Dragon Knight, 2nd Variant (5e Class)
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- 1 Dragon Knight
- 1.1 Envoy Of The Dragon
- 1.2 The Magic Of Symbiosis
- 1.3 Creating a Dragon Knight
- 1.4 Class Features
- 1.5 Playing as the Dragon Knight and Dragon
- 1.6 Obtain Dragon
- 1.7 Fighting Style
- 1.8 Lord's Direction
- 1.9 Breath Attack
- 1.10 Dragon Lord
- 1.11 Ability Score Increase
- 1.12 Heart Of The Dragon
- 1.13 Extra attack
- 1.14 Dragon Sense
- 1.15 Bellow Of Fear
- 1.16 Draconic Fortitude
- 1.17 Dragon's Legacy
- 1.18 Art Of The Knight
- 1.19 Dragon's Assault
- 1.20 Legendary Resistance
- 1.21 Draconic Likeness
- 2 Dragon Lords
- 2.1 Blood Lord
- 2.2 Dragon Slayer
- 2.3 Dragoon
A heavily clad knight walks through the town. The townsfolk make way with fear in their eyes. She hears a scream in the middle of the town and she rushes to the source. A man, the governor, just executed another man for stumbling before him; eyes of rage burn behind her intimidating helmet. She leaps and strikes at the governor; he retracts and tries to cast his spells, to no avail. She grabs the man by the neck, and her cloak spreads out, shifting into wings as she launches into the air. She calls out to the wind, then throws the man downwards; as he falls his last sight is the maw of an ancient dragon. She lands upon her companion, then departs.
Atop a misty mountain, a group of refugees cower as the man before them, an elf, battles the blue dragon that has destroyed their town. He lunges and spews out a massive bolt of lightning, taking out the dragon's eye; He walks to the injured creature. The enslaved child of his enemy lands at his feet. He waves his hand commanding it to protect the villagers. It shields them with its body. In a last ditch effort, a crack of lightning is expelled from the downed foe, directly at the knight. He falls, and for a moment the dragon sees victory. The knight slowly rises. Renewed by the assault, he commands his subject to merge with himself; he crackles with lightning and flies at his foe, caught in a death embrace, as they both fall to their doom.
Among a horde of demons are a warrior and his trusted friend, a scarred silver dragon. He spins his lance around, hitting several of his enemies, to little avail, and as a last ditch effort he expels a wave of ice all around him, killing several of them; he then commands his dragon to brutally assault the remaining demons. Their destruction grants them a small reprieve. He pulls out his ax, takes a deep breath, soars up into the sky with his trusted steed, then jumps to what seems to be certain doom. As he lands, the earth shakes and his enemies fall to the ground. He rises up and looks to the army charging them; he looks back and sees his friend's nest: the last of the silver dragons, not yet even born. He looks to his friend once more, and smiles.
Envoy Of The Dragon
Not many deserve to rule over dragons, and fewer still can ever accomplish such a feat, but those who do mostly become Dragon Knights, an ancient order who once devoted their lives to protecting the eggs of dragons. These warriors would lay down their lives in exchange for the dragon to watch over their race. Occasionally a wyrmling would see the devotion of these knights and would then devote their lives to protecting the one who they owed their chance at life to, but with the dwindling numbers of the dragons, this order simply faded into history. Occasionally a mortal might become a Dragon Knight by raising a dragon, although many have found ways to enslave dragons to their own ends. Neither good nor evil prevents a Dragon Knight from taking form, all it takes is devotion.
The Magic Of Symbiosis
Many dragons possess powers that not even they are aware of. A Dragon Knight knows the ancient arts required in artificial aging and power extraction, and by forging a soul connection with the dragon, either willing or forced, creates a symbiotic relationship between the two, although the knight tends to take more than it gives in the terms of power. Those that act in the best interest of the dragon can benefit their companion to a great degree, accomplishing tasks that would be impossible by themselves alone. Naturally charismatic, Dragon Knights, although usually feared, are called upon to accomplish tasks that not even armies can perform, and are known as great saviors, or villains; it is rare for a Dragon Knight to not be known throughout the land. Their courage is boundless, their strength magnificent, and their leadership awe inspiring.
Creating a Dragon Knight
As a Dragon Knight you gain the following class features.
