Jsk Dragon Domain

Bonus Proficiency
At 1st level, you gain proficiency with martial weapons and heavy armour.

Domain Spells
At 1st level, you gain domain spells at the Cleric levels listed in the Dragon Domain Spells table. 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.

When you cast a spell from the Dragon Domain Spells table that deals damage, you can choose to change the damage type to your dragon damage type.

Dragon Faith
At 1st level, you can choose a dragon God to gain your powers from. Bahamut, Sardior, and Tiamat all have a strong following of non-draconic worshippers. Dragons are a force of pure power in the world, and as such, demand worship. If you choose Bahamut as your deity, then you must choose a metallic dragon for your Dragon Faith. If you choose Sardior as your deity, then you must choose a gem dragon for your Dragon Faith. If you choose Tiamat as your deity, then you must choose a chromatic dragon for your Dragon Faith. A Cleric of a dragon God glorifies the power of dragons, while seeking to assist and protect those dragons who are aligned with their dragon God.
 * Devotees of the Platinum Dragon, Bahamut, King of metallic dragons, spread their god's ideals of justice, compassion, and goodness.
 * Followers of the Ruby Dragon, Sardior, are known as the ruby disciples, and train to be a force of neutrality within the world.
 * Worshippers of the Dragon Queen, Tiamat, mother of chromatic dragons, revel in her greed and need to elevate dragons above all others.

Any feature that refers to your dragon damage refers to the type of damage listed in the Dragon Damage column of the table below. Any feature that refers to a dragon saving throw refers to the saving throw listed in the Saving Throw column of the table below. You are resistant to your dragon damage type.

Channel Divinity: Dragon Breath
At 2nd level, you can present your holy symbol and inhale deeply. As an action, you exhale destructive energy in a direction of your choosing. The destructive energy of this technique has a range of your choosing when you use it. It can have a range of "Self (15-foot cone)" or "Self (30-foot line, 5 feet wide)". A creature caught in the blast must make a dragon saving throw, which is determined by your Dragon Faith choice. On a failed save, a creature takes 2d12 + your Cleric level dragon damage, or half as much on a successful save.

Channel Divinity: Dragon Flight
At 2nd level, you can present your holy symbol and call upon the power of your dragon God. As a bonus action, you grow a pair of draconic wings that sprout from your back. You gain a flying speed of 30 feet. You can't manifest your wings while wearing armour unless the armour is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. Your wings last for 1 minute, or until you dismiss them as a bonus action or you become unconscious.

Draconic Blessing
At 6th level, your faith and service to your dragon God has been rewarded. You gain a blessing from the list below. You can change your blessing, but it comes at a price. During a long rest, you can perform a ritual to your dragon God and request a new blessing: your reject your current blessing and gain a new one. Channelling the power of your dragon God in such a way causes you to gain two levels of exhaustion at the end of your long rest.

Eyes of the Dragon

 * You make Wisdom (Perception) checks that rely on sight with advantage.
 * You make ability checks and saving throws against illusions with advantage.
 * You gain a darkvision range of 60 feet. If you already have darkvision, it's range is increased by 30 feet.

Heart of the Dragon

 * You make Constitution saving throws against exhaustion with advantage.
 * You make Constitution saving throws against diseases and the poisoned condition with advantage.
 * If you are reduced to 0 hit points and not outright killed, you can make a Constitution saving throw against a DC of 10 or the damage dealt (whichever is higher). On a successful save, you are reduced to 1 hit point instead of 0 hit points. You cannot benefit from this ability again until you have finished a long rest.

Mind of the Dragon

 * You make Intelligence (Investigation) checks with advantage.
 * You make saving throws against the charmed and frightened conditions with advantage.
 * You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

Divine Strike
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 dragon damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Aura of Majesty
At 17th level, you can unleash a true dragon's roar that terrifies your enemies and inspires your allies. As an action, choose any creatures that you can see within 30 feet of you. If the creature can see and hear you, it must succeed on a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, then the creature becomes immune to your Aura of Majesty for the next 24 hours.

Additionally, all friendly creatures within 30 feet of you become inspired if they can see and hear you when you use this feature. When an inspired creature makes an attack roll, saving throw, or ability check, it can choose to make that roll with advantage. An inspired creature can do this once within the next 10 minutes.

You can use this feature once, and you regain the use of it when you finish a long rest.