
Channel the Might of Dragon Gods
While dragons are the foremost worshipers of the Dragon Domain, the draconic deities accept the worship of any who crave wealth or power. Clerics of the Dragon Domain, often considered cultists, can channel the power and aspect of dragons, unleashing fearsome elemental magic and manifesting the awe-inspiring presence of an ancient wyrm.
The principal gods of the Dragon Domain include Tiamat, the five-headed mother of chromatic dragons, and Bahamut, the just and wise god of metallic dragons.
Level 3: Chromatic Affinity
Whenever you finish a Long Rest, choose Acid, Cold, Fire, Lightning, or Poison. When you cast a Cleric spell or use a Cleric feature that deals Necrotic or Radiant damage, you can change that damage to the chosen type.
Once per turn when you deal damage of the chosen damage type to a creature, you can deal extra damage of that type equal to your Cleric level to that creature. You can deal this extra damage a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Level 3: Dragon Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Dragon Domain Spells table, you thereafter always have the listed spells prepared.
Dragon Domain Spells
| Cleric Level | Spells |
|---|---|
| 3 | Chromatic Orb, Command, Darkvision, Dragon’s Breath |
| 5 | Fly, Protection from Energy |
| 7 | Banishment, Charm Monster |
| 9 | Dominate Person, Summon Dragon |
Level 3: Draconic Majesty
As a Magic action, you can present your Holy Symbol and expend a use of your Channel Divinity to manifest an aura of draconic authority around yourself in a 30-foot Emanation. Choose the Charmed or Frightened condition. Each creature of your choice in the Emanation must succeed on a Wisdom saving throw or have the chosen condition for 1 minute. A creature Charmed or Frightened by this feature makes another Wisdom saving throw at the end of each of its turns, ending the condition on itself on a success.
Level 6: Wyrm’s Blessing
You can expend a use of your Channel Divinity to cast Dragon’s Breath or Protection from Energy on yourself rather than expending a spell slot. When you cast either spell in this way, the spell doesn’t require Concentration. This spell ends early if you cast that spell again, have the Incapacitated condition, or die.
Level 17: Legendary Aspect
By conjuring the wings, claws, or tail of an ancient dragon, you can take one of the following Legendary Actions immediately after another creature’s turn. Once you use this feature to take a Legendary Action, you can’t take that one again until the start of your next turn. You can use this feature three times and regain all expended uses when you finish a Long Rest. You can also restore one use of it by expending a level 2+ spell slot (no action required).
Rend. You move up to your Speed and cast a Cleric cantrip that has a casting time of an action or make one melee attack using a weapon or an Unarmed Strike. The attack uses your Wisdom for the attack and damage rolls instead of using Strength or Dexterity.
Tail Swipe. Each Large or smaller creature you choose within 10 feet of you gains the Prone condition.
Wingbeat. You immediately move up to your Speed. During this movement, you have a Fly Speed up to your Speed and don’t provoke Opportunity Attacks.