Sacred Oath - Oath to the Platinum

For centuries the follows of Bahamut have leant themselves towards knighthood, and those who swear a sacred oath to him are no exception. These stalwart knights protect good-aligned dragons from their natural enemies, chromatic dragons, along with any who would seek to do them harm. They also seek to carry out Bahamut's will and preach his teachings. These Platinum Knights will often form chivalric orders, though they are just as likely to act alone - as many dragons do.

Those who swear the Oath to the Platinum are always expected to act as role models, towards both mortals and to other good dragons. To many this can be difficult, for Bahamut preaches both Justice and Mercy, but those who proudly wear the insignia of the Lord of the North Wind are well received and trusted for their measured countenance.

Tenets of the Platinum

Though not all paladins who make the Oath to the Platinum adhere to these exact tenets, these are the most common.

Justice: Half of the most core tenets of the Bahamut faithful is an adherence to justice, and to stand against injustice. This may at times put one at odds with the local law of the land, but in all things a Platinum Knight is expected to be measured in their actions, and serve 'greater justice'.

Good: The other half of the most core tenet of the Bahamut faithful is a stritct dedication to doing good. Serving others and protecting those in need. It is not enough for one who swears an Oath to merely be passive, they must actively seek out ways to do good in the world.

Honour: Bahamut's faithful are expected to conduct themselves honourable, to speak truth and forgo deception. While sometimes a lie is necessary, those who swear this Oath should always seek to be honest in both word and deed, to carry out tasks that they swear to complete, and to treat those around them with respect and dignity.

DM Note

Though the default of this subclass is a good-aligned paladin who follows Bahamut, it can be retooled towards one who follows Tiamat, or a more general Dragonsworn by adjusting the tenets. The rest of the subclass should work without requiring further adjustment, though you may wish to change Draconic Smite to Dragon and Celestial creatures, instead of Dragon and Fiend creatures.

Oath Spells

You gain Oath Spells at the Paladin levels listed.

Level Spells
3rd Cause Fear, Compelled Duel
5th Dragon's Breath, Magic Weapon
9th Fly, Thunder Step
13th Elemental Bane, Stoneskin
17th Circle of Power, Summon Draconic Spirit

Draconic Smite

Evil dragons are often resistant to the effects of elemental magic, and those who swear to Bahamut learn to penetrate this. When you swear this oath your Divine Smite feature no longer deals additional damage to Undead type creatures, instead dealing additional damage to Dragon type creatures, along with Fiends as before.

In addition, once per turn when you successfully hit with a Smite spell, a Divine Smite, or Improved Divine Smite, you may choose to temporarily suppress one damage Resistance or Immunity on your target regardless of their creature type. This effect lasts until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, refreshing on a short rest.

Draconic Senses

When you swear this oath at 3rd level you learn the Draconic language and add half your charisma modifier (rounded up) to any Perception or Insight checks you make. In addition, you gain Darkvision out to 30'. If you already had Darkvision from another source, its range increases by 30 instead.

Channel Divinity

When you take this oath at 3rd Level, you gain the following Channel Divinity option:

Draconic Appendage: As an action you can gain a draconic appendage. At 3rd level your options are claws or a tail. As these weapons are formed by divine power, they are treated as magical for the purpose of overcoming damage resistance and immunity. From 10th level, you may also choose to grow wings. The appendage lasts until the end of your next short or long rest.

Your claws are 1d8 Slashing natural weapons. When you make an attack with your claws as part of the Attack action, you may make one additional attack per turn as part of the same action.

Your tail is a 1d10 Bludgeoning natural weapon with a 10' reach. As a bonus action when you hit with your tail, you may make a Shove attempt.

Your wings grant you a flying speed equal to your movement speed.

From 15th level, you can choose two appendages when you use this instead of one. At 20th level you can manifest all three at once.

Intimidating Crush: When you reduce a creature to 0HP or kill them, you may immediately use your channel divinity against one creature within 30' that can see you. They must succeed on a charisma saving throw or be Frightened of you for 1 minute.

Dragonheart Aura

At 7th level you learn to project an aura that holds the strength of a dragon. You and any friendly creatures you choose within 10' have advantage on Constitution saving throws and ability checks.

At 18th level the aura's range increases to 30'.

Draconic Steed

From 7th level your Find Steed and Find Greater Steed gain respetive additional options, with the below statistics. The size of these Wyrmlings is always one category larger than you when summoned. The damage resistance/immunity and breath weapon damage type are chosen when you first cast the spell, and can only be changed by recasting the spell.


Bahamut's Wyrmling

Dragon, Lawful Good


  • Armor Class 12
  • Hit Points 22 (4d6+8)
  • Speed 40ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 14 (+2) 4 (-3) 11 (+0) 6 (-2)

  • Skills Perception +2, Stealth +4
  • Damage Resistances Matches Draconic Heritage.
  • Senses darkvision 60ft, passive Perception 12
  • Languages Understands draconic but cannot speak it
  • Challenge 1/2 (100 XP)

Draconic Heritage. The Wyrmling's energy type matches its heritage: fire (gold/brass), cold (silver), lightning (bronze), or acid (copper).

Keen Senses. Bahamut's Wyrmling has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Magic Resistance. Bahamut's Wyrmling has advantage on saving throws against spells and other magical effects.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.


Bahamut's Greater Wyrmling

Dragon, lawful good


  • Armor Class 17 (natural armour)
  • Hit Points 45 (6d8+18)
  • Speed 30ft, fly 60ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)

  • Saving Throws. Con +5, Wis +2
  • Skills Perception +4, Stealth +2
  • Damage Immunities Matches Draconic Heritage.
  • Senses Blindsight 10ft, darkvision 60ft, passive Perception 14
  • Languages Draconic
  • Challenge 2 (450 XP)

Draconic Heritage. The Greater Wyrmling's energy type matches its heritage: fire (gold/brass), cold (silver), lightning (bronze), or acid (copper).

Magic Resistance. Bahamut's Greater Wyrmling has advantage on saving throws against spells and other magical effects.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10 + 4) piercing damage.

Breath Weapon (Recharge 6). The dragon exhales a blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) damage on a failed save, or half as much damage on a successful one. The damage type for the breath weapon matches the Wyrmling's draconic heritage.

Spell Attunement

Dragons are naturally magical creatures, and one who swears to the Platinum Lord learns to use some of that magic. From 15th level while affected by a spell of 1st level which has a maximum duration of at least 1 minute or more, you may choose to make that spell's duration "Until dispelled", and if it required Concentration it no longer does. You may only be attuned to one such spell at a time.

Command Dragon

Your very presence inspires others to follow you. At 20th level, you have advantage on any Charisma ability checks involving dragons. In addition you can project your presence to cast the Dominate Monster spell once per long rest. If cast on a dragon type creature, they have disadvantage on all saving throws against this effect.