- Hit Points
Armor: All armor, shields
Weapons: simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Investigation, Intimidation, Nature, Perception, Performance, or Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A martial weapon and a shield or (b) Two martial weapons
- (a) Scale Mail or (b) Studded Leather
- (a) Dungeoneer's pack or (b) Explorer's pack
- (a) 2 javelins or (b) longbow and 20 arrows
|1st||+2||Obtain Dragon, Fighting Style|
|3rd||+2||Breath Attack, Dragon Lord|
|4th||+2||Ability Score Improvement|
|5th||+3||Heart Of The Dragon Extra Attack|
|7th||+3||Dragon Lord Feature|
|8th||+3||Ability Score Improvement|
|9th||+4||Bellow Of Fear|
|10th||+4||Dragon Lord Feature|
|12th||+4||Ability Score Improvement, Dragon's Legacy|
|13th||+5||Art Of The Knight|
|15th||+5||Dragon Lord Feature|
|16th||+5||Ability Score Improvement|
|18th||+6||Dragon Lord Feature|
|19th||+6||Ability Score Improvement|
Playing as the Dragon Knight and Dragon
Your Dragon listens to your commands as best as it can. It takes its turn on your initiative. On your turn, the dragon moves separately with no action required by you (unless you are riding it). You can use your bonus action to verbally/telepathically command it to take the Attack, Dash, Disengage, Dodge, Help or any action it gains later. Also Once you have the Extra Attack feature, you and your dragon can attack in any combination up to the max attacks you have. Like any creature, the dragon can spend hit dice during a short rest. If you are incapacitated, absent, or unable to give orders, the dragon acts on its own. It never requires your command to use its reactions, such as when making an opportunity attack. You have separate reactions, unlike the combined actions and bonus actions. The style of play shows the bond between the Dragon and its Knight.
Starting at 1st level, you gain a dragon companion. Your dragon ages magically as you grow in power and size as you level in this class. When you gain this feature choose a dragon type based on your alignment, at least 1 axis of which you must share with the dragon. You also learn Draconic; if you already know Draconic, you may instead teach a language you know to your dragon. You also gain the feat Mounted Combatant with your dragon only, if is large enough for you to ride. You also form a telepathic bond with your dragon (like that in the find familiar spell). Dragon Knights are known to wear armor in the fashion and color of their dragon.
|Type||Alignment||Breath Weapon||Saving Throw||Type||Alignment||Breath Weapon||Saving Throw|
|Black||Chaotic Evil||Acid||Dexterity||Brass||Chaotic Good||Fire||Dexterity|
|Blue||Lawful Evil||Lightning||Dexterity||Bronze||Lawful Good||Lightning||Dexterity|
|Green||Lawful Evil||Poison||Constitution||Copper||Chaotic Good||Acid||Constitution|
|Red||Chaotic Evil||Fire||Dexterity||Gold||Lawful Good||Fire||Dexterity|
|Shadow||Lawful Evil||Necrotic||Dexterity||Platinum||Chaotic Good||Radiant||Dexterity|
|White||Chaotic Evil||Cold||Constitution||Silver||Lawful Good||Cold||Constitution|
The DC against your dragon's abilities is equal to 8 + your dragon's proficiency bonus + your dragon's Charisma modifier. The saving throw needed for opposing the DC is listed next to the breath weapon.
Your dragon levels with you, as though it had a class, it gains 1d12 + its Constitution modifier in hit points each time you level, it starts with 1d12 + it's Constitution modifier hit points. The dragon starts with the following ability scores (ordered in any way you like) 16, 14, 12, 12, 10, 10 unless a preexisting dragon is given by your DM, than which the hit point bonus is halved and the dragon starts with no health from this class feature. Your dragon cannot wield weapons, it is considered proficient with its own attacks, it uses 8 + its proficiency bonus + its charisma modifier for its DCs. Its AC = 13 + Dexterity Modifier unless wearing armor specifically tailored to the dragon's size and shape, which due to its specialized nature, will cost 4 times as much as the base armor. In which case, the dragon has the AC provided by the armor. If your dragon dies (same rules as a player death) you are unable to regain a different dragon, but instead must resurrect or reincarnate your original dragon, either through magic or a quest given by the DM. Your dragon is proficient with 2 skills of your choice and is proficient in one saving throw between Dexterity and Constitution. The dragon has a walking speed of 30 feet, and immunity to its element. Your dragon improves as you level, as shown on the table below. The dragon has the following ability score restrictions: Tiny, Medium, and smaller: Max of 24, Large: 26, Huge: 28, Gargantuan: 30 and it can't trade ability score increases for feats (it gains feats a different way).
