Dragon Priest Domain (5e Subclass)

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Dragon Priest Domain[edit]

Cleric Subclass

Clerics of Tiamat pray for their spells at dusk, in hopes she will return the sun the following morning, as part of a ritual known as Tithing. The Tithing requires a small tithe, typically several gold coins or a small gem, which are hidden in the cleric's cupped hands while praying, then buried.

Domain Spells[edit]

You gain domain spells at the cleric levels listed in the Dragon Priest Domain Spells table. See the Divine Domain class feature for how domain spells work.

Dragon Priest Domain Spells
Cleric Level Spells
1st Chaos Bolt, Chromatic Orb
3rd Dragon's Breath, Shatter
5th Elemental Weapon, Fear
7th Elemental Bane, Leomund's Secret Chest
9th Bigby's Hand, Summon Draconic Spirit

Favor of the Dark Lady[edit]

At 1st level, you learn to read, speak and write Draconic if you couldn't already. Additionally, the acid splash, fire bolt, poison spray, ray of frost and shocking grasp cantrips are added to your Spell List and count as Cleric Spells for you.

Channel Divinity: Dragon Cult[edit]

Starting at 2nd level, Tiamat grants you access to five different Channel Divinity options. You can only have one option available at any given time and you can switch between options during a short or long rest. Your Channel Divinity options are as follows:


Thauglorimorgorus's Rotten Swamp

While you have this Channel Divinity option active, you ignore resistances to Acid damage and immunities to Acid damage become resistances.

As an Action, you create a 30 foot radius area around you. This area counts as difficult terrain to all creatures other than you. Whenever a creature other than you moves in this area they take 1d6 Acid damage for every 5 feet they moved in the area. If a creature spends 3 consecutive turns in the area they take an additional 1d6 Acid damage for every 5 feet they move.

This effect can stay active for up to 1 minute, and while it is active, you can spend a Bonus Action to re-center the area on your current position.


Iymrith's Lightning Spear

While you have this Channel Divinity option active, you ignore resistances to Lightning damage and immunities to Lightning damage become resistances.

As an Action you hurl a bolt of crackling lightning at a target within 100 feet of you that you can see. Make a ranged spell attack against the target, on a hit they take 4d8 Lightning damage and all creatures within 20 feet of the target (except for the target) must make a Dexterity save, taking 2d4 Lightning damage on a failed save and half on a successful one. The save is made regardless if the initial attack hit or not.


Venominhandar's Great Bloom

While you have this Channel Divinity option active, you ignore resistances to Poison damage and immunities to Poison damage become resistances.

As an Action, a giant bud furls around you and blooms in the start of your next turn. While isnside the bud, you can't take any actions. When it does bloom, all creatures within 40 feet take 4d8 Poison damage and must make a Constitution save. On a failure they become poisoned, even if they're otherwise immune to the condition.


Imvaernarhro's Crimson Star

While you have this Channel Divinity option active, you ignore resistances to Fire damage and immunities to Fire damage become resistances.

As an Action you create a scarlet blazing sphere 5 feet in diameter, 15 feet above you. This effect can stay active for up to 1 minute, and while it is active, you can move the star to a point you can see, but it always remains at least 5 feet off the ground. All creatures within 20 feet of the star take extra fire damage equal to your proficiency bonus whenever they take fire damage and have Disadvantage on saving throws against Fire damage.

Additionally, as a Bonus Action you can choose to collapse the star, dealing 3d6 Fire damage to all creatures within 20 feet of the star that fail a Dexterity save and half of that on a successful save. The collapse's damage and save are affected by the star's original AOE effect.


Arauthator's Cruel Ice Age

While you have this Channel Divinity option active, you ignore resistances to Ice damage and immunities to Ice damage become resistances.

As an Action you create a 60 feet radius and 40 feet tall raging snowstorm around you, where gelid winds roar, snow and hail falls and visibility takes a downturn. Once per turn, you can, as a Bonus Action, force each creature inside the snowstorm to make a Strength save. On a failed save, a creature gets pulled up to 20 feet towards you.

Additionally, all creatures other than you that start their turn inside the snowstorm must make a Dexterity save. A creature takes 2d6 bludgeoning damage and 4d8 Cold damage on a failed save, or half as much damage on a successful one.

Communion with the Dragon Queen[edit]

At 6th level, you go through an extensive rite to mingle your blood with that of Tiamat, reshaping you in her image. As such you take on new draconic features, such as; scales covering your skin, twisting horns, sharp claws and a short tail. Additionally, as long as you're not wearing heavy armor, you gain the following bonuses:

  • You deal double the damage associated with your active Channel Divinity option.
  • You gain a bonus to AC equal to half of your Wisdom modifier rounded down.
  • Draconic Breath. Ranged Spell Attack: You exhale the damage associated with your active Channel Divinity option in a 15-foot cone. Each creature in that cone must make a Dexterity saving throw, taking 3d4 the damage associated with your active Channel Divinity option on a failed save, or half as much damage on a successful one. You can use this feature a number of times equal to your proficiency bonus before needing a long rest.

Potent Spellcasting[edit]

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Tiamat's Blessing[edit]

At 17th level, you are blessed to become a champion of The Dragon Queen.

  • You gain immunity against the damage associated with your active Channel Divinity option.
  • Creatures with 15 or lower Wisdom scores gain Disadvantage against being frightened of you and you expertise on the Intimidation (Charisma) Skill.
  • You have a flying speed equal to your current walking speed.


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