Dragon Domain, Variant (5e Subclass)
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Dragon Domain (Variant)
The Dragon domain is for clerics who worship dragon gods and may contain evil or good clerics depending on which of the dragons they follow. Good Dragon clerics lead large congregations and idolize the majesty and charm of the great metallic dragons, hoping to bring prosperity and wealth to their lands. Evil Dragon clerics follow the ways of the chromatic dragons - using greed and fear to rule their congregations with an iron claw.
At 1st Level, you choose whether you follow the Good (Metallic) Dragon domain or the Evil (Chromatic) Dragon domain. Whichever you choose will affect certain aspects of the domain, including your list of domain spells. The domain you choose may not reflect your character’s alignment, but it should reflect the deity you follow and the choices you make to bring their will to the world.
Good Dragon Domain
1st - Absorb Elements, Charm Person
3rd - Alter Self, Enthrall
5th - Protection from Energy, Fast Friends
7th - Charm Monster, Polymorph
9th - Dominate Person, Summon Draconic Spirit
Evil Dragon Domain
1st - Cause Fear, Chromatic Orb
3rd - Dragon’s Breath, Suggestion
5th - Fear, Incite Greed
7th - Dominate Beast, Polymorph
9th - Immolation, Summon Draconic Spirit
When you choose this domain at 1st Level you gain proficiency in Heavy Armor and one Martial Weapon of your choice. You can also read, write, and speak Draconic.
Beginning at 1st level you gain one of the abilities below, depending on whether you chose a Good or Evil Dragon deity:
Good Dragon Domain:
When you are hit by an attack that deals acid, cold, fire, lightning, or poison damage you can use your reaction to reduce the damage from that attack by an amount equal to 2 + your Constitution modifier.
Evil Dragon Domain:
You can use a bonus action on your turn to add an elemental damage to your weapon. The next time you hit a creature with a weapon attack it deals extra acid, cold, fire, lightning, or poison damage (you choose when you use the bonus action) equal to 2 + your Constitution modifier.
Whichever ability you gain, you can use it a number of times equal to your Wisdom modifier (minimum 1). The uses reset after you finish a long rest.
Channel Divinity: Draconic Form
Starting at 2nd level you can use your Channel Divinity to become more draconic for a time. As an action, you present your holy symbol and sprout a pair of draconic wings and a dragon tail. For the next minute you gain a flying speed equal to your walking speed, and on each of your turns when you use the Attack action you can use a bonus action to make an attack with your tail. Your tail counts as an unarmed strike that you are proficient with, and it deals 1d6 bludgeoning damage. The appearance of your wings and tail can reflect any Metallic dragon (for Good Dragon clerics) or Chromatic dragon (for Evil Dragon clerics) of your choice when you use this ability.
When you reach 6th level, your Dragon Deity blesses you with scales that cover portions of your shoulders, back, chest, and thighs. They grant you the following benefits:
-You gain a +1 natural armor bonus to AC
-You gain resistance to one of the following damage types: acid, cold, fire, lightning, or poison (your choice when you gain this feature)
The color of the scales depend on the resistance you choose and whether you chose a Good or Evil Dragon Deity:
Acid - Copper (Good) / Black (Evil)
Cold - Silver (Good) / White (Evil)
Fire - Gold (Good) / Red (Evil)
Lightning - Bronze (Good) / Blue (Evil)
Poison - Brass (Good) / Green (Evil)
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 acid, cold, fire, lightning, or poison damage. The damage type is the same as the damage you chose resistance to from your Draconic Presence feature. When you reach 14th level, the extra damage increases to 2d8.
When you reach 17th level you become like unto a dragon yourself. Your creature type changes to Dragon (you still retain all the features and abilities from your race), and you are immune to the Frightful Presence feature of Dragons whose CR is equal to or lower than your Cleric level. In addition, creatures that are within 15 feet of you that you affect with Charm or Fear effect make any saving throws against the effect at disadvantage.