|Dragon Knight Level||Size||Proficiency Bonus||Attacks||AC Bonus||Features|
|1||Tiny||+2||None||0||Major Trait, Minor Trait|
|2||Tiny||+2||Bite: 1d4+Str||0||Ability Score Increase, Minor Trait|
|3||Small||+2||Bite: 1d4+Str||1||Major Trait|
|4||Small||+2||Bite: 1d4+Str||1||Ability Score Increase, Minor Trait|
|5||Small||+3||Bite: 1d4+Str||1||Major Trait|
|6||Small||+3||Bite: 1d6+Str||1||Ability Score Increase, Minor Trait|
|7||Small||+3||Bite: 1d6+Str||1||Major Trait|
|8||Medium||+3||Bite: 1d6+Str||2||Ability Score Increase, Minor Trait|
|9||Medium||+4||Bite: 1d6+Str||2||Major Trait|
|10||Medium||+4||Bite: 1d8+Str, Claw: 1d4+Str/Dex||2||Ability Score Increase, Minor Trait|
|11||Medium||+4||Bite: 1d8+Str, Claw: 1d4+Str/Dex||2||Major Trait|
|12||Large||+4||Bite: 1d8+Str, Claw: 1d4+Str/Dex||2||Ability Score Increase, Minor Trait|
|13||Large||+5||Bite: 1d8+Str, Claw: 1d8+Str/Dex||3||Major Trait|
|14||Large||+5||Bite: 1d10+Str, Claw: 1d8+Str/Dex, Tail: 1d4+Str||3||Ability Score Increase, Minor Trait|
|15||Large||+5||Bite: 1d10+Str, Claw: 1d8+Str/Dex, Tail: 1d4+Str||3||Major Trait|
|16||Large||+5||Bite: 1d10+Str, Claw: 1d8+Str/Dex, Tail: 1d4+Str||3||Ability Score Increase, Minor Trait|
|17||Huge||+6||Bite: 1d10+Str, Claw: 1d8+Str/Dex, Tail: 1d4+Str||3||Major Trait|
|18||Huge||+6||Bite: 1d12+Str, Claw: 2d8+Str/Dex, Tail: 1d6+Str||4||Ability Score Increase, Minor Trait|
|19||Huge||+6||Bite: 2d12+Str, Claw: 2d8+Str/Dex, Tail: 2d8+Str||4||Major Trait|
|20||Gargantuan||+6||Bite: 2d12+Str, Claw: 2d8+Str/Dex, Tail: 2d8+Str||5||Ability Score Increase, Minor Trait|
- The bite attack deals piercing damage and has a reach of 5 feet, this range increases to 10 feet at 7th level.
- The claw attack deals slashing damage and has a reach of 5 feet, this range increases to 10 feet at 13th level. You can use your Strength or Dexterity modifier for your attack and damage rolls with this attack.
- The tail attack sweeps around the dragon in a circle. All creatures in a 10 foot radius must make a DC 8 + the dragon's proficiency bonus + the dragon's Strength modifier Dexterity saving throw save or take the bludgeoning damage listed.
When your dragon gains access to a minor trait it may choose one of the following.
- Echoing Voice: The dragon's voice bellows out and can be heard up to a mile away, must be at least large sized.
- Proficient: You and your dragon may choose 2 skills of your choice to gain proficiency in (Not expertise), you may select this trait multiple times
- Language: You and your dragon learn a new language, you may select this trait multiple times.
- Sight: The first time your dragon chooses this it gains darkvision out to 60 feet, the second time they gain blindsight out to 10 feet.
- Amphibious: You and your dragon can breathe in water.
- Ice Walk: The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally difficult terrain composed of ice or snow doesn't cost extra movement.
- Quick: Your dragon's walking speed increases by 10 feet, you may select this trait multiple times.
- Swim: Your dragon gains a swim speed equal to walking speed.
