Dragon Domain
The gods of the Dragon Domain are the Dragons who have risen to a power that rivals that of the very heavens. These dragons are often those who are exceptionally powerful, and inspire fear in the mortal races. The Clerics of this domain are most often the races that tie their ancestry to the dragons: Dragonborn, Kobolds, and Half-Dragons are common among of this domain.
Domain Spells
Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
| Cleric Level | Spells |
|---|---|
| 1 | searing smite, inflict wounds |
| 3 | dragon's breath, barkskin |
| 5 | fireball, fly |
| 7 | fire shield, stoneskin |
| 9 | cone of cold, summon draconic spirit |
Bonus Proficiency
At 1st level you gain proficiency with martial weapons.
Draconic Blessing
From 1st level, your god bestows you with the blessing of one of its draconic children. You must choose a dragon from the Draconic Blessing table. The damage type and breath weapon associated with each dragon is used by features you gain later.
| Dragon | Damage Type | Breath Weapon |
|---|---|---|
| Black | Acid | 10 by 60 ft. line (Dex. Save) |
| Blue | Lightning | 10 by 60 ft. line (Dex. Save) |
| Brass | Fire | 10 by 60 ft. line (Dex. Save) |
| Bronze | Lightning | 10 by 60 ft. line (Dex. Save) |
| Copper | Acid | 10 by 60 ft. line (Dex. Save) |
| Gold | Fire | 30 ft. cone (Dex. Save) |
| Green | Poison | 30 ft. cone (Con. Save) |
| Red | Fire | 30 ft. cone (Dex. Save) |
| Silver | Cold | 30 ft. cone (Con. Save) |
| White | Cold | 30 ft. cone (Con. Save) |
Spellcasting Focus
In your training as a cleric of the Dragon Domain you have learned to channel the will of your divine energy through the use of your voice alone much like the dragon's your serve. You no longer require a holy symbol to cast spells as long as you can speak.
Chanel Divinity: Dragon's Might
Starting at 2nd level you may use your Channel Divinity to exhale destructive energy. Your Draconic Blessing determines the size and shape of the breath weapon caused by this feature. When you use this breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your Draconic Blessing. A creature takes 3d8 + your cleric level damage on a failed save, and half as much damage on a successful one.
Legendary Protection
At 6th level, your deity rewards you with the fabled protection of their draconic children. You gain resistance to the damage type of your Draconic Blessing.
Draconic 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 type associated with your Draconic Blessing to the target.
Shock and Awe
At 17th level, you can unleash a true dragon's roar that terrifies your enemies and inspires your allies. As an action, choose any creatures that you can see within 30 feet of you. If the creature can see and hear you, it must succeed on a Wisdom saving throw against your spell save DC.
On a failed save, the creature becomes frightened of you 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. If a creature's saving throw is successful or the effect ends for it, then the creature becomes immune to your Shock and Awe for the next 24 hours.
Additionally, all friendly creatures within 30 feet of you can make their next attack with advantage or make a saving throw against one effect on themselves, provided they can hear you.