Once a cleric who has received powers from dragons reaches a certain level and obtains a gift or a favour of a higher dragon, he automatically replaces his class with this class.
Draconic clerics draw power not from divine gods, but from the ancient vitality of dragonkind. They see themselves as servants of life and healing, yet their magic is shaped by the elemental breath and enduring will of the Wyrms. Their healing is fierce, their protection absolute, and their power tempered by draconic judgment.
Spellcasting and Proficiencies: You retain cleric spellcasting progression and armor proficiencies .
Domain Spells: Replaced with your custom draconic spell list depending on your draconic domain(determined by your previous standard cleric domain).
Your connection to dragonkind is not granted freely—it must be earned. As you grow in power, dragons of various types reach out to you in dreams, testing your worth and offering their elemental blessings in return. Each time you complete a quest, favour, or feat requested by a dragon, you gain access to that dragon’s associated damage type and resistance or expand the options available in your class features.
You may lose the recognition of a dragon if you were to draw their ire.
To activate a dragon's recognition, granting its associated damage type and resistance, you must spend 1 hour praying to that dragon during a long rest. This prayer attunes your spirit to the dragon's essence, enabling its power until your next long rest.
You can have a number of active recognitions equal to half your cleric level (rounded up), to a maximum of 5 at level 10. During a long rest, you may freely swap which dragons' recognitions are active, provided you have earned their favor.
All draconic boons granted by dragons remain active at all times and do not count toward the active recognition limit.
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.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Draconic Presence and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Draconic Presence
As an action, you invoke the awe-inspiring presence of dragonkind, radiating divine power that compels respect—or fear.
Each creature of your choice in the 30ft radius under a charm or fear effect may immediately reroll their saving throw with advantage, and downed allies are stabilized.
Each enemy in the radius must make a WIS saving throw or be frightened of you. They may repeat this saving throw at the end of each of their turns. Creatures that succeed this save are immune to this effect for 24 hours.
Empowered Presence
Starting at 5th level, when a creature fails its saving throw against your Draconic Presence feature, it additionally receives 2d6 damage of one of the types granted by dragons whose recognition you've earned. Additionally, allies affected by your Draconic Presence feature receive resistance on their next received attack, provided it is of one of the types granted by dragons whose recognition you've earned.
Draconic Surge
When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can cause the attack to deal an extra 1d8 (of one of the types granted by dragons whose recognition you've earned) damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Draconic Intervention
Beginning at the 10th level, you can call on a dragon whose recognition you've earned to intervene on your behalf when your need is great.
Imploring a dragon's aid requires you to use your action. Describe the assistance you seek, and roll a d20. If you roll a number equal to or lower than your cleric level, it succeeds. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If the dragon intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. If you haven't earned the recognition of a dragon whose help you require, it is considered an automatic failure.
At 20th level, your call for intervention succeeds automatically, no roll required.
Upon any kind of resurrection, using spells obtained from the Draconic Cleric class related to regrowing limbs, body alteration and similar, the target is permanently marked by draconic influence. Roll a d6 to determine the trait bestowed. A draconic trait may be bestowed only once, and it is involuntary.
Bonus Proficiency:
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Draconic Vitality (1st Level)
When you restore hit points to a creature using a spell of 1st level or higher, that creature regains additional hit points equal to your wisdom modifier + the spell’s level.
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. You may, instead of healing, grant a resistance of one the types granted by dragons whose recognition you've earned, to yourself and one chosen ally, that lasts for 1 minute.
Draconic Wisdom (5th level)
You may add a spell to your prepared spell list, provided it is marked as "draconic bestowal" on your draconic cleric list, that doesn't count toward your spell prepared limit. You may choose an additional one at levels 9th, 12th and 17th.
Draconic Empowerment (6th Level)
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level. You may also choose to empower your next melee or spell attack before the end of your next turn. If it hits, it deals additional damage equal to your Wisdom modifier.
The damage type is chosen from one of the types granted by dragons whose recognition you've earned.
Wyrms' Many Blessings (10th level)
Once per long rest, you may use your channel divinity charge to cast a spell marked as "draconic bestowal" from your spell list without expending a spell slot. You may target an additional creature with the "grant resistance" option of your preserve life feature.
Aspect of the Merciful Dragon (17th Level)
When you cast a healing spell of 6th level or higher, the target regains the maximum possible hit points from that spell, and additionally you receive a stack of Draconic Mercy per spell used that lasts until the end of your next turn, allowing you to reduce damage of an attack made on you or your allies by 1d12, provided that attack deals damage of one of the types granted by dragons whose recognition you've earned.