- Flight: You and your dragon gain the ability to fly at a speed equal to twice its walking speed.
- Burrow: Your dragon gains a burrow speed equal to its walking speed.
- Immunity: Choose charmed, exhaustion, frightened, or paralyzed, your dragon gains immunity to the chosen condition. You may select this trait multiple times.
When your dragon gains access to a major trait it may choose one of the following.
- Feat: You and your dragon gains a feat of that it qualifies for, you may select this trait multiple times selecting a different Feat each time it does.
- Saves: Your dragon gains proficiency in 1 of the following saves, Intelligence, or Charisma.
- Caster: You and your dragon learn one spell upon this trait's selection from the sorcerer spell list. These spells are recharged after a long rest. Your dragon must be small or larger to select this feat. Every size category increase gains access to the next level spell. Tiny 0 level, small 1st level, etc. You and your dragon use charisma as the spell casting modifier.You can use non cantrip spells equal to the dragons charisma modifier. You may select this trait multiple times.
- Change Shape: The dragon can magically polymorph into a humanoid or beast that has a CR no higher than 1/4 its knight's level (rounded down), or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, resistances, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
- Hypnotic Speech: Your dragon may speak to a non-hostile creature, the target makes a wisdom saving throw against (8 + proficiency + your dragon's Charisma bonus). If they fail they become charmed by your dragon for 1 day, then become immune to this effect for 24 hours after it ends. If a creature succeeds their saving throw they do not get charmed and become immune for 24 hours. Your dragon must be at least small size to select this trait. Use once per long rest.
- Special Breath Attack: (Must be at least level 3) You and Your dragon may choose 1 special breath attack that aligns with your dragon's color to stack with your elemental breath attack. You cannot attack with both your elemental breath and your special breath unless you have an Extra Attack. The special breath attacks can be found in the Special Breath Attacks List in Breath Attack. You can't take this special breath attack major trait option more than once, even if you later get to choose again.
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 you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
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.
Great 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 two-handed or versatile property for you to gain this benefit.
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.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
At level 2 you may, as a bonus action, direct your dragon to make a single attack against a target within its range. If it has an Intelligence of 10 or more, it may self direct an attack as well. Additionally, if a creature would provoke an attack of opportunity from your dragon, you may use your reaction to attack them instead if they are in your range.
Beginning at level 3, as an action, you may command your dragon to use its breath attack. If your dragon has an intelligence of 12 or has been under your service for at least a year, it may perform its breath attack on its own. After having used breath weapon, at the start of each of your turns, roll 1d8 -- on a 8 it can use breath weapon again. The chance of recharging gets better as you level, as shown in the Damage/Recharge Requirement column of the table below. The breath is either a cone or a line when using a breath attack depending on the dragons color. If your dragon already has a preexisting breath attack, these bonuses do not stack (Major Trait, Special Breath Attack, is the one and only exception to this rule). The old breath attack is removed and the new one is put in its place (even if it's weaker, this is due to the giving of power to the knight).
Special Breath Attacks List
Some dragons have specialized breath attacks, these attacks do not deal damage, but cause different effects, these effects only take hold on a failed save. The specifics for time spent under a condition, or how far an enemy moves from Repulsion, is listed in the table.
- Sleep (Brass/Platinum Dragon): The dragon exhales sleep gas in a cone. Each creature in that area must succeed on a DC (8 + Proficiency Bonus + Constitution Modifier) Constitution saving throw or fall unconscious for 5 minutes (Huge & Larger: 10 minutes). This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
- Repulsion (Bronze/Blue Dragon): The dragon exhales repulsion energy in a cone. Each creature in that area must succeed on a DC (8 + Proficiency Bonus + Strength Modifier) Strength saving throw. On a failed save, the creature is pushed 40 feet (Huge/larger: 60 feet) away from the dragon.
- Slowing (Copper/Green Dragon): The dragon exhales gas in a cone. Each creature in that area must succeed on a DC (8 + Proficiency Bonus + Constitution Modifier) Constitution saving throw. 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 save.
- Weakening (Gold/Red Dragon): The dragon exhales gas in a cone. Each creature in that area must succeed on a DC (8 + Proficiency Bonus + Strength Modifier) Strength saving throw or have 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.
