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How to Build a Gem Dragonborn Paladin in D&D 5e

Gem Dragonborn from Fizban’s Treasury of Dragons with the legacy 2014 Player’s Handbook Paladin and feats; supplemental options are named by source.

From the Crit Hit Ceramics editorial team. See our editorial standards for sourcing, corrections, and assisted-drafting practices.

Rules edition: This guide pairs the Gem Dragonborn option from Fizban’s Treasury of Dragons with the 2014 Paladin. It uses the 2014 class, spell, and feat rules; the revised 2024 Paladin works differently.

A Gem Dragonborn Paladin can be a front-line defender, mobile striker, or party support. The ancestry adds a choice of damage type and resistance, limited breath-weapon uses, telepathic communication, and temporary flight. It does not grant teleportation, and none of these traits requires a particular personality or oath.

Gem Dragonborn traits that matter in play

Gem Ancestry determines your breath-weapon damage type and matching damage resistance: force for amethyst, radiant for crystal, psychic for emerald, thunder for sapphire, or necrotic for topaz. Pick the type that fits your character and campaign; no option is universally best.

Breath Weapon lets you exhale in a 15-foot cone. Each creature in the area makes a Dexterity saving throw against a DC of 8 + your Constitution modifier + your proficiency bonus. A failed save takes 1d10 damage of your Gem Ancestry type; a successful save takes half. The damage increases to 2d10 at character level 5, 3d10 at 11, and 4d10 at 17. You can use the trait a number of times equal to your proficiency bonus, regaining all uses on a long rest. Under the Fizban’s version, when you take the Attack action you can replace one attack with the breath weapon. At Paladin 5, it replaces one of your two attacks—not the whole action.

Psionic Mind lets you speak telepathically to a creature you can see within 30 feet. The creature does not need to share your language, but it must understand at least one language to comprehend your message. This is one-way communication; the creature cannot reply telepathically through this trait.

Gem Flight arrives at character level 5. As a bonus action, you manifest spectral wings for 1 minute and gain a flying speed equal to your walking speed; you can hover. You can use this trait once per long rest. It helps you reach a ledge or flying foe, but it is not teleportation and does not remove the normal limits of movement, conditions, or terrain.

Ability scores and a sample array

In Fizban’s rules, Gem Dragonborn can increase one ability score by 2 and a different score by 1, or increase three different scores by 1. You are not locked into Strength and Charisma increases. For a weapon-focused 2014 Paladin, Strength supports attacks, Charisma supports spellcasting and Aura of Protection, and Constitution supports hit points and concentration saves.

With the 2014 standard array, one option is Strength 15, Constitution 14, Charisma 13, Wisdom 12, Dexterity 10, and Intelligence 8. Put the ancestry’s +2 in Strength and +1 in Charisma for starting scores of 17 Strength and 14 Charisma. With 27-point buy, try Strength 15, Constitution 14, Charisma 13, Dexterity 10, Wisdom 10, and Intelligence 10, then apply the same increases. These are examples; change them to suit your oath, party, and campaign.

At Paladin 4, the 2014 Ability Score Improvement can raise Strength by 1 and Charisma by 1, or you can choose a feat your DM allows. At Paladin 6, Aura of Protection adds your Charisma modifier to saving throws for you and nearby allies while you are conscious, so Charisma remains valuable even if you rarely prepare spells that call for a saving throw.

Choose an oath for its play style

Oath of Devotion

Devotion fits a character committed to a principle, community, or cause. Its Sacred Weapon option uses an action and Channel Divinity to add your Charisma modifier to attacks with one weapon for 1 minute. This can help when you invest in Charisma as well as Strength.

Oath of Vengeance

Vengeance focuses on confronting a particular enemy. Vow of Enmity gives you advantage on attacks against a creature you can see within 10 feet when you activate it; you do not have to remain beside that creature afterward. Gem Flight can help you reach a distant or airborne target, while your oath spells and Channel Divinity provide their own tools.

Oath of Glory

Glory emphasizes athletic heroism and supporting allies. Its features can complement a mobile character, but flight does not make every jump or Athletics check automatic. Choose it for the oath’s theme and party benefits, not because Gem Flight requires it.

Oath of Conquest

If your DM allows the 2014 option from Xanathar’s Guide to Everything, Conquest centers on fear and battlefield control. Aura of Conquest begins at Paladin 7 and affects creatures frightened of you within the aura; that is a subclass feature, not a general Paladin aura.

Paladin progression and action economy

  • Paladin 1: You have heavy-armor proficiency, Lay on Hands, and the core weapon-and-armor foundation.
  • Paladin 2: You gain a Fighting Style, Spellcasting, and the 2014 Divine Smite class feature. When you hit with a melee weapon attack, you can spend a spell slot to add 2d8 radiant damage for a 1st-level slot, plus 1d8 for each slot level above 1st (maximum 5d8); a fiend or undead takes another 1d8 (maximum 6d8). The feature does not use a bonus action.
  • Paladin 3: Choose your Sacred Oath and its Channel Divinity options.
  • Paladin 4: Improve ability scores or take a permitted feat.
  • Paladin 5: Extra Attack lets you attack twice when you take the Attack action. Your Gem Flight is also available at character level 5, and Paladin 5 grants 2nd-level Paladin spells.

The Fizban’s breath weapon competes with your Attack action, while Gem Flight uses a bonus action. A Polearm Master bonus-action attack, some Paladin spells, and Gem Flight can compete for that same bonus action; they do not compete with the breath weapon in the same way. Bless and Divine Favor both require concentration, so you cannot maintain both at once.

Feats, equipment, and table choices

Strength and Charisma increases are reliable early choices. If your DM allows the 2014 feat versions, Polearm Master can add attacks and reaction options with qualifying weapons, while Gift of the Gem Dragon offers a reactive force effect tied to your Gem heritage. Feat text differs between rule editions, so check the exact book your table uses before planning interactions.

A longsword and shield is one balanced option; a two-handed weapon trades shield defense for a different damage profile. Neither is mandatory. Fighting styles such as Defense, Dueling, Great Weapon Fighting, and Protection support different equipment choices. Select a style that matches how you want to play rather than assuming one setup is best for every encounter.

At the table, use Psionic Mind to communicate quietly when the recipient understands your language, and save breath-weapon uses for targets you can catch in the cone. Gem Flight can change the routes available to you, but cover, ceilings, ranged enemies, and concentration still matter. Describe the ancestry and oath in a way that belongs to your character; neither needs to dictate a fixed attitude or backstory.

Edition boundary: This article describes the 2014 Paladin with the Gem Dragonborn from Fizban’s Treasury of Dragons. In the revised 2024 rules, Divine Smite is a spell cast as a bonus action immediately after a hit, and the character-creation rules differ. Do not combine those procedures unless your DM has chosen that mix.

Official rules sources

Related guide

For ideas on describing a character’s movement and spell effects in a scene, see How to Make Combat Cinematic with a Gem Dragonborn Paladin. For the class’s broader rules, visit the D&D Paladin guide.

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