Dragon Rider, 2nd Variant (5e Class)

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Dragon Rider[edit]

A small elf woman walks into the raided village, passing through the orcs that look at her with humor, one more weak creature for them, until a shadow passes by, and in a flash of silver, a powerful silver dragon lands behind her, and together, the dragon with it's cold breath and the woman, with blasts of arcane energy take back the village from the orcs.

A towering goliath man runs into battle side by side with his black dragon, the opposing army, having surpassed the initial surprise of seeing a dragon, prepares to attack. But it's the goliath, who started to gain the aspect of a dragon himself, that surprises them this time as he plows through their defenses, with strength never before seen, even for a goliath.

A human man and his dragon fight against a group of wyverns, both moving in ways that perfectly complement each other. The red dragon they seek to bring down watches from afar, even such a powerful creature starting to feel overwhelmed by the synchrony of the pair. The dispatch of the last wyvern and start heading for their quarry, who in it's sinking desperation attacks, not know that in the end, the rider and his partner are the ones who will walk away in the end.

A dragon is known for its power, its intellect and its love for treasure. The idea of a dragon swearing its loyalty to a person would be unimaginable to most. Until they see a dragon rider. A rider has a deep magical bond with their dragon. Connected to each other by their souls, they are a great duo, always stronger together.

The Bond[edit]

A dragon rider is connected to their dragon even before the dragon's birth. This bond can happen in many forms, a powerful enough arcanist can connect the two beings. A dragon can offer one of its eggs and connect it to a chosen person. Or it can happen from destiny, maybe a deity. Whatever caused this, it creates a bond that cannot be severed.

Some might look at a dragon born with the bond with pity, for it loses a great part of its intellect, and its size and power also seem less impressive. But underestimating one of them would be a grave mistake. For where they lack in personal strength, the make up with loyalty. Their masters mean more to them than their own lives, they are these dragons' treasures. And anyone who know anything about dragons know how they defend their treasures. Together they are fearsome. Two creatures connected, sharing everything. The dragon might have lost some of its independence, but it gained something just as great.

Creating a Dragon Rider[edit]

When making a dragon rider, think of the following questions to decide why you would want to make this character. Do you want to play a character that has a companion by its side? Do you want to ride a mighty mount to battle? Cast, few but useful spells, while your dragon keeps the enemies at bay with its fangs and claws? Fight side by side with a dragon, watch it grow together with you?

Quick Build

You can make a dragon rider quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score if you want the Dragonkin or Dragon Knight archetypes, or Charisma if you want the Dragon Mage archetype, followed by Constitution. Second, choose the Folk Hero background.

Class Features

As a Dragon Rider you gain the following class features.

Hit Points

Hit Dice: 1d10 per Dragon Rider level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dragon Rider level after 1st

Proficiencies

Armor: Light and medium armor, shields
Weapons: Simple weapons, martial weapons
Tools:
Saving Throws: Constitution, Charisma
Skills: Choose three from Animal Handling, Arcana, Athletics, History, Intimidation, Investigation, Nature, Perception, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • leather armor, longbow, 20 arrows
  • (a) a martial weapon and a shield or (b) two simple weapons
  • (a) an explorer's pack or (b) a scholar's pack
  • If you are using starting wealth, you have 5d4 x 10 in funds.

Table: The Dragon Rider

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Fighting Style, Soulbound 2
2nd +2 Dragon Blood, 2
3rd +2 Spellcasting, Mount, Rider Bond 2 3 2
4th +2 Ability Score Improvement 2 4 3
5th +3 Extra Attack 2 4 3
6th +3 Ability Score Improvement 3 4 3
7th +3 Rider Bond feature 3 5 4 2
8th +3 Ability Score Improvement 3 6 4 2
9th +4 Draconic Senses 3 6 4 2
10th +4 Rider Bond feature 3 7 4 3
11th +4 Greater Partner, Draconic Resolve 3 8 4 3
12th +4 Ability Score Improvement 3 8 4 3
13th +5 Dragon Strike, Shared Arcana 3 9 4 3 2
14th +5 Rider Bond feature 3 10 4 3 2
15th +5 Dragon Body 3 10 4 3 2
16th +5 Ability Score Improvement 3 11 4 3 3
17th +6 Supreme Partner 3 11 4 3 3
18th +6 Rider Bond feature 3 11 4 3 3
19th +6 Ability Score Improvement 3 12 4 3 3 1
20th +6 Complete Bond 3 13 4 3 3 1

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if later you get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you're wearing armor you gain a +1 to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Greater Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the versatile or two-handed property for you to use this.