Level 1: Bless, Cure Wounds
Level 3: Lesser Restoration, Spiritual Weapon
Level 5: Revivify, Draconic Boon of Vital Flame
Level 7: Death Ward, Wyrmshade Sentinel
Level 9: Mass Cure Wounds, Drakeway Recall
3rd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You bestow a small part of your draconic blessing upon others. Choose any number of creatures within range, and they gain temporary hit points equal to your wisdom modifier. For the duration, each target regains the maximum number of hit points possible from any healing. To the untrained eye, this looks as if you have cast Becon of Hope.
4th-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 8 hours
You mark yourself or one willing creature within range with the blessing of draconic vigilance. A spectral wyrm — radiant and translucent, its scales shimmering with divine illusion — coils protectively above the marked creature’s head.
The wyrm hovers silently, its eyes glowing with ancient wisdom. While active, it watches for threats with unwavering focus.
The wyrm remains above the marked creature, moving with them.
When a hostile creature enters or exits a 10-foot radius around the marked ally, the wyrm lashes out.
The triggering creature takes 3d10 damage, and the type is chosen on hit from among those granted by dragons whose recognition you've earned.
The wyrm can activate up to three times before vanishing.
5th-level necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a draconic relic or a gemstone worth 500 gp, which the spell consumes)
Duration: Instantaneous
Through sacred prayer and invocation, you beseech the ancient dragons of legend to grant resurrection. If the soul is willing and not bound to a divine power, the dragons may heed your plea. Channeling the Draconic Realm as a conduit, you restore the creature to life with 1 hit point.
This spell functions identically to raise dead, with the following conditions and effects:
The creature must have died within the last 10 days.
The spell neutralizes poisons and cures nonmagical diseases.
It does not remove magical effects, curses, or restore missing body parts.
The soul must be willing and not bound to a divine power. A soul claimed by a god, celestial being, or similar force cannot be returned.
Cantrip (evocation)
Casting Time: 1 Action
Range: 45 feet
Components: V
Duration: Instantaneous
You let out a brief, guttural sound, a fragment of a dragon's roar, striking a creature you can see within range. You make a ranged spell attack against the target.
On a hit, the target takes 1d8 psychic damage. Additionally, the target must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the end of its next turn. If the target is already frightened of you, it receives 1d12 psychic damage instead and is no longer frightened.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Cantrip (evocation)
Casting Time: 1 action
Range: 15 feet
Components: V
Duration: 1 round
You utter a fragment of ancient draconic prayer, channelling the voice of your patron wyrm. A chosen creature within range hears a resonant whisper that unnerves it.
Choose one hostile creature within range that can hear you. It must subtract 1d6 from its next Wisdom saving throw made before the end of its next turn.
This effect is subtle and does not reveal your position if you are hidden.
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You channel the latent force of your draconic ancestry into your palm and strike a creature with a burst of soul-shaking energy. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d8 force damage. The target must then make a Strength saving throw. On a failed save, it is pushed back 10 feet from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the force damage increases by 1d8 for each slot level above 1st. Additionally, the distance the creature is pushed increases by 5 feet for each slot level above 1st.
2nd-level abjuration
Casting Time: 1 bonus action
Range: Touch
Components: V
Duration: Concentration, up to 1 minute
You touch a willing creature, marking them with a glowing draconic sigil that pulses with divine intent. While the spell is active, if the marked creature falls unconscious, you may immediately move up to your speed toward them as a free action, ignoring difficult terrain. This movement imposes a disadvantage on opportunity attacks during that movement.
When you reach the marked creature, you may expend your reaction to try to stabilise them using a DC 10 wisdom check.
You may only move this way once per casting. The spell ends early if the marked creature regains consciousness or if you use the movement and reaction granted by the spell.
At Higher Levels. When cast using a spell slot of 3rd level or higher, you may mark one additional creature per level above 2nd.
3rd-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of the caster’s blood, which the spell consumes)
Duration: Concentration, up to 1 minute
You conjure a floating orb of shimmering draconic vitality that hovers in an unoccupied space within range. The orb glows with golden flame and pulses with restorative energy. It contains charges equal to your proficiency bonus + 1.
