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## Oath of the Dragon Keeper v.1.3 Dragons are mighty and powerful creatures. When they are fully grown. In their infancy, the eggs of the Songs of Bahumut are vulnerable to cultists seeking power, would-be dragon slayers seeking glory and Chromatic Dragons who see any interloper as a threat to their territory. Some of the Paladins of Bahumut swear to protect clutches of Dragon Eggs, so that they one day soar through the skies as mighty metallic Dragons. Or seek to guide and teach the spawn of evil Chromatic Dragons to master their capricious and cruel nature. A Paladin who assumes the oath of the Dragon Keeper, is entrusted with an Egg to protect with their very lives if necessary. This oath creates a reciprocal bond between paladin and dragon. Should the Paladin survive, they they will seek to hatch the Egg, and become a partner to the Dragon. Once the dragon is grown, some Dragons leave their mortal partners behind. However, those rare few souls for whom the bond is strongest may take to the skies atop their Dragon Mount and remain bonded to the Dragon for the rest of their lives. #### Tenants of the Dragon Keeper A paladin who assumes the Oath of the Dragon Keeper swears to watch over and protect a Dragon Egg, and later wyrmling; becoming a partner and equal.
**Protect your Dragon:** Your Dragon, whether as an Egg, a Wyrmling or Young Adult, requires protection and eventually guidance. It is your job to provide this, so that the Dragon may fulfill its destiny.
**Defend the Weak:** Whilst their first priority will be their partner, a Dragonkeeper fights for all those that cannot fight for themselves. \columnbreak
**Fight as One:** The Bond between Dragon and its master is but one example of the teamwork and cooperation you must show. Dragonkeepers value camaraderie and companionship. #### Oath Spells Starting when you swear your oath at 3rd level, you gain Oath Spells at the listed levels and always have them prepared. ##### Oath of the Dragon Keeper Spells | Paladin Level | Spells | |:---:|:-----------:| | 3 | Absorb Elements, Heroism| | 5 | Dragon's Breath, Locate Animals or Plants| | 9 | Incite Greed, Fear | | 13 | Elemental Bane, Locate Creature| | 17 | Legend Lore, Telepathic Bond | #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. **Dragon’s Wrath.** As an action, you can mimic the frightful presence of a dragon, using your Channel Divinity. You issue a roar as loud as an adult dragon. Each creature of your choice that is within 30 ft. of you and aware of you must succeed on a Wisdom saving throw against your Spell Save DC, or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Scorn the Unworthy.** Your dragonlord oath elevates you above the multitudes of the corrupt and the weak. As an action, you can intone the Dragonlord’s oath, using your Channel Divinity. Enemy creatures within 30 feet that are Large or smaller in size must make a Charisma saving throw against your Spell Save DC. On a failed save, the creature falls prone and loses concentration on any spells that it has active.
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#### Bond of the Dragonknight. At 7rd Level, your dragon egg will hatch. See this creature's game statistics in the *Bonded Wyrmling* stat block. You determine the creature's appearance and Breath Weapon Type. You and your Dragon can communicate telepathically up to a range of 1 mile. You cannot mount your Bonded Wyrmling, regardless of your own size. In combat, the *Bonded Wyrmling* shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take an action in its stat block or to use the Dash, Disengage, Help, Hide or Search action. Alternatively, you can take an action on your turn to command it to use its breath weapon. Once you do this, you may not do so again until you finish a Long Rest. When your Dragon Companion is at 0 Hit Points, you have Disadvantage on Attack rolls and Saving Throws, and vice versa. > Knights who fail in their task to protect their Dragon, are often broken by the experience, and rarely continue upon their adventures. Those who do may swear oaths of vengence, or forsake their oaths entirely. #### Bond of the Dragon Rider By 15th level, your dragon grows into a young dragon of the appropriate type. Use the *Bonded Dragon* Statblock, detailed below. Furthermore, the dragon will now allow itself to be used as a mount. Whilst mounted on your Bonded Dragon, you gain that dragon’s damage resistances, damage immunities, and senses (blindsight, darkvision, and its passive Perception if it is greater than yours). #### Oath of the Dragonlord You are a Paragon of the Dragonknights, one of the fabled Dragonlords of old. By 20th level, you and your dragon have learned to fight in unison on the battlefield, and your Dragon has fully matured into a Young Dragon of its type. Your Dragon's Bite Action, deals an additional 1d10 damage, of the appropriate elemental type. Further more, when your dragon fails a saving throw, you may choose to have it succeed instead. This ability recharges after you and the dragon complete a long rest. In addition, your dragon gains access to the following Actions, which it can now take of its own accord, without the use of your Bonus Action to command it: **Multiattack.** The dragon makes three attacks: one with its bite and two with its claws. **Breath Weapon (Recharge 5–6).** The dragon uses one of its breath weapons, as determined by its subtype. \columnbreak