Polearm Expertise

While you are wielding a melee weapon with the reach property you gain a +2 to attack rolls.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Soulbound[edit]

Your soul is bonded to that of a new born dragon. This dragon is your companion. It will fight for you with all of its might. If your partner is ever slain, you can use the bond to restore it to life. With a 8 hour ritual and an offering of 25gp per Dragon Rider level, you call forth your companion's spirit and bring it back to life, even if you don't have a single part of its original body. Should your dragon ever die, the strain on your bond hinders your body and focus, you take psychic damage equal to 2 times your character level when it dies and have a -2 penalty on attack rolls, skill checks and saving throws until you return it to life.

The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Your dragon has abilities and game statistics determined in part by your level. It starts with the same ability scores as a Wyrmling Dragon, but with a increase of 1 to Strength and Charisma and a decrease of 1 to Intelligence, independent of which type the dragon is. Your dragon uses your proficiency modifier. It gains proficiency in 3 skills of your choice, and gains proficiency with 3 saving throws of your choice. Your companion gains hit points and hit dice together with your character level. Whenever you gain the Ability Score Improvement class feature, your partner’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

You also gain the benefit of learning to speak, read and write Draconic.

(More on the dragon's stats at the end of the class description)

Dragon Blood[edit]

Your connection with your dragon has given your body a bit of a draconic aspect. Starting at 2nd level, you are immune to nonmagical diseases and you gain advantage to all Charisma checks.

Spellcasting[edit]

At 3rd level, you gain the ability to cast spells higher than cantrips. You know a number of spells based on your dragon rider level, and when you level up you can exchange a known spell for a spell you are able to cast. Riders are arcane casters that focus more on spells that aid their partners.

Cantrips

At 1st level you know 2 cantrips from the dragon rider spell list. You learn additional cantrips of your choice at higher levels, as show in the Cantrips Known column.

Spell Slots

The dragon rider table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these rider spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know three 1st level spells of your choice from the rider list. The Spell Known column shows when you learn new spells. Each of those spells must be of a level for which you can cast.

Spellcasting Ability

Charisma is your spellcasting ability for your rider spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a rider spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Charisma Modifier
Spell Attack Modifier = your proficiency bonus + your Charisma Modifier

Spellcasting Focus

You can use an arcane focus as your spellcasting focus for your rider spells.


Mount[edit]

Starting at 3rd level, Your dragon grows and becomes a large creature, allowing you to finally ride it. When mounting or dismounting your dragon it costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren’t incapacitated and you fall less than 10 feet. While you are riding your dragon both of you act on your initiative, you both keep all the actions you had each, except for the movement, which only the dragon keeps, unless you dismount it. Your dragon cannot fly while you are mounting it, as it has not grown enough to carry the additional weight in the air.

Depending on your DM, your dragon might give you advantage on some intimidation or persuasion checks.

Rider Bond[edit]

At level 3 you make your choice of which dragon rider archetype you will follow, the path of the Dragonkin, the Dragon Knight or the Dragon Mage. They are described at the end of the class description.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Draconic Senses[edit]

Because of your bond with your dragon, when you reach 9th level your connection allows you to share in your dragon's senses. With a bonus action, you gain blindsight up to 30 feet, and darkvision up to 60 feet for 10 minutes (if you already have blindsight and/or darkvision add this feature as a bonus). Also, you and your partner both use the higher passive perception between you two for the duration. You can use this feature a number of times equal to your Charisma modifier per long rest.

Greater Partner[edit]

At 11th level, your dragon has grown from all the training and care you provided to it. It increases its Strength and Constitution by 2 (this increase can go above the 20 maximum), its AC increases by 1, intelligence modifier increased to + 0 and it gains an extra attack. Your dragon is now strong enough to fly while you are mounting it, but can only fly at its walking speed while mounted.

Draconic Resolve[edit]

At 11th level your time with your dragon has increased your resolve. You are immune to a dragon's frightful presence, and while you're within 30ft of your dragon you gain advantage against any other fear effect.

Dragon Strike[edit]

When you reach 13th level, the bond between you and your dragon has been strengthened significantly. Because of this you are granted the ability to imbue your weapon with the element relating to the type of dragon with which you are Bonded.

By concentrating on your bond, you can use a bonus action to imbue the weapon you are wielding with the element corresponding to the type of dragon to which you are bonded. Enemies struck with your Draconic Strike take an extra 2d8 of elemental damage, and on a failed Constitution saving throw, DC = 8 + Charisma + Proficiency bonus), they also fall victim to an effect based on the nature of your strike.

