Paladins who swear the Oath of the Draconaut walk the boundary between life and death, wielding draconic power to hunt the wicked beyond mortality itself. Where Bahamut once rejected undeath entirely, he now shapes it—binding righteous souls to a higher purpose. These paladins do not decay. They endure.
Draconauts are often seen as pale, cold, or marked by faint spectral dragon features—glowing eyes, breath like mist, or a shadow that coils like a wyrm.
Tenets of Devotion
Though the exact words and strictures of the Oath of the Draconaut may vary based on the paladin's arrangement with Bahamut, paladins of this oath share these tenets.
Dominion Over Death. Death is not an end, but a tool. You will not fear it—you will master it.
Judgment Eternal. No evil escapes justice—not even in death.
Draconic Authority. You carry Bahamut’s will. Your presence alone is law to the wicked.
Unbroken Purpose. Flesh may fail. Bone may crack. Duty does not end.
Oath Spells
You gain oath spells at the paladin levels listed.
| Paladin Level | Spells |
| 3rd | False Life, Wrathful Smite |
| 5th | |
| 9th | Fear, Summon Undead |
| 13th | |
| 17th | Danse Macabre, Dominate Person |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Draconic Dread. As an action, you present your holy symbol and invoke draconic authority. Each creature of your choice within 30 feet of you that can see or hear you must make a Wisdom saving throw. On a failed save, the creature is frightened of you for 1 minute.
While frightened in this way, a creature’s speed becomes 0 if it starts its turn within 10 feet of you. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Grave Command. As a bonus action, you exert draconic force over nearby creatures. Choose a number of creatures within 30 feet of you equal to your Charisma modifier (minimum of one). Each target must succeed on a Strength saving throw or be moved up to 15 feet either toward you or away from you (your choice).
If a creature ends this movement within 5 feet of you, it is knocked prone.
Aura of Dread Mastery
Starting at 7th level, enemy creatures within 10 feet of you have disadvantage on saving throws against being frightened while you are conscious. In addition, a creature frightened of you takes necrotic damage equal to your Charisma modifier (minimum of 1) at the start of its turn.
At 18th level, the range of this aura increases to 30 feet.
Draconaut's Companion
Beginning at 7th level, you bind a fragment of draconic essence into a small spectral dragon. The dragon uses the statistics of a familiar created by the find familiar spell, with the following changes: its type is dragon, it has a flying speed of 40 feet and can hover, and its hit point maximum equals five times your paladin level.
In combat, the dragon shares your initiative and can take the Attack action as a bonus action on your turn. Its attack is a melee spell attack that uses your spell attack modifier to hit and deals 1d8 radiant damage (your choice when you gain this feature). Additionally, allies have advantage on saving throws against being charmed or frightened when within 10 feet of the dragon.
If the dragon is reduced to 0 hit points, it disappears. You can resummon it by performing a 1-hour ritual.
Wyrmking's Mandate
Beginning at 15th level, you act as a direct instrument of Bahamut’s divine will. When you hit a creature with a weapon attack, you can mark it with Bahamut’s judgment (no action required). The mark lasts until the end of your next turn. While marked, the creature has disadvantage on attack rolls against creatures other than you, and whenever it deals damage to a creature other than you, it takes radiant damage equal to your Charisma modifier (minimum of 1).
In addition, the first time you hit a marked creature on each of your turns, you can force it to make a Wisdom saving throw. On a failed save, the creature is either pulled up to 15 feet toward you or pushed up to 15 feet away from you (your choice).
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Avatar of the Draconaut
At 20th level, as an action, you can assume the form of a majestic draconic avatar in service to Bahamut for 1 minute. When you do so, choose one of the following damage types: acid, cold, fire, lightning, or poison. The appearance of your form reflects the dragon associated with that damage type.
For the duration, you gain the following benefits:
- You become Large if you are smaller than Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
- You gain a flying speed of 60 feet.
- Your weapon attacks deal an extra 2d8 damage of the chosen type on a hit.
- When you take the Attack action on your turn, each creature of your choice within 20 feet of you must succeed on a Strength saving throw or be either pushed up to 10 feet away from you or pulled up to 10 feet toward you.
- Your draconic companion grows to Medium size and can take the Attack action twice when it acts on your turn.
In addition, once on each of your turns, you can use your action to create a blast of draconic power in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking 4d8 damage of the chosen type on a failed save, or half as much damage on a successful one.
Once you use this feature, you can't use it again until you finish a long rest.