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You have always had a strange aura around you that drew you to the wilderness and adventure. One day you discovered a destroyed Dragon’s Nest. However, one single egg survived and when touched you created a connection, a bond, in order to protect the creature so that it might live giving you it’s strength. For the time being, you traveled the land protecting the egg trying to find a safe place for it to hatch as it grows hoping it will reward you for your kindness or to control and use it for your own agenda.

The Time Has Come

The dragoon is a melee fighter imbued with the power of a dragon, but being only mortal and of such a small frame you don't get the full benefits of a dragon. You gain a little more power than a semi-caster, but less than a full-caster, pushing the boundaries of strength set in front of you.

-The dragon rider is similar to a ranger beast master, the dragon is small and weak in the beginning, but will eventually grow strong yet is more durable and useful than the beast under the command of the ranger. Mortals are in awe of your bond with a dragon and both fear and respect you while the dragons are more hesitant on what to think of your bond.

-The archon is like the fighter eldritch knight, but receives a limitation to its range forcing the archon to be in the face of the enemy yet gaining substantial fighting abilities granted by the dragon's essence. The archon is considered an abomination or criminal in dragon society as the essence of a dragon was defiled by being bound to a mortal's form while other mortal beings do not know the true origin of your power thinking you are merely adept with the arcane.


HIT POINTS Hit Dice: 1d10 per Dragoon Level Hit Points at 1st Level: 10 + your Constitution Modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Modifier per Dragoon Level after 1st.

-Dragon Rider Hit Points per Level decreases to 1d8.

-Archon Hit Points per Level increases to 1d12.

(The 1d10 Hit Dice from the first 2 Levels becomes the Hit Dice of whichever Archetype is chosen, but Hit Points remain the same).

PROFICIENCIES -Armor: Medium Armor, Heavy Armor, and Shields. -Weapons: Simple Weapons, Two-Handed/Versitile Weapons. -Tools: 1 Artisan Tool of Choice. -Saving Throws: Strength, Intelligence. -Skills: Choose 2 - Athletics, Survival, Arcana, History, Intimidation, Animal Handling, Acrobatics.

EQUIPMENT Start with following equipment, in addition to Background equipment. 1. Splint or Hide Armor, Heavy Crossbow, and 10 Bolts 2. A Two-handed Weapon, or one Short Sword and Shield. 3. A Sling or three Javelins. 4. A Dungeoneer’s Pack or an Explorer’s Pack.

FIGHTING STYLE At 1st Level you gain a style, you may have only one. -Dueling: +2 Bonus to Damage Rolls when wielding one weapon. -Defense: +1 Bonus to AC while wearing Armor. -Great Weapon Fighting: Re-roll a 1 or 2 on a Damage Die on a Two-Handed or Versatile Weapons. Have to use the new roll. -Two-Weapon Fighting: Add Ability Modifier to Damage of Second Attack.

SPELLCASTING At 1st Level, The dragoon does not have to prepare Spells and can cast any Spell they know whenever as long as they have the Spell Slots. The egg acts as a Spell casting Focus until 3rd Level and an Archetype is chosen.

CANTRIPS At 1st Level you gain one cantrip of your choice from any Spell List. More can be learned at Higher Levels from the Sorcerer/Wizard Spell List.

SPELL SLOTS Expend a Spell Slot when using a Spell equivalent to its Level or Higher. You regain all Expended Spell Slots when you finish a Long Rest.

SPELLS KNOWN OF 1ST LEVEL AND HIGHER From 2nd you will gain Spells from the Sorcerer or Wizard Spell List. Archon Archetype will gain Spell Slots similar to the Sorcerer. Dragon Rider will gain Spell Slots similar to the Ranger

SPELLCASTING ABILITY Intelligence is your Spell casting ability for Spells and Spell DC’s.

Spell Save DC = 8 + your Proficiency Bonus + your Intelligence Modifier. Spell Attack Modifier = your Proficiency Bonus + your Intelligence Modifier.