Strike Effect
Damage Type Strike effect
Acid AC is reduced by 1
Cold Speed is halved, disadvantage on Dex/Str saving throws
Fire Extra 1d6 burning damage
Lightning Stunned for one round
Poison Target becomes poisoned

Shared Arcana[edit]

Also at 13th level, you can cast a spell on yourself and affect your partner. If you use a spell with a range of self, both you and your dragon gain the effects of the spell.

Dragon Body[edit]

At level 15 your body has gain even more apparent draconic aspects. Now you are immune to all diseases, even magical ones. You also has gained a few scales (more scales if you chose the dragonkin archetype) that have the same colour as your dragon, they give you resistance to your dragon's breath damage type and increases AC by 1.

Supreme Partner[edit]

At 17th level your partner has grown even more. It increases its Strength and Charisma by 2 (this increase can go above the 20 maximum), its AC increases by 2, and it gains a third extra attack. It is now strong enough to fly at its full speed while mounted.

Complete Bond[edit]

When you reach the 20th level, your bond with your dragon has been completely formed, the two of you are one. With a bonus action you and your dragon gain temporary hit points equal to 3/4 of your combined current hit points for one minute. This can be used once per long rest.

Rider Bonds[edit]

The rider must choose how they will approach their bond, how they want to better connect with their dragon.

Dragonkin[edit]

The dragon rider that chooses to focus his bond on a more reflective approach to his dragon is known as a Dragonkin. The Dragonkin focus on using their bond to make themselves more like their scaled companion. A Dragonkin prefers to fight alongside his dragon as an ally, as well as upon the dragon's back.

Dragonskin

Beginning at 3rd level you already gain a few scales all over your body. While you aren't wearing any armor, your AC becomes 10 + your Dexterity Modifier + your Constitution modifier.

Draconic Reflexes

You, at 3rd level, also have the speed and reflexes of a dragon. You gain a +10 feet bonus to your speed while not wearing armor. Thanks to your familiarity with dragons, at level 10 you gain advantage at Dexterity saving throws against a dragon's breath weapons.

Surge of Strength

At 7th level, you can feel the strength of a dragon following through you. You can use your own arcane energy to unlock that. You can use a bonus action to spend a spell slot of 1st or 2nd level to add one additional die to melee damage rolls for 1 minute, this extra die is not affected by multipliers such as critical hits. If you use a spell slot of 3rd or 4th level you add an additional die to your damage, but have to maintain concentration for the duration.

Breath of the Dragon

At 10th level, you can use your action to exhale destructive energy identical to your partner. Your draconic bond determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is the same as your dragon's. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 5d6 damage on a failed save, and half as much damage on a successful one.

After you use Breath of the Dragon, you can't use it again until you complete a long rest.

Frightful Presence

At 14th level, as an action, choose one creature that is within 30 feet of you and aware of you must succeed on a Wisdom saving throw equal to 8 + your Charisma modifier + your proficiency bonus or become 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 creatures saving throw is successful or the effect ends for it, the creature is immune to your frightful presence for the next 24 hours. You can use your frightful presence once per short rest.

Draconic Form

Upon reaching 18th level, you can assume a draconic form for a short time. With a bonus action you become like a dragon with the following abilities for 1 minute:

- Your hands transform into claws that deal 2d10 slashing damage and are compatible weapons for your Dragon Strike ability.

- You now have a roaring ability. When you roar, enemies within 30 feet of you must succeed on a Constitution saving throw or become frightened of you for the rest of the round. Enemies frightened by this roar can do nothing on their turn except try to move as far away from you as possible.

- You can also use your dragon breath one more time in addition to your Breath of the Dragon ability, but you must wait 2 rounds before using the breath a second time.

- You also gain a flying speed of 30 feet.

You can use this ability twice per long rest.

Dragon Knight[edit]

The dragon riders that are most capable of fighting in sync with their dragons. The knights are able to train their dragons how to make special maneuvers, while they learn some for themselves.

Heavy Armor Proficiency

Beginning at 3rd level you gain proficiency with heavy armor.

Mounted Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice, which are detailed below and under "Maneuvers" on page 74 of the PHB. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuvers of your choice at 7th, 10th, 14th and 18th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Below are mounted maneuvers, at least 3 of your final total of maneuvers must be from this list. And at 3rd level two of the three you pick must be from these. Mounted maneuvers can only be used if you are mounting your dragon.

Superiority Dice. You have 3 superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level, 10th level and one more at 14th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Mounted Maneuvers[edit]

Trample

If you move your dragon at least 20 feet in a straight line, you can spend a superiority die. Every creature must make a Strength or Dexterity (their choice) save, on a failure they become prone and take the spent superiority die in damage.

Impulse

You can try and use your dragon's back for impulse with a jump. You spend a superiority die, when you make your jump add your dragon's Strength modifier and half of the die (rounded up) to the number of feet you move with the jump.

