th level, your patron gifts you with a swarm of spectral wyrmlings for your devotion. They will fly around you harmlessly, and can be summoned and resummoned as a free action. If any harmful effect would hit a wyrmling, it instead passes through it in a puff of elemental energy.
As a bonus action, you can direct the wyrmlings to harry one or more creatures within 60 feet of you. While being harried, that creature takes an additional 1d10 damage of your deity's damage type whenever it takes damage, once per turn. The wyrmlings can harry a number of creatures equal to your Wisdom modifier (minimum 1) at a time.
The wyrmlings fade away if you are knocked unconscious.
Draconic Domain Version 1.0
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