DRACONIC AURA At 2nd Level, having been infused with some of the dragon’s power and the time spent with it you grow stronger against magic itself gaining the dragon’s natural resistance lessening the effect of hostile Spells. -You gain a +1 to Saving Throws against Spells.

ARCHETYPE' At 3rd Level, you gain one of the two archetype choices; the Dragon Rider or the Archon. Details are to follow further along in the Class description.

ABILITY SCORE IMPROVEMENT When you reach 4th Level, and again at 8th, 12th, 16th, and 19th you gain one ability score of your choice by 2, or you can increase two ability scores by one. Cannot increase above stat 20 using this feature.

EXTRA ATTACK Beginning at 5th Level, you can attack twice, instead of once, whenever you take the Attack Action on your turn.

MAGICAL DEFENSE Beginning at 9th Level, you gain Advantage on a Saving Throw against one Spell once per Long Rest. You gain an extra use of two at 13th Level, and a third use at 17th Level.


Level Features Spells Known Cantrips Slots 1 2 3 4 5 6 7 1. Fighting Style/Spell casting 1 1 0 0 0 0 0 0 0 2. Draconic Aura 3 2 1 0 0 0 0 0 0 3. Archetype 4 2 3 1 0 0 0 0 0 4. Ability Score 5 2 3 2 0 0 0 0 0 5. Extra Attack 5 2 3 2 0 0 0 0 0 6. 6 2 3 2 0 0 0 0 0 7. Archetype Feature 6 3 4 2 0 0 0 0 0 8. Ability Score 7 3 4 3 1 0 0 0 0 9. Fortitude 7 3 4 3 1 0 0 0 0 10. 8 3 4 3 2 0 0 0 0 11. Archetype Feature 8 3 4 3 2 0 0 0 0 12. Ability Score 9 3 4 3 2 0 0 0 0 13. Fortitude (Twice) 9 3 4 3 3 1 0 0 0 14. 10 3 4 3 3 1 0 0 0 15. Archetype Feature 10 3 4 3 3 1 1 0 0 16. Ability Score 11 3 4 3 3 2 1 0 0 17. Fortitude (Three Times) 11 3 4 3 3 2 1 1 0 18. 12 3 4 3 3 2 1 1 0 19. Ability Score 12 3 4 3 3 3 2 1 1 20. Archetype Feature 13 3 5 3 3 3 2 1 1


When you reach 3rd Level, the Dragon hatches and makes contact for the first time with you. You may choose the type of Dragon, but it will play a big part on your alignment:

Metallic Dragons are generally Good and Chromatic are generally Evil, more or less. It would be easier to pick a type that is the same as your alignment. You can pick the opposite, but your actions will dictate its loyalty to you and whether or not down the road it will leave you or kill you. You are not its master and it is not yours, but you are companions and partners. -The Dragon will become your Spell casting Focus.


Loyalty is a point system that will determine the relationship between the dragon rider and the dragon.

-The dragon starts at a Loyalty of 5 points. You gain 1 point per act for the alignment and minus 1 against the alignment. If you do things that are in its alignment the Loyalty will increase, if you do things against its alignment the Loyalty will decrease.

At a Loyalty of 10, the Dragon will do anything you say and cooperate becoming your best friend.

At a Loyalty of 1, the Dragon will decide whether to leave or attack deeming you unworthy to be its partner.

During Loyalty of 2-9, the Dragon will listen and cooperate, but not do something that will put its life in inescapable danger or obvious death.

-Choosing a Dragon of the opposite alignment will cause you to gain or lose 2 points.

-The DM will decide what acts count for or against the alignment depending on the severity of the act.

You develop a telepathic Link with the dragon being able to communicate with each other over a 500ft. distance. The dragon will be a separate being you can create a personality for and role play with to enhance the enjoyment of the campaign. (Plus it will be fun to have you talking to yourself).