Pack Attack

When you make an attack while riding your dragon you can spend a superiority die to make it easier for both of you to hit the same target. Add the superiority die to your attack roll, if you hit your dragon has advantage on it's attack against that target until the start of your next turn, as long as you have the target in your reach as well.

Tame

If your dragon becomes frightened, charmed or controlled you can spend a superiority die to help it call down. When it makes a saving throw to end the effect you can add the superiority die to the save.

Pounce

If your dragon attacks a creature that you just attacked it can make a grapple check instead of it's (first) attack. Add the superiority die to the dragon's grapple check.

Defensive Wing

Your dragon can try to protect you with it's wings if you two aren't flying. Spend a superiority die and add the number rolled to your AC until the start of your next turn. But any attack made against you during this time, if it misses, your dragon takes damage equal to the damage modifier of the attack, since it's using it's wings to stop the attacks.

Riding Expert

At 7th level, you and your dragon work even better together. If you are mounting your dragon and choose to use the Dash, Dodge or Disengage actions, it works for your dragon as well.

Draconic Maneuvers

When you reach level 10, you start to train your dragon its own maneuvers. You can expend 1 or more of your superiority dice to enhance one of your dragon's attacks using a draconic maneuver. You can only use 1 draconic maneuver per attack, and must select from the maneuver's below. Some of your dragon's maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: DC equals 8 + Proficiency Modifier + Your Dragon's Strength Modifier

Crushing Bite

When it hits a creature with a bite attack, you can expend one superiority die to attempt to grapple the target in its jaws. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw, on a failed save, it grapples the target and its bite attacks against the grappled target have advantage. The distance of its breath weapon is halved while grappling a creature.

Wingbeat

Your dragon’s massive wings punish those who come to close. Expend 2 superiority dice and as part of the attack action (If it has multiple attacks this uses one of them). Each creature within 15 feet of the dragon makes a Strength saving throw or falls prone and takes 2d8 bludgeoning damage.

Goading Slash

When it hits a creature with a claw attack, you can expend one superiority die to attempt to goad the target into attacking your dragon. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw, On a failed save, the target has disadvantage on all attack rolls against targets other than your dragon until the end of your next turn.

Tail Sweep

When it hits a creature with a tail attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within it's reach, If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Improved Mounted Superiority

At level 14 your superiority dice increase from d8s to d10s.

Resolve

Starting at 18th level, you can turn your arcane energy into superiority dice. With a bonus action you can spend a spell slot to gain a number of superiority dice equal to the slot's level.

Dragon Mage[edit]

Flowing with arcane energy. The dragon mage is capable of using even more amazing magic than other riders, and even awaken their dragon's innate spell casting.

Stronger Caster

The dragon mage's spellcasting ability is stronger. You can cast spells of higher levels. And you gain more cantrips. You gain a 4th cantrip at level 11 and a 5th one at 18th level.

Dragon Mage Level Spells Known 1st 2nd 3rd 4th 5th 6th
3rd 3 2 - - - - -
4th 4 3 - - - - -
5th 5 3 - - - - -
6th 5 4 2 - - - -
7th 6 4 2 - - - -
8th 7 4 3 - - - -
9th 8 4 3 2 - - -
10th 8 4 3 2 - - -
11th 10 4 3 3 - - -
12th 10 4 3 3 1 - -
13th 11 4 3 3 1 - -
14th 12 4 3 3 1 - -
15th 13 4 3 3 2 1 -
16th 13 4 3 3 2 1 -
17th 14 4 3 3 2 1 1
18th 14 4 4 3 3 2 1
19th 15 4 4 3 3 3 1
20th 15 4 4 3 3 3 2
Arcane Power

At 3rd level your arcane energy is truly powerful. You add double your Charisma modifier to all of your spells that cause damage and hit with spell attack rolls.

Arcane Flow

At 7th level when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Starting at 15th level your prowess while fighting with magic and weapons increases, when you use your action to cast a spell, you can make one weapon attack as a bonus action

Innate Arcanist

At level 10 you unlock your dragon's arcane powers. Your dragon learns a number of spells equal to its Charisma + Wisdom modifiers. The highest level the spells can be is equal to your dragon rider level divided by 3 (rounded down). Each spell can be used once per long rest.

Advanced Shared Arcana

At 14th level you can cast spells through your dragon without using a spell slot.You use your action to cast the spell and your dragon uses a bonus action to release it. Use this equal to the amount of your Charisma modifier.

Shared Concentration

At 18th level your dragon helps you keep concentration in your spells. You can add its Constitution modifier to your concentration checks. It can also spend a use of one of its spell slots to automatically make you succeed on a concentration check.