Orb Statistics
Hit Points: 10 × your proficiency bonus
Armor Class: 15
Can only be damaged by: Any attack considered magical
Immunities: All conditions
Size: Tiny object
As a bonus action, the caster can move the orb up to 15 feet to an unoccupied space. As a bonus action, an ally within 10 feet of the orb may draw from it to regain 2d6+4 hit points. This healing is considered independent of the caster but benefits from healing modifiers of the one using it.
The orb vanishes when its charges are expended, the spell ends, or it is destroyed.
Upcasting
When cast using a spell slot of 4th level or higher, the healing increases by 1d6 and the number of charges increases by 1 for each slot level above 3rd.
3rd-level abjuration
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (an obsidian shard etched with a draconic rune, consecrated by a draconic cleric through 4 hours of prayer, which the spell consumes)
Duration: Instantaneous
You conjure a shimmering veil of draconic scales around one creature within range. The target gains 10 temporary hit points, +1 to AC, and resistance to slashing damage. The AC bonus and resistance end when the temporary hit points are lost.
Upcasting
When cast using a spell slot of 4th level or higher, the target gains 10 additional temporary hit points and an additional +1 to AC
3rd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (an obsidian shard etched with a draconic rune, consecrated by a draconic cleric through 4 hours of prayer, which the spell consumes)
Duration: Concentration, up to 1 minute
You infuse a creature with draconic fire, causing its veins to glow, its footsteps to scorch the earth and its weapon(s) to glow with a fiery aura. The target gains the following benefits for the duration:
Resistance to fire damage.
Their melee weapon attacks deal an additional 2d4 fire damage.
The target has advantage on Intimidation checks and emits a faint fiery glow.
Upcasting
When cast using a spell slot of 4th level or higher, the additional fire damage increases by 1d4 for each slot level above 3rd.
3rd-level enchantment
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
You unleash a pulse of draconic presence in a 15-foot cone, overwhelming nearby foes with psychic pressure and radiant fury. Each creature in the area must make a Wisdom saving throw.
On a failed save, the creature is frightened until the end of its next turn and takes 2d8 psychic damage.
On a successful save, the creature takes half damage and is not frightened.
The pulse manifests as a shimmering wave of spectral dragon wings and radiant flame, accompanied by a low, resonant roar.
When you cast this spell using a spell slot of 4th level or higher, the psychic damage increases by 1d8 for each slot level above 3rd.
3rd-level transmutation
Casting Time: 30 minutes
Range: Touch
Components: V, S, M (A valuable gem or mineral or a precious metal object worth at least 50 gp, which the spell consumes)
Duration: Instantaneous
You touch a nonmagical object made of metal or stone and transform it into a pair of finely cut gemstones. The gemstones' value is equal to the value of the consumed material. You can choose the gemstones' appearance (e.g., a pair of rubies from a hoard of coal, a pair of sapphires from a chunk of obsidian).
Both gemstones are infused with a shard of draconic magic. When a creature touches one of the gemstones, they can instantly send a message of up to 50 words to the creature holding the other gemstone, regardless of distance, provided both are on the same plane of existence. Only one message together with one reply, that must happen within a day, can be sent in this way; after that, both gemstones become just normal non-magical gemstones.
3rd-level transmutation
Casting Time: 1 action
Range: 80 feet
Components: V, S, M (a gemstone worth at least 50 gp, which the spell consumes)
Duration: Concentration, up to 1 minute
You touch a gemstone and and choose an ally you can see within range. The gemstone is imbued with a tether of draconic energy that connects you to your ally.
The spell grants you and your ally two linked benefits:
Draconic Leap: You or your ally can use a bonus action to teleport to an unoccupied space within 5 feet of the other creature. You and your ally can only use this bonus action once per round, in total, between the two of you.
Tethered Recovery: After a creature has used the Draconic Leap bonus action this round, you can use your reaction to expend one of your own hit dice. Your ally regains a number of hit points equal to the hit die result + your spellcasting ability modifier.
The spell ends if you die, fall unconscious, or voluntarily release the gemstone.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the maximum range of the tether increases by 10 feet for each slot level above 3rd. Additionally, when you use the Tethered Recovery part of the spell, you may expend an additional hit die for each slot level above 3rd.