The dragon will begin at the size of an owl or small cat, basically a Pseudo dragon, Breakdown is as follows:


-If the Dragon dies, it will follow normal Death Saving Throw protocol. If you cannot gather the Dragon’s Body or Remains after Death you will lose its Power and become a Fighter of the same Level, losing your Magic and everything in the Dragoon Class (Similar to if a Paladin loses Worthiness).

-If the Loyalty is less than 10 the dragon leaves you with what little Power it has left allowing you to continue as an Archon, but with half its Spell Slots and Level as long as you are able to collect its remains and perform the ritual. EX: If you are a Level 10 Dragon Rider and lose the dragon, but are able to perform the ritual you will become a Level 5 Fighter and a Level 5 Weakened Archon (Half Spell Slots).

-Upon actual Death, if you can gather the dragon’s body or remains you can do a ritual to bring its power to the dragon rider turning you into an Archon of the same Level if Loyalty is 10. EX: If you are a Level 10 Dragon Rider and lose the dragon, but are able to perform the ritual with a Loyalty of 10 you will become a Level 10 Archon.

(The DM (can) find another way for you to maintain your Dragon Rider Archetype by finding another dragon to make a bond with, but it has to make sense to the story and campaign and fall in line with the appropriate Level you are. Until that time you are Temporarily a Fighter (Possibly Eldritch Knight archetype if you choose), unless you go the Archon route.)


-1 Bite Attack = using the dragon rider's Proficiency Bonus + half Strength Mod. Damage = 1d4 + half Strength Mod.

-1 Small Breath Weapon = using dragon rider's Proficiency Bonus + Half Intelligence Mod. Damage = 1d4 + half Intelligence Mod. The Breath Weapon can only be used once a day and you need to finish a long rest before you can use this feature again. The Breath Weapon has a 10ft Range either Straight or Cone depending on type of Dragon chosen (Check Dragonborn Breath Table Or Archon Breath Table).


-The dragon gains the benefits of half the dragon riders ability scores. (Round Up Any Half Numbers, Ex. Strength is +3, Half is +1.5, Round Up = 2)

-The dragon's Base Hit Points are 15 + dragon rider's Proficiency + half Constitution Mod. Every Level after the Dragon gains 1d6 (or 4) + half Constitution Mod.

-The dragon's Armor Class is 13 + (full) Dexterity Mod.

-The dragon's Saving Throws are Half of the dragon rider's Saving Throws (Ex. Dragon Rider Strength Saving Throw is 6. Dragon’s Strength Saving Throw is 3. Same for all Stats).

-DRACONIC AURA: Because of the dragon’s natural magical origin it has +1 to Saving Throws against Spells and Advantage on Saving Throws against Spells.

-The dragon has the dragon rider's Proficiency Bonus in Arcana, Perception, and Insight along with half the Ability Score Bonus.

-The dragon's Movement is 30ft and can fly. The dragon can Move independently of the dragon rider during the Movement Phase (Each get their own movement).

-Animal Handling is necessary for cooperating with the Dragon until the Loyalty is 10. Most dangerous actions require a DC 10 otherwise the Dragon will not cooperate.


The dragon can take 1 Attack, Dash, Disengage, Dodge or Help Action at the dragon rider's Command as a Bonus Action. Otherwise the dragon will not act except for Self Preservation, meaning it will leave you to die (Unless Loyalty is 10 in which it will fight to the death with you).


At 7th Level, your Dragon gains the following Benefits:

-The Dragon’s size increases to that of a Dog or Wolf.

-The Bite Attack increases Damage from a 1d4 to a 1d6.

-The Dragon’s Armor Class is 14 + your Dexterity Mod.

-The Small Breath Weapon increases Damage from a 1d4 to a 1d6. The Small Breath Weapon now has a 20ft Range either Straight or Cone.

-The Dragon's Movement is 45ft and can fly.