Dragon[edit]

Your dragon is your greatest partner. Here are it's stats (the +1 to Strength and Charisma and the -1 to Intelligence are already included).

At 3th level, change the dragon's size to large, it gains an extra 10 ft (walking) and 20ft (flight), and its reach becomes 10 ft.

Dragon[edit]

medium dragon, same as the rider (or really close, must have at least one in common)


Armor Class 15 (natural armor)
Hit Points 15 (d10)
Speed 30 ft, fly 60 ft


STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 9 (-1) 10 (+0) 12 (+1)

Saving Throws chosen by the rider
Skills chosen by the rider
Damage Resistances based on the dragon's type
Senses passive Perception (depends on the rider's skill choice)
Languages Understands Common and Draconic but can only speak telepathically with the rider


ACTIONS

Bite. Melee Weapon Attack: Strength to hit, reach 5 ft., one target. Hit: 1d8 + Strength modifier piercing damage plus 1d4 damage of the dragon's type. (Increases by 1d4 every 4 levels)

Claws.Melee Weapon Attack: Strength to hit, reach 5 ft., one target. Hit: 2d4 + Strength modifier slashing damage. ( Increases by 1d4 every 4 levels.)

Tail.Melee Weapon Attack: Strength to hit, reach 5 ft., one target. Hit: 1d8 + Strength modifier bludgeoning damage. ( Increases by 1d8 every 5 levels)

Breath Weapon

At 3rd level your dragon gains a breath weapon. The shape, type of save throw and type of damage depend on the type of dragon. The DC is 8 + it's Constitution modifier + your proficiency. The damage is 2d6, and it gains +1d6 every 4 levels. The range starts with a 15 ft cone or a 5 by 30 ft line, and it increases by 5 ft every 3 levels.



Dragon Type Features[edit]

Together with your Rider Bond features, your dragon gains other features, and you may also benefit from these features.

Black Dragon[edit]

Black dragons can typically be found in a swamp or crumbling ruins, and they tend to shy away from civilization. Black dragons are lonesome creatures, avoiding other dragons that are stronger than them.

When it hatches, a black dragon has glossy black scales. As it ages, its scales become thicker and duller, helping it blend in to the marshes and blasted ruins that are its home.

Amphibious

Your dragon can breath both air and water, at 3rd level it shares this feature with you. Also, while in a swamp, you both have advantage to stealth checks.

Cleansing Blood

At 7th level your dragon's blood can cleanse its body from toxins. It becomes immune to even magical diseases, and has advantage against the poisoned condition.

Escape Artist

A black dragon typically avoids fighting stronger opponents directly. At 14th level you can cast Darkness a number of times equal to half its Charisma modifier (rounded up) per long rest.

Fight for your Life

At 18th level if your dragon is near death, it can try to shrug it off. It can spend up to half of its hit dice instantly. This can only be used once per long rest.

Blue Dragon[edit]

Blue dragons call the desert their home, finding comfort in the shifting sands.

A blue dragon's scales range from an iridescent azure to a deep indigo, polished by the sand in which they live. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity.

Inner Eyelid

Your dragon has an inner eyelid that protects it's eyes. Starting at 3rd level its immune to nonmagical blindness. And it gives you advantage on checks against nonmagical blindness.

Discharge

Beginning at 7th level, your dragon can discharge the electrical energy coursing through its body when a creature attacks it. As a reaction, your dragon forces the creature that just hit it with a melee attack, to make a Constitution saving throw, with the same DC as its breath. On a failure the target is stunned for 1 round. You must make a short rest before using this feature again.

Sandstorm

At level 14 your dragon can create a sandstorm. As long as there is a large amount of sand or dirt around it, your dragon can start concentrating while flapping its wings, to create a cylinder of 15 feet radius and 40 feet of height, centered on it. Creatures inside the cylinder must make Constitution saving throws, becoming blinded on a failure. Creatures also take 1d4 of damage while inside the sandstorm. The sandstorm has a duration of 10 minutes, but your dragon must maintain concentration. You can make a sandstorm once every short rest.

Chain Lightning

When you reach 18th level, your dragon can use its horn to direct a lightning storm. This lightning storm arcs between 5 targets of its choice. Each target takes 5d6 lightning damage and is stunned for one round. Your dragon must finish a long rest before you can use Chain Lightning again.

Green Dragon[edit]

Green dragons are most often found in forests and jungles around the world. Most green dragons are best when fighting on the ground, but are capable in aerial combat as well.

A newly hatched green dragon has scales so dark they are nearly black, but as it ages these scales become harder and lighter.

