Oath of the Chromatic Dragon

by cubelith

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Oath of the Chromatic Dragon

The Oath of the Chromatic Dragon is centered around power. Although it is named after destructive and solitary creatures, the paladins that swear it are often mighty champions leading their allies into battle with their presence, and they are not always evil. Overwhelming their foes with fiery rage, shocking touch, venomous breath, or a cold embrace, these draconic hunters wield elemental caprice to reign supreme.

DISCLAIMER This subclass is a (rather faithful) adaptation of Chroma from Warframe. While it should be balanced for D&D 5e, it is not really based on the lore of chromatic dragons. The name is simply due to Chroma.

Tenets of the Chromatic Dragon

The Oath of the Chromatic Dragon is a very loose one, but all who swear it have something in common.

Might. You have an awesome power. Use it in its full glory, do not hide or stifle it.

Autonomy. Never bow before the lesser, who you could wipe away with merely a breath.

Courage. Never back down from a challenge. Your power rivals all.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin level Spells
3 Absorb Elements, Chromatic Orb
5 Dragon's Breath, Gust of Wind
9 Elemental Weapon, Frightening Roar*
13 Elemental Bane, Dermawellindrar's Minor Lair*
17 Summon Draconic Spirit (UA), Draconic Mantle*

*presented at the end of this document

Chromatic Attunement

You are always attuned to a particular element. Choose acid, cold, fire, lighting, poison or thunder. You can change your choice as a bonus action. Your Divine Smite and Improved Divine Smite can deal damage of the chosen type if you choose. The type chosen affects parts of your appearance, such as eye or hair color, as well as the ornamentation or glow of your armor.

Whenever a spell listed in the Oath Spells table lets you choose a damage type, you may choose any from acid, cold, fire, lightning, poison or thunder.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Dragon's Breath. As an action, you can exhale destructive energy in a 15-foot cone in front of you. All creatures within the area must make a Dexterity saving throw against your spell save DC, taking 2d6 damage on a failure or half as much on a success. The damage is of the type determined by your Chromatic Attunement.
    When using this ability, you can expend a spell slot to extend its duration. If you do so, you can use a bonus action to activate this ability for a number of following turns equal to the level of the slot expended.

  • Dragon's Wings. As a bonus action, you can cause spectral wings to unfurl behind your back. Their appearance is determined by your Chromatic Attunement. For the next minute, you gain a flying speed of 45 feet, but you fall to the ground at the end of each turn.

Elemental Ward

Starting at 7th level, creatures within 10 feet of you are affected by an effect depending on your Chromatic Attunement.

At 18th level, the range of this aura increases to 30 feet.

  • Acid. Enemy creatures have their AC reduced by 1.
  • Cold. You and friendly creatures have AC increased by 1.
  • Fire. Enemy creatures take fire damage equal to your Charisma modifier when they first enter the aura during their turn or start their turn there.
  • Lightning. Whenever a creature deals damage to you or an ally that is within the aura, the attacker takes 1d8 lightning damage.
  • Poison. You and friendly creatures who enter the aura for the first time during their turn (or start their turn there) have their speed increased by 15 feet until the end of their turn and enemies within the aura make attacks of opportunity at disadvantage.
  • Thunder. Enemies who enter the aura for the first time during their turn (or start their turn there) have their remaining movement speed halved.

Vex Armor

Starting at 15th level, you have learned to channel the scorn and indignant fury of a chromatic dragon when you are attacked. Whenever an attack misses you, you gain +1 AC until the end of your next turn, and whenever an attack hits you, your next successful attack until the end of your next turn deals an additional 1d4 damage of the type determined by your Chromatic Attunement. Both effects stack up to your Charisma modifier times (separately).

Effigy

At 20th level, you gain the ability to separate your draconic spirit from yourself. As an action, you can create a sentry that detaches from your armor. The sentry is a medium-sized creature with an AC equal to yours and hit points equal to your maximum. It can hover on spectral wings. On every turn (including this one), you can command it to take one of the three following actions (no action required from you):

  • Exhale. The sentry uses your Dragon's Breath with the damage increased to 4d6.
  • Scream (Recharge 5-6). All creatures within 60 feet of the sentry must make a Constitution saving throw against your spell save DC or become stunned until the end of their next turn.
  • Fly. The sentry flies in a straight line, up to 60 feet in any direction. Enemies in its path must make a Dexterity saving throw against your spell save DC, taking 2d6 damage on a failure or half as much on a success. The damage is of the type determined by your Elemental Attunement.

Once you use this feature, you can't use it again until you finish a long rest.

Bonus spells

Frightening Roar

3rd-level evocation
Casting Time: 1 action
Range: 10/15 feet
Components: V,S,M (the vocal chords of any reptilian creature)
Duration: 1 minute
Classes: Druid, Ranger, Paladin, Warlock


You let out a frightening roar, resounding with draconic might. All creatures within a 10-foot circle or 15-foot cone (your choice) must make a Wisdom saving throw, becoming frightened of you on a failure. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Dermawellindrar's Minor Lair

4th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V,S,M (a piece of rock from a dragon's lair)
Duration: Concentration, up to 10 minutes
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard


You rapidly convert the are within range into an approximation of a dragon's lair. Choose acid, cold, fire, lightning, poison or thunder. The area changes subtly in ways related to the chosen element. On each of your turns (including this one), you can activate one of the following effects (no action required):

  • You make a spell attack roll against up to three creatures within the area, dealing 2d6 damage of the chosen type on a hit, as elemental effects such as lava eruptions or falling icicles strike your foes. The creatures do not benefit from cover, but you must be aware of their location.
  • You cause elemental fog, such as airborne poison or a cloud crackling with small discharges, to appear in a 20-foot sphere centered on a point within the area and last until the beginning of your next turn. Any creature that comes into contact with the fog must make a constitution saving throw, or be affected by one of the following conditions (your choice): blinded, charmed, frightened or poisoned until the end of its next turn. Strong winds disperse the fog.
  • You cause up to 10 squares (5 by 5 feet) to become difficult terrain, as twisted vegetation, rocks or ice fill the area. If you choose a square twice, it becomes impassable, unless a creature can fly at least 10 feet above the ground. Choosing a square three times creates a solid pillar reaching the top of the area. These changes disappear when the spell ends, leaving the original terrain unaffected.

Draconic Mantle

5th-level conjuration
Casting Time: 1 action
Range: self
Components: V,S,M (a scale of a dragon that is still alive)
Duration: 10 minutes
Classes: All


You don the mantle of a dragon, which takes the shape of folded wings, a dragon pelt on your back, or another similar one. For the duration of this spell, you gain a +1 bonus to AC, as well as resistance to acid, cold, fire, lightning, poison or thunder damage (your choice).

If you choose to concentrate on this spell, you gain a +2 bonus to your AC instead and a flying speed equal to your walking speed. Moreover, enemies have disadvantage on saving throws against being frightened by you or ending the frightened condition (if they are frightened of you). If you lose concentration, you retain the basic benefits for the full duration.

Item - Dragon Pelt

 

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