At 11th Level, your Dragon gains the following Benefits:

The Dragon now gains full benefits of the dragon rider's Ability Scores. EXAMPLE: -Every Level starting at 11th The Dragon gains 1d10 (or 7) + Constitution Mod.

-The Dragon’s Size increases to that of a Riding Horse now capable of carrying the dragon rider and flying around in the air.


-1 Bite Attack = using the dragon rider's Proficiency Bonus + Strength Mod. Damage increase from a 1d6 to a 1d8.

-1 Small Breath Weapon = using the dragon rider's Proficiency Bonus + Intelligence Mod. It now becomes a regular Breath Weapon with a 30ft range either Straight or Cone. The Breath Weapon can also be used 2 times a day and you will need to finish a long rest before you can use this feature again. Damage increases from a 1d6 to a 2d8.

-The dragon gains a Claw Attack = dragon rider's Proficiency Bonus + Strength Mod. The Damage = 2d6 + Strength Mod.


-The dragon can now make 1 movement and 1 Action (If the Action is an Attack, the Dragon only has 1 Attack) during the dragon rider's turn.

-The dragon’s Armor Class is 15 + Dexterity Mod.

-The dragon’s Movement is now 60ft.

The dragon gains Proficiency in Intimidation, Persuasion, and History with the dragon rider's Ability Score Bonus.


-A Weapon of Reach or a large size Weapon is required to attack regularly; a Halberd, Lance, Spear, Quarterstaff, Trident, Pike, and Glaive are acceptable Weapons to use while riding the Dragon, including ranged weapons. Other Weapons can be used at a disadvantage.

-Animal Handling becomes the Primary Skill used when riding the Dragon and making maneuvers.

The Ability, Fly By: This feature allows the dragon rider and dragon to make a full movement through 1 creature while together, the dragon rider gets 1 attack and dragon gets 1 attack, they continue to fly by, and not provoke an Opportunity Attack. If the dragon rider and dragon both miss their attacks then the creature can gain an Opportunity Attack. You can only use this feature once a day and have to finish a long rest before you can use this feature again. EX: You fly 30ft and attack, then can turn to the left or right up to a 45 degree angle or go straight through the additional 30ft one time.

The dragon rider can give up 1 of his two Attacks to let the dragon take a 2nd Attack. EX: Dragon rider has 2 Attacks and dragon has one Attack at 11th Level, or the dragon rider has 1 Attack and the dragon has two Attacks.


At 15th Level, your Dragon gains the following Benefits:

-The dragon’s size increases to that of a Large Bear.


-The dragon’s Bite Attack increases Damage from a 1d8 to a 1d10.

-The dragon’s Breath Weapon increases Damage from 2d8 to 3d10. The Range increases to 45ft either Straight or Cone.

-The dragon gains a Wing Attack = dragon rider's Proficiency Bonus + Dexterity Mod. The Damage = 1d8 + your Dexterity Mod. The Wing Attack has a chance of knocking a creature on the ground as Prone. The DC is 15. The effect can be used once a day and you have to finish a long rest before you can use this feature again.

-Claw Attack remains the same.


-Every Level starting at 15th the Dragon gains 1d20 (or 11) + your Constitution Modifier in Hit Points.

-The Dragon’s Movement increases to 90ft.

-The Dragon’s Armor Class is 16 + your Dexterity Mod.


The dragon gains the Ability to Spell casting. The dragon rider and dragon share the Spell Slots and Spells Known, but each can cast 1 Spell each on their respective turns. The Dragon uses the dragon rider's Spell casting Modifiers and DC.


The Dragon regains much of its Power, not having been raised by a Dragon and sharing its Essence with the dragon rider had kept it from reaching its full potential.

At 20th Level, the Dragon gains the following Benefits:

-The Dragon’s size increases and is no longer able to fit through normal doors and most indoor locations.


-The dragon’s Bite increases Damage from 1d10 to 2d10.