Silver Tongue

Starting at 3rd level, you gain the cunning mind that was supposed to grow in your dragon. While within 15 feet of it, you have proficiency on Persuasion checks, and you double the proficiency bonus.

Natural Camouflage

At 7th level, your dragon is able to easily hide itself, you and your party while in forests. While you and your party are within 30 feet of your dragon, it can grant you its advantage to stealth checks in forests.

Intimidation

At 14th level, if you or your dragon kill a creature, your dragon can try and scare its allies. Any allies of the slain creature that are within 60 ft of your dragon and can see it, must make a Wisdom saving throw, against a DC of 8 + Your dragon's Charisma modifier + your proficiency bonus. On a failure they become frightened of it, on a success, they become immune to this feature for the next 24 hours.

Patience

At 18th level. Your dragon has become able to take notice of the enemies that escape it. And much like any other green dragon, it'll try its best to never let it escape again. When your dragon hits a creature that it had already fought in the past, but didn't kill, it gains 2d6 of extra damage every time it hits the creature.

Red Dragon[edit]

Red dragons find their homes in the mountains and or caves all throughout the world. They prefer the heat, and love to live near volcanoes or deep dwarven mines.

The scales of a red dragon are a bright glossy scarlet, turning a dull deeper red and becoming as thick and as strong as metal as the dragon ages.

Scorched Scales

At 3rd level, your dragon can increase the heat of its body immensely, creatures of it's choice take 1d4 fire damage when they touch it, or hit it with a melee attack. At 9th level the damage die increases to a d6, and at 15th level it becomes a d8.

Aerial Ace

Starting at 7th level, your dragon is incredibly fast in the air. It gains 10 extra feet of flying speed, and while dashing in the air it doesn't trigger attacks of opportunity.

Wing Attack

When you reach 14th level, your dragon's wings have grown a considerable size. Your dragon can beat its wings to create a gust of wind in one direction for up to 40 feet. Any creature caught in this gust must succeed on a Strength saving throw with a DC of 8 + your dragon's Strength modifier + your proficiency bonus.

A failed saving throw causes the creature to be pushed backwards a number of feet equal to 5 x your dragon's Strength modifier and be knocked prone, taking 1d8 per 10 feet that they are thrown. You can use this feature once per short rest.

Earthquake

At 18th level, your dragon has mastered the ground on which it walks. Once per long rest, it can create an earthquake with its feet and the magic within. This earthquake deals 5d8 damage and causes anyone within it's 30 feet radius, centered on your dragon, to be knocked prone on a failed Dexterity saving throw. The DC for this saving throw is 8 + your dragon's Strength modifier + your proficiency bonus.

White Dragon[edit]

White dragons prefer to call the cold tundra their home, living deep in the snowy wastelands and high in the frigid mountains.

White dragon hatchlings have pure white scales, but as they age many of these scales darken to pale blues and cold grays to help blend with the snow and ice better.

Ice Walk

To your dragon, ice and snow aren't difficult terrain. At 3rd level, it shares this feature with you.

Flash Freeze

As long as there's water present, at 7th level your dragon can spend a minute to freeze an amount of water that fills the space of 3 cubic feet, or 22 gallons (83 liters).

Blizzard

At level 14 your dragon can create a blizzard. As long as there is a large amount of ice or snow around it, your dragon can start concentrating while flapping its wings, to create a cylinder of 15 feet radius and 40 feet of height, centered on it. Creatures inside the cylinder have their speed halved and have disadvantage to dexterity checks and saving throws. The blizzard has a duration of 10 minutes, but your dragon must maintain concentration. You can make a blizzard once every short rest.

Ice Form

At 18th level, your dragon can use its innate arcane energy to freeze a creature. The creature must make a Constitution saving throw against your dragon's breath's DC. On a failed save they are frozen solid. Each turn they can attempt the saving throw again, at disadvantage. Magical fire cast on the ice causes the creature to be thawed. Ice form can be used once per long rest.

Brass Dragon[edit]

Brass dragons can typically be found in deserts, more often than not in ruins or canyons, but occasionally in a cave system. Brass dragons crave conversation, and gathers information from many creatures throughout it's life.

A brass dragon wyrmling's scales are a dull, mottled brown. As it ages, the dragon's scales begin to shine, eventually taking on a warm, burnished luster.

Interrogator

Beginning at 3rd level, you gain the insight of a brass dragon that your partner never got. While within 15 feet of your dragon you have proficiency in Insight checks and your proficiency is doubled.

Change Shape

At 7th level your dragon can magically polymorph into a humanoid or beast that has a challenge rating no higher than 2/3 of you level, or back into its true form. You partner revert to its true form if it dies. Any equipment its wearing or carrying is absorbed or borne by the new form (your choice).