### Dragon Subtypes Chromatic Dragons will only very rarely share their power with the mortal races, and those that do have more in common with Metallic Dragons than they would care to admit. In those very rare circumstances, discuss with your DM and appropriate statblock to use. A **Chromatic Dragon** is far more likely to guard its power, and in the event it feels able to lends its power, will do so from a position of strength as a Warlock Patron. **Gold Dragons** are exceedingly Rare, and are very unlikely to bond with mortals, in any case. #### Copper Dragon Copper dragons are usually even-tempered and sociable and are well known for playing pranks and telling jokes and riddles. They enjoy a good joke, riddle, funny story, or any form of good humor or wit. These habits made them especially fond of bards. A copper lair is usually found in rocky, dry uplands and hilltops, created inside narrow caverns within them. However, they could also be greedy, envious, and stingy, **Speed** 30 ft., climb 30 ft., fly 60 ft. **Damage Immunities.** Acid **Breath Weapons.** The dragon uses one of the following breath weapons. When you do, you cannot do so again until you finish a long rest. **Acid Breath.** The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw against your Spell DC, taking 3d8 acid damage on a failed save, or half as much damage on a successful one. **Slowing Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw saving throw against your Spell DC. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. \pagebreakNum #### Brass Dragon Brass Dragons love to talk, to the exclusion of most else. They love to engage friends and foes alike in hours of long-winded conversation. Brass dragons are native to arid regions and prefer to dig their lairs inside a desert peak or spire. **Speed.** 30 ft., burrow 10 ft., fly 60 ft. **Damage Immunities.** Fire **Breath Weapons.** The dragon uses one of the following breath weapons. When you do, you cannot do so again until you finish a long rest. **Fire Breath.** The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw against your Spell DC, taking 3d8 fire damage on a failed save, or half as much damage on a successful one. **Sleep Breath.** The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw against your Spell DC or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. #### Bronze Dragon Curious and inquisitive, Bronze Dragons possess a strong sense of justice and do not tolerate any form of cruelty. Bronze dragons are often found along the coastal regions of the world. They like to dwell along the sea, to make use of their aquatic abilities, while staying close to humanoid settlements. **Speed.** 30 ft., swim 30 ft., fly 60 ft. **Damage Immunities.** Lightning **Amphibious.** The dragon can breathe air and water. **Breath Weapons.** The dragon uses one of the following breath weapons. When you do, you cannot do so again until you finish a long rest. **Lightning Breath.** The dragon exhales lightning in a 20-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw against your Spell DC, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. **Repulsion Breath.** The dragon exhales repulsion energy in a 15-foot cone. Each creature in that area must succeed on a Strength saving throw against your Spell DC. On a failed save, the creature is pushed 30 feet away from the dragon. \columnbreak #### Silver Dragon Silver Dragons have a tendency towards the protection of a group of humans or elves, over actively seeking out evil. A silver dragon's lair is typically found within an icy mountain, with the main entrance only accessible by air. **Speed.** 30 ft., fly 60 ft. **Damage Immunities.** Cold **Breath Weapons.** The dragon uses one of the following breath weapons. When you do, you cannot do so again until you finish a long rest. **Cold Breath.** The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a Constitution saving throw against your Spell DC, taking 3d8 cold damage on a failed save, or half as much damage on a successful one. **Paralyzing Breath.** The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw against your Spell DC or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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___ ___ > ## Bonded Wyrmling >*Medium Dragon* > ___ > - **Armor Class** 16 > - **Hit Points** equal to five times (your level in this class the Dragon's Constitution modifier) > - **Speed** 30 ft., fly 60 ft. >___ > > |STR|DEX|CON|INT|WIS|CHA| > |:---:|:---:|:---:|:---:|:---:|:---:| > |17 (+3)|10 (+0)|15 (+2)|12 (+1)|11 (+0)|15 (+2)| >___ > - **Saving Throws** DEX +3, CON +5, WIS +3, CHA +5 > - **Skills** > - Perception + 6, Stealth + 3 > - **Damage Immunities** *Consult the table below* > - **Senses**
Blindsight 10 Ft.,
Darkvision 60 Ft.,
Passive Perception 14 > - **Languages** Draconic. >
> > #### Rise of the Dragon Lords > When your Proficiency Score increases, increase the following numbers by 1: > - The Wyrmling's CON Save. > - The Wyrmling's Stealth Modifier. > - The Wyrmling's Perception Modifier. > - The Wyrmling's "To hit" Attack Bonus. > - The Wyrmling's Damage Bonus of its Bite Attack. > - In addition, the Damage Die of the Wyrmlings Breath Weapon increases by 1d8. > ___ > > #### Actions (Requires your Bonus Action) > ***Bite.*** *Melee Weapon Attack:* + 6 to hit, reach 5ft, one target. *Hit* (1d10 + 3) piercing damage > ___ > #### Breath Weapons (Requires your Action) > > ***Breath Weapon. (1/Long Rest)*** The dragon uses one of its breath weapons, based upon its selected Subtype chosen from below. When you do, you cannot do so again until you finish a long rest. \columnbreak ___ ___ > ## Bonded Dragon >*Large Dragon* > ___ > - **Armor Class** 18 > - **Hit Points** equal to five times (your level in this class the Dragon's Constitution modifier) > - **Speed** 40 ft., fly 80 ft. >___ > > |STR|DEX|CON|INT|WIS|CHA| > |:---:|:---:|:---:|:---:|:---:|:---:| > |21 (+6)|10 (+0)|19 (+4)|12 (+1)|11 (+0)|15 (+2)| >___ > - **Saving Throws** DEX +3, CON +7, WIS +3, CHA +5 > - **Skills** Perception + 8, Stealth + 4 > - **Damage Immunities** *Consult the table below* > - **Senses** Blindsight 30 Ft., Darkvision 120 Ft., passive Perception 18 > - **Languages** Draconic.
> ___ > #### Actions (Requires your Bonus Action) > ***Bite.*** *Melee Weapon Attack:* + 9 to hit, reach 10ft, one target. *Hit* (2d10 + 6) piercing damage > > ***Claw.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage. > ___ > #### Breath Weapons (Requires your Action) > > ***Breath Weapon. (1/Long Rest)*** The dragon uses one of its breath weapons, based upon its selected Subtype chosen from below. When you do, you cannot do so again until you finish a long rest. (12d8 of the appropriate damage type.)
> Credits: > >Art: Anna Stokes