-The dragon’s Breath Weapon increases Damage to 5d10. The Range increases to 60ft either Straight or Cone. It no longer uses the Breath Weapon at a twice a day rate with a Long Rest before it regains the feature, but now rolls a straight DC 16 to regain it. After using it, it can roll to regain it once every 2 rounds.

-The dragon’s Wing Attack increases Damage from 1d8 to 2d8. The Dragon can use the Ability to knock a creature Prone once every 3 turns.


-The dragon’s Armor Class is now 17 + Dexterity Mod.

-The dragon’s Movement increases to 120ft and can still carry the dragon rider plus another full sized creature riding it.


-Once a day, the dragon can use its Frightful Presence to put fear into the hearts of its enemies. Everything in a 60ft Radius must make a Wisdom Saving Throw of the dragon rider’s Spell DC or be Frightened. Creatures can make a roll once per round to resist the Fear at the end of their turn.

-The dragon now gains its own Spell Slots separate of the dragon rider lowering him to the same as the Ranger, while the dragon’s Spell Slot Table remains the same.

-The dragon can automatically Succeed a failed Saving Throw. This feature becomes available once every 5 rounds.


Level Features Spells Known Cantrips Slots 1 2 3 4 5 6 7 8 9 1. Fighting Style/Spell casting 0 1 0 0 0 0 0 0 0 0 0 2. Draconic Aura 2 2 2 0 0 0 0 0 0 0 0 3. Archetype: Arch 4 3 3 1 0 0 0 0 0 0 0 4. Ability Score 5 3 3 2 0 0 0 0 0 0 0 5. Extra Attack 6 3 3 2 1 0 0 0 0 0 0 6. 7 3 4 2 2 0 0 0 0 0 0 7. Archetype Feature 9 3 4 3 2 1 0 0 0 0 0 8. Ability Score 9 3 4 3 2 1 0 0 0 0 0 9. Fortitude 10 4 4 3 3 2 1 0 0 0 0 10. 10 4 4 3 3 2 1 0 0 0 0 11. Archetype Feature 11 4 4 3 3 3 2 1 0 0 0 12. Ability Score 11 4 4 3 3 3 2 1 0 0 0 13. Fortitude (Twice) 12 4 4 3 3 3 2 1 1 0 0 14. Extra Attack 12 4 4 3 3 3 2 1 1 0 0 15. Archetype Feature 13 5 4 3 3 3 2 1 1 0 0 16. Ability Score 13 5 5 3 3 3 2 1 1 1 0 17. Fortitude (Three Times) 13 5 5 3 3 3 2 1 1 1 0 18. 14 5 5 4 3 3 3 2 1 1 1 19. Ability Score 14 5 5 4 3 3 3 2 1 1 1 20. Archetype Feature 15 5 5 4 4 3 3 2 2 1 1


At 3rd Level, the dragon is unable to hatch and dies. At this time the dragoon can perform a Ritual, it takes up to an hour to complete, to absorb the dragon’s Life Essence into the dragoon's body gaining its Power becoming an Archon. The Archon will take a piece of the egg or dragon; such as a Tooth, Claw, or Scale, as the archon's Spell casting Focus.


The archon begins to gain Powers as he tap into the Essence of the dragon absorbed. The archon can choose two Powers at 3rd Level, 7th Level, 11th Level, 15th Level, and 19th Level.


Because the archon is a mortal by nature and not a dragon the Power received is limited. Every Spell's Range is reduced to 20ft. Regardless of the Spell Range the archon cannot summon the Arcane Properties to use the Spell at its full range. EX: Firebolt is 120ft Range for normal Casters, however you can only cast it up to 20ft away at the regular 1d10 Damage, OR the Fireball Spell can be cast up to 20ft away with the 20ft Radius just putting you outside its Blast Radius, everything outside of that radius the Spell will automatically dissipate).