In the new form, your dragon retains its alignment, hit points, hit dice, proficiencies, Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, and, even if the new form is capable, your dragon is still incapable of speech. It may only do this action once per long rest, except to return to it's true form.

Sandstorm

At level 14 your dragon can create a sandstorm. As long as there is a large amount of sand or dirt around it, your dragon can start concentrating while flapping its wings, to create a cylinder of 15-foot radius and 40 feet of height, centered on it. Creatures inside the cylinder must make Constitution saving throws, becoming blinded on a failure. Creatures also take 1d4 of damage while inside the sandstorm. The sandstorm has a duration of 10 minutes, but your dragon must maintain concentration. You can make a sandstorm once every short rest.

Sleep Breath

At 18th level your dragon can exhale a breath of sleeping gas in a 60 feet cone. Each creature in the area must make a Constitution saving throw against a DC of 8 + your dragon's Wisdom modifier + your proficiency. On a failure the creature is asleep for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Your dragon's sleep breath can only be used once per long rest.

Bronze Dragon[edit]

Bronze dragons are coastal dwellers that feed primarily on aquatic plants and fish. They take the forms of friendly animals to observe other creatures of interest. A bronze wyrmling's scales are yellow tinged with green, only as the dragon approaches adulthood does its colour deepen to a darker, rich bronze tone.

Amphibious

Your dragon can breath both air and water. At 3rd level it's shares this feature with you. Also, while in a swamp, you both have advantage to stealth checks.

Change Shape

At 7th level your dragon can magically polymorph into a humanoid or beast that has a challenge rating no higher than 2/3 of you level, or back into it's true form. You partner revert to it's true form if it dies. Any equipment its wearing or carrying is absorbed or borne by the new form (your choice).

In the new form, your dragon retains its alignment, hit points, hit dice, proficiencies, Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, and, even if the new form is capable, your dragon is still incapable of speech. It may only do this action once per long rest, except to return to its true form.

Thunderclap

At level 14 your dragon becomes able to create a thunderclap at a point it can see within 120 feet of itself. Each creature in a 20-foot radius centered on that point, must make a Constitution saving throw against a DC equal to 8 + your Wisdom modifier + your proficiency bonus. On a failed save creatures take 3d10 thunder damage and are deafened until the end of its next turn. This feature can only be used once per long rest

Repulsion Breath

At 18th level, your dragon exhales repulsion energy in a 30-foot cone. Each creature in that are must succeed on a Strength saving throw with a DC of 8 + your dragon's Wisdom modifier + your proficiency bonus. Otherwise the creature is pushed 60 feet away from you. It can use this ability once per long rest.

Copper Dragon[edit]

Copper dragons are incorrigible pranksters, joke tellers, and riddlers that live in hills and rocky uplands.

At birth, a copper dragon's scales are a ruddy brown with a metallic tint. As the dragon ages its scales become more coppery in colour, later taking on a green tint as it ages.

Trickster

At 3rd level you gain a copper's dragon fondness for pranks. You gain proficiency with the Sleight of Hand and Performance skills, and you double your proficiency bonus on checks with each.

Change Shape

At 7th level your dragon can magically polymorph into a humanoid or beast that has a challenge rating no higher than 2/3 of you level, or back into its true form. You partner revert to its true form if it dies. Any equipment its wearing or carrying is absorbed or borne by the new form (your choice).

In the new form, your dragon retains its alignment, hit points, hit dice, proficiencies, Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, and, even if the new form is capable, your dragon is still incapable of speech. It may only do this action once per long rest, except to return to its true form.

Broken Earth

At 14th level, your dragon may use an action to choose a point within 120 feet of you. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until you use your action to end the effect.

Slowing Breath

At 18th level, your dragon can exhale gas in a 60 feet cone. Each creature in that area must succeed on a Constitution saving throw with a DC of 8 + your dragon's Wisdom modifier + your proficiency bonus. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful one. This feature can be used once per long rest

Gold Dragon[edit]

Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear.

A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold.

Devourer of Wealth

A gold dragon can eat gems and precious metals. At 3rd level, if you gift your dragon at least 4 pounds of gold or gems it will be enough sustenance for 1 month. And it shares half of that sustenance with you (15 days).

Change Shape

At 7th level your dragon can magically polymorph into a humanoid or beast that has a challenge rating no higher than 2/3 of you level, or back into its true form. You partner revert to its true form if it dies. Any equipment its wearing or carrying is absorbed or borne by the new form (your choice).

In the new form, your dragon retains its alignment, hit points, hit dice, proficiencies, Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, and, even if the new form is capable, your dragon is still incapable of speech. It may only do this action once per long rest, except to return to its true form.