3rd-level conjuration
Casting Time: 1 action
Range: Self (15-foot-radius)
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. They have a vaguely draconic appearance, and their colour is dependent on the damage chosen.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 damage of the type chosen during the spell's casting from among those granted by dragons whose recognition you've earned.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
4th-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, M (an obsidian shard etched with a draconic rune, consecrated by a draconic cleric through 4 hours of prayer, which the spell consumes)
Duration: Concentration, up to 1 minute
You invoke the foresight of draconic judgment, enhancing the precision of a chosen ally. Select one creature that can hear you within range. Until the spell ends, that creature scores a critical hit on a weapon attack roll of 19 or 20.
If the target already has an ability that expands their critical range (e.g., Champion Fighter), this spell does not stack—it simply allows crits on 19–20.
Additionally, the first time the target scores a critical hit while under this effect on their turn, they regain hit points equal to your Wisdom modifier + the spell’s level.
4th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You channel the commanding voice of an ancient dragon, unleashing a psychic roar that shakes the minds of nearby foes. You must be concentrating on a spell to cast this spell. Choose one creature within range that can hear you. The target must make a Wisdom saving throw.
On a failed save, the creature is stunned until the end of its next turn.
On a successful save, the creature is deafened until the end of its next turn.
Immediately after casting this spell, you must make a DC 16 Constitution saving throw to maintain your concentration:
On a failure, you take 2d8 psychic damage, bypassing resistance and immunity, and lose concentration.
On a success, you suffer no penalty.
4th-level enchantment
Casting Time: 1 bonus action
Range: 45 feet
Components: V, S, M (an obsidian shard etched with a draconic rune that a draconic cleric consecrated by praying to it for at least 4 hours, which the spell consumes)
Duration: Instantaneous
You offer a fragment of your vitality to empower your or your ally’s strike. You must be concentrating on a spell to cast this spell. Choose one creature within range. You take 1d6 psychic damage, bypassing resistance and immunity. If you are concentrating on a spell, you must make a Constitution saving throw as if you had taken damage from an enemy.
The target’s next melee attack made before the end of their next turn deals an additional 3d6 force damage. All consecutive melee weapon attacks on that same turn deal an additional 1d4 force damage each. As the pact is sealed, the ally’s weapon glows with a shimmering draconic aura—flickering with violet and gold flame until the turn ends.
Upcasting
When cast using a spell slot of 5th level or higher, the force damage increases by 1d6 for the first attack and 1d4 for consecutive attacks for each slot level above 4th, to a maximum of 6d6 and 4d4, respectively. The psychic damage to you also increases by 1d6 per slot level, to a maximum of 5d6.
4th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, M (an obsidian shard etched with a draconic rune, consecrated by a draconic cleric through 4 hours of prayer, which the spell consumes)
Duration: Concentration, up to 10 minutes
You invoke the divine will of draconic flame, seizing control of a non-magical fire within range. The fire cannot be extinguished or moved, but you may designate any number of creatures you can see to be unaffected by its heat.
Hostile creatures within the fire’s area take 1d8 fire damage at the start of their turn. You may choose to convert this damage to radiant when the spell is cast or at any time during its duration.
The fire glows with sacred intensity, its flames curling into draconic shapes that whisper ancient truths to those who listen.
4th-level Transmutation
Casting Time: 1 action or 10 minutes R
Range: Touch
Components: V, S
Duration: Permanent
You inscribe a draconic glyph onto a surface of stone, metal, or wood, infusing it with divine symbolism. The glyph can serve one of the following functions:
Sanctify: Marks a location as sacred to your draconic patron. Undead, fiends and celestials feel discomfort within 30 feet, suffering disadvantage on Wisdom (Perception) checks and saving throws against fear.
Message: Stores a short divine message (up to 25 words) that plays aloud when touched by a creature of your choice.
6th-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, M (an obsidian shard etched with a draconic rune, consecrated by a draconic cleric through 4 hours of prayer, which the spell consumes)
Duration: Until the start of your next turn
You mark a creature with current hit points above 50% of its maximum that you can see within range with the Judgment of the Wyrm, a glowing sigil that hovers above its head like a crown of divine reckoning. You can have only one creature marked at a time; casting this spell again ends any previous mark. The creature must make a Charisma saving throw.
On a failed save, the next weapon attack that hits the creature before the start of your next turn automatically scores a critical hit. If the attack was already a critical hit, the mark persists for the next weapon attack. Additionally, the marked creature has disadvantage on saving throws against spells cast by you until the mark fades. On a successful save, the next weapon attack against the creature before the start of your next turn is made with advantage. The sigil fades after the effect triggers or at the start of your next turn. Once the auto-crit effect is triggered, you cannot cast this spell for the next 24 hours.