The archon gains a Breath Weapon based on the type of dragon chosen:

Metallic: 20ft. Cone

               Gold - Fire (Dex. Save)

Silver - Cold (Con. Save) Copper - Acid (Dex. Save) Bronze - Lightning (Dex. Save) Brass - Fire (Dex. Save)

Chromatic: 5 by 20ft. Line Red - Fire (Dex. Save) Blue - Lightning (Dex. Save) Green - Poison (Con. Save) White - Cold (Con. Save) Black - Acid (Dex. Save)

-The archon can use an Action to exhale destructive energy. The DC for this Saving Throw is 8 + Intelligence Mod + Proficiency Bonus. Damage = 2d8 Damage on a Failed Save, Half Damage on a Successful Save. Increase by 1d8 at Level 7, Level 11, and Level 15.

-This feature cannot be used again until after a Short or Long Rest.


You gain the following Benefits from the Dragon’s Essence as it settles in your body:

-The archon gains Damage Resistance to Damage based on the type of dragon chosen.

-The archon can now speak Draconic.

-The archon can also sense the Presence of any dragon-like being within 5 Miles; Dragons, Pseudo dragons, Dragonborn, etc. This also makes you recognizable by others that can sense Dragon-kind.


At Level 14, the Archon gains an extra Attack.



Enhanced Senses: -All of your senses are increased due to the Dragon’s Power. You gain a + 1 to Perception and Insight. If you are Surprised you get an opportunity to re-roll a failed Perception Check or roll a check to avoid being Surprised.

Natural Talent: -The Power from the Dragon’s Life Essence suits you well and you are able to wield its Magic with ease. You can add your Proficiency Bonus to all Spell’s Damage. Example: Firebolt does 1d10, Archon Level 3 has a + 2 Proficiency Bonus. The Firebolt then becomes 1d10 + 2 damage.

Infused Blood: -The Dragon’s Power has seemed into your blood filling you with vigor. During a Short Rest you can regain an additional 1d8 Hit Points. Once per long rest you can automatically heal your Dragoon Level in Hit Points as a Bonus Action. Also when you get hit to bring you to 0 Hit Points or lower and as long as the negative hit points can be countered you will remain standing (Level 5 can heal 5 hit points). EX: You have 3 hit points and get hit for 4 damage. You will become -1. You can then use Infused Blood to heal 5 and be at 4 Hit Points. But if you get hit for 9 damage you will be at -6, heal then brings you to -1 Hit Points, depending on level and damage this will vary.

Powerful Presence: -Either through Fear or Respect you are able to Inspire or Intimidate those around you. Once per Short Rest you can give a 1d4 Inspiration Die to an Ally or a 1d4 Intimidate Die to an Enemy. This can be used to Add it to any Ally’s roll or Subtract it from any Enemy’s roll.

High Intelligence: -You can see and understand things you did not before as the Dragon’s Essence increases your comprehension. You gain a + 1 to Intelligence Skill Checks.

High Wisdom: -The philosophy of the Lesser Races seem petty to you as you feel things on a grander scale. You gain + 1 to Wisdom Skill Checks.

High Charisma: -Never before have you been so smooth with words as the Dragon’s Essence has given you a Silver Tongue. + 1 to Charisma Skill Checks.

High Constitution: -The pure resiliency of Dragons has rubbed off on you and helped to strengthen your natural born stature. Gain 2 additional Hit Points per Dragoon Level.

High Dexterity: -The swift and serpent like movements of the Dragons have given you a slight reptilian edge to your movement. + 1 to Dexterity Skill Checks.

High Strength: -You had only imagined the Power those Great Beings possessed and were almost overwhelmed by their incomparable physical prowess. + 1 Damage on melee attacks.

Cleave: -When you make an Attack with a Pole Arm against a Target you can use your Reaction to make another Attack against a Target within your Reach and Adjacent to the first Target.

Center of Destruction: -With the shortened range on your Power you discovered that you can use yourself as the Source of your Power allowing you to cast Spells with a Radius, like Fireball, on yourself at the center and you will not be damaged by it.