Clairvoyance

At 14th level your dragon can gain a glimpse into the future, and it magically shares that with you. With a bonus action both of you gain advantage in next attack (only the first), ability check and saving throw you make before the start of your next turn. It can use this feature once per short rest.

Weakening Breath

Beginning at 18th level, your dragon can use it's action to exhale gas in a 60-foot cone. Each creature in that area must succeed on a Strength saving throw with a DC of 8 + your dragon's Wisdom modifier + your proficiency bonus. On a failed save, the creature has disadvantage on Strength based attack rolls, Strength checks, and Strength saving throws 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. The weakening breath can be used once per long rest.

Silver Dragon[edit]

The friendliest and most social of the dragons, a silver dragon makes its home high in the frosty mountains where the clouds surround it.

A silver dragon wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its colour gradually brightens until its individual scales are barely visible. As the silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury.

Fog

At 3rd level your dragon dragon can create a fog wall as if it had been cast through the Fog Cloud spell. The fog lasts for 30 seconds unless it is dispersed through magical means. This ability can be used once per long rest.

Change Shape

At 7th level your dragon can magically polymorph into a humanoid or beast that has a challenge rating no higher than 2/3 of you level, or back into its true form. You partner revert to its true form if it dies. Any equipment its wearing or carrying is absorbed or borne by the new form (your choice).

In the new form, your dragon retains its alignment, hit points, hit dice, proficiencies, Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, and, even if the new form is capable, your dragon is still incapable of speech. It may only do this action once per long rest, except to return to its true form.

Cold Wind

When you reach 14th level, your dragon's wings have grown a considerable size. Your dragon can beat its wings to create a gust of wind in one direction for up to 30 feet. Any creature caught in this gust must succeed on a Strength saving throw with a DC of 8 + your dragon's Strength modifier + your proficiency bonus.

A failed saving throw causes the creature to be pushed backwards a number of feet equal to 4 x your dragon's Strength modifier and be knocked prone, taking 1d8 per 10 feet that they are thrown and an extra 2d6 cold damage. You can use this feature once per short rest.

Paralyzing Breath

At 18th level the dragon exhales a paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a Constitution saving throw with a DC of 8 + your dragon's Wisdom modifier + your proficiency bonus. On a failed save, a creature is paralyzed 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. This breath can be used only once per long rest.

Spell List[edit]

A dragon rider can learn the following spells:
Cantrips: blade ward, chill touch, dancing lights, eldritch blast, fire bolt, friends, light, mage hand, message, minor illusion, prestidigitation, ray of frost, shocking grasp
1st: inflict wounds, blade beam, burning hands, catapult, charm person, chromatic orb, comprehend languages, cure wounds, detect magic, disguise self, earth tremor, expeditious retreat, feather fall, fog cloud, healing word, hunter's mark, ice knife, jump, mage armor, protection from evil and good, shield, sleep, thunderwave, witch bolt
2nd: aganazzor's scorcher, alter self, arcane lock, blindness/deafness, cloud of daggers, darkness, darkvision, detect thoughts, earth bind, enhance ability, enlarge/reduce, gust of wind, hold person, invisibility, lesser restoration, levitate, misty step, scorching ray, shatter, snilloc's snowball swarm, spider climb, suggestion, mirror image, blur
3rd: blink, clairvoyance, counterspell, daylight, dispel magic, erupting earth, fireball, flame arrows, fly, gaseous form, haste, lightning bolt, magic circle, melf's minute meteors, nondetection, protection from energy, remove curse, sleet storm, slow, wall of water, water breathing, water walk
4th: arcane eye, confusion, dimension door, greater invisibility, hallucinatory terrain, ice storm, locate creature, polymorph, stoneskin, storm sphere, vitriolic sphere, wall of fire, conjure woodland beings
5th: cone of cold, flame strike, geas, hold monster, mass cure wounds, telekinesis, wall of stone
6th: arcane gate, chain lightning, disintegrate, heal, sunbeam, true seeing, wall of ice

Multiclassing[edit]

When you multiclass into the dragon rider, remember that the dragon's hit points and ability score improvements are decided by your character level, not your rider level, so, calculate it accordingly. The reason for this is that the dragon's starting hit points, while great for a character of 1st level, they would be laughable if you picked this class on higher levels, and it wouldn't be able to keep up.

Prerequisites. To qualify for multiclassing into the dragon rider class, you must meet these prerequisites: 13 Strength, Dexterity or Charisma

Proficiencies. When you multiclass into the dragon rider class, you gain the following proficiencies: Light and medium armor, shields, simple and martial weapons and the Animal Handling skill (double proficiency if skill has already been chosen).



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