Taunt: Requires Level 7. -Once per Long Rest you can use a Magical Roar that causes all enemy creatures within 20ft to make a Wisdom Saving Throw against your Spell DC. If they fail, they see you as an immediate threat and are compelled to engage you in combat. The Archon gets a +1 to AC for each creature that fails the Taunt until the end of the archon’s next turn. If the creature is already engaged in combat with someone else, it must Disengage and move to the archon on their turn. The Taunt will last until the creature rolls a Saving Throw and resists.

Dragon’s Fury: Requires Level 7. -You let the Dragon’s Power overtake you temporarily, making you Resistant to all damage for 2 Rounds. However you charge head first into danger only able to make Melee Attacks and attack the first thing you see. You can use this once per Long Rest.

Invisible Defense: Requires Level 7. -You learn of a Magic to help watch your back. You gain a +1 AC from an Invisible Force against Missile Weapons and Spell Attacks. It also lets you take Half Damage against Magic Missiles.

Glare: Requires Level 7. -You can feel the Power within you and it is frightening to those around you and almost to yourself. However you have learned to live with it and to focus it against someone; once per Long Rest you can cast Frightful Presence against 1 creature causing a Charisma Saving Throw against your Spell DC. If the creature fails, it is Frightened of you and once per round at the end of the round, the creature can make a Saving Throw to remove the Fear.

Runic Weapon: Requires Level 7. Only usable once per Round. -You can use your Action to cast a 1st Level Spell or Above on your Weapon by using your hand to Engrave the Magic Symbols into the Weapon. If you do, the next round when you Attack and hit you add the Damage of the Weapon and the Spell Damage and Effect. If there is a DC the Target still gets to roll the Saving Throw. Lasts 1 Minute or until an Attack is made. If Attack misses the Spell is wasted.

-You can alternatively use a Bonus Action to cast a Cantrip on your Weapon in place of your 1st Attack, if you do this roll a DC 10 to see if you are quick enough to Engrave the Symbols and use your 2nd Attack to hit. If successful you will do the Weapon Damage and Spell Damage, if there is a DC the creature still gets to roll the Saving Throw. If you fail Engraving the Spell, you lose your Attack Action for the round and have to wait til next round to use the Spell and Attack.

Arcane Knowledge: Requires Level 7. -You have a great knowledge of the vast library of Magic Spells that exists in this Realm. You can select one Spell Slot from the Sorcerer up to Level 5 and replace it with one Spell from any other Spell List.

Bleeding: Requires Level 7. -You instill extra pain into your Melee Strikes adding your Intelligence Modifier to your Damage roll on the first strike. If successful, the creature will take 1d4 every round after. It must succeed your DC with a Constitution Save.

Rivalry: Requires Level 7. -You also take on the feud your dragon type had against its opposition. If you are Chromatic choose 1 type of Metallic to gain Resistance against and vice-versa with Metallic. (Example: Fire and Cold; Lightning and Psychic, Poison and Acid).

Drain: Requires Level 7. -You have manipulated the Arcane Power to suck energy out of a Target through your Weapon. On a successful hit you can expend a 1st Level Spell Slot to gain Temporary Hit Points equal to the Damage dealt. After you absorb the Hit Points, the creature takes another 1d4 Psychic Damage (Additional 1d4 per Spell Slot above 1st).

Serpent Eyes: Requires Level 7. -You gain a 30ft Blindvision and allows you to gain Advantage on Saving Throws against creatures and effects that require you to look at them, EX: Basilisk.


Melee Caster: Requires Level 11. -You have become accustomed to the lack of range in your Spells and have learned to use it to your advantage. You no longer have disadvantage when casting Ranged Spells while in Melee Combat or into Melee Combat and cause disadvantage against an Opportunity of Attack while casting.

Absorb Magic: Requires Level 11. -Whenever you make a Saving Throw and Succeed against a Spell, Breath Weapon, or Magical Effect, if the result is that you take Half Damage you can reduce the Damage to 0 and regain half the Damage in Temporary Hit Points that last until expended or until you rest. You can use this once per Long Rest. EX: You get hit by a Spell for 30 Points of Damage, you Succeed on the Saving Throw and only take 15 Points of Damage, you can use Absorb Magic to take 0 Damage and gain 15 Temporary Hit Points). -After the Long Rest you must roll a DC 12 to see if you regain it otherwise you must wait until after another Long Rest where you regain it automatically.

Levitate: Requires Level 11. -You can cast Levitate for free and does not take a Spell Slot. You are able to Move Up and Down at your Movement Rate. Also once you reach the height you desire you can move Forward by exchanging Levitate for Glide. As you Glide, you decrease in Height by 10ft at your Base Movement Rate. If you Dash or Double your Movement you will Decrease in Height another 10ft. You cannot cast another Levitate until you finish Gliding.

Double Edge: Requires Level 11. -You have learned how to exchange a Physical Component of yourself for more Arcane Power. You sacrifice your blood in order to increase the effectiveness of your Spells. As a Bonus Action, if you successfully hit a creature with a spell you can roll a 1d6 + Intelligence Modifier and add that to the Spell Damage, but you take it also. Every turn for the rest of the battle you created a bond to that creature and can add the 1d6 + Int. Spell Damage, but you also take that 1d6 + Int. Bleeding Damage. The creature can resist by succeeding your DC once a turn.

Defensive Bash: Requires Level 11. -As you have gone head first into combat you learned the hard way you need to be a little more defensive. You didn’t take the lesson to heart and you use the shield offensively. You can now make a Bash Attack with the shield as a Bonus Action. The Attack will be your Proficiency + Strength. The Damage will be be 1d8 + Strength (Any Magic Bonus to the Shield is added to the Attack/Damage).


Negate Spell: Requires Level 15. -You gain an understanding of how most Spells work on a basic Level and are able to see how it is made and therefore able to deconstruct it. As a Reaction, any Spells cast within 20ft of you must contend with your Power targeting you or an Ally. Roll a 1d20 and add your Spell Modifier (Proficiency Bonus + Intelligence Mod) against the Opponent’s Spell Attack or 10 + Spell’s Level if no Attack roll. If you roll the same or higher than the Opponent’s Challenge the Spell is Negated.

-After the Long Rest you must roll a DC 12 to see if you regain it otherwise you must wait until another Long Rest where you regain it automatically.

Cleanse: Requires Level 15. -Once per Short Rest you can Remedy any Lesser Ailment you possess with an action; poison, paralysis, disease, etc.

Draconic Strength: Requires Level 15. -The pure Strength of a Dragon fills you allowing you to accomplish with one hand what normally would take most men two hands. You are able to wield a Pole-arm with one hand. It becomes a Versatile Weapon, 1-Hand will deal 1d10 + Strength + Proficiency, while 2-Hands will deal 1d12 + Strength + Proficiency.


Multi-Task: Requires Level 19. -You have gained the Magical Strength and Mental Prowess to maintain 2 concentration spells at the same time, but it makes it easier for you to lose your hold over the spells. You are at a Disadvantage when making Concentration Saving Throws.


At 20th Level, you are able to surpass all expectations and achieve a level of Power most mortals can barely imagine.

-High Ability: Choose 1 Stat to Increase to 22. Has to be maxed at 20 already in order to increase to 22.

-High Magic: You gain one additional 8th Level Spell Slot.

-High Attack: When you miss a Melee Attack you can instead choose to hit. You can’t use this again until you finish a Long Rest.

-High Immunity: You gain Immunity to the Dragon Type of Damage you chose (Fire, Cold, etc.).

-High Resistance: You can automatically Succeed one Saving Throw. You can use this once per Long Rest.

The Dragon’s Breath Weapon increases Damage from 5d8 to 5d10. The Range increases to 60ft either Straight or Cone. You now roll a straight DC 16 to regain it after every 5 rounds. After the battle it cannot use it again until a Long Rest.

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