- Paralyzing (Silver/White Dragon): The dragon exhales paralyzing gas in a cone. Each creature in that area must succeed on a DC (8 + Proficiency Bonus + Constitution Modifier) Constitution saving throw or be 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.
- Fear (Shadow/Black Dragon): The dragon exhales screaming waves of red energy in a cone. Each creature in that area must succeed on a DC (8 + Proficiency Bonus + Wisdom Modifier) Wisdom saving throw. On a failed save, they flip a coin. If it's heads, that creature becomes petrified for 1 minute. If it's tails, that creature becomes frightened for 1 minute.
- Wind (Any Dragon with the Minor Trait: Flight): The dragon exhales a gust of wind in a line. Each creature that starts its turn in the line must succeed on a DC (8 + Proficiency Bonus + Strength Modifier) Strength saving throw or be pushed 15 feet (Huge or larger: 30 feet) away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
At 3rd level you choose the type of dragon lord you shall become. Choose Blood Lord, Dragon Slayer, or Dragoon, detailed at the end of the class description. The Lord you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th. You also begin sharing hitpoints with your dragon. Halve all damage taken by either of you, and the other takes the other half.
Ability Score Increase
When you reach 4th level, and again at 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 when using this feature.
Heart Of The Dragon
Starting at level 5, you gain your dragon's damage immunity as a resistance (Necrotic for Shadow and Radiant for Platinum). If you already have resistance to your dragon's element you instead gain immunity.
At 5th level When attacking on your turn you may make one more attack along with your first attack.
At level 6 you can use your action to focus your awareness on the region around you. For 1 minute you can sense any dragon related creatures within 3 miles of you. This feature doesn't reveal the creatures' number just it's direction.
Bellow Of Fear
When you reach level 9, as an action, you may let out a fearsome roar that rivals those of dragons. Each creature within 80 feet of you must succeed on a Wisdom saving throw (8 + Charisma + proficiency) or become frightened of you for one minute; you may allow creatures friendly to you to succeed the save. At the end of a frightened creature's turn they may make another Wisdom saving throw; if they succeed they are no longer frightened and become immune to this ability for 24 hours.
At 11th level you can choose to have advantage on any Strength or Constitution check or saving throw, you can only use this feature once per long or short rest.
Starting at level 12, you share a portion of the dragon's famed lifespan. For every 20 years passed, you will only age 1 year, and are immune to the effects of aging.
Art Of The Knight
When you reach 13th level you may add an additional bonus to your attack and damage rolls equal to half your proficiency bonus for weapon attacks you are proficient with.
Starting at level 14, you may, as a bonus action, allow your dragon to make an additional attack action; additionally, it may move without provoking attacks of opportunity. You may use this feature once per short rest.
At level 17, when either you or your dragon fails a save, you may use a reaction to automatically succeed on the save. You may use this feature once per day.
At 20th level your body changes, morphing into a more dragon like creature at will; choose 1 of the following whenever you morph: Claws, teeth, scales, or wings and a tail. You may use an action to attack with 1 of your new natural weapons as if you were your dragon's; the attack is considered magical. If you choose claws and you have a free hand you may attack with it as an off hand attack as if two weapon fighting. If you choose scales, your AC increases by 2. If you choose wings, you may fly your dragon's fly speed.
Dragon Knights rule their dragons in very unique ways. Typically categorized by their connection with their subject, they are each able to channel the spirit of a dragon in powerful ways.
A Blood Lord has mixed their blood with that of their dragon, granting them a deeper connection with the dragon and allowing them to take on some of their traits. Many sorcerers can trace their lineage to an ancient Blood Lord Dragon Knight.
Power Of Blood
At level 3, a Blood Lord gains an increased fortitude, gaining 2 more hit points. Every time you level past this, you gain 2 additional hit point.
Strike Of Antimagic
Starting at 7th level, when you strike a target with a weapon you are proficient with, you can make them perform a Constitution save against a DC of (8 + proficiency + strength or dexterity) or be unable to cast spells until the end of their next turn. However, they receive no damage from this attack. Additionally, if they are concentrating on a spell they have to make a concentration check. Once this skill is used on a spell caster once, they have advantage on the save until next dawn.
When you reach level 10 you begin growing scales over your back and arms that match your dragon's. Your AC increases by 1 and you gain resistance to your dragon's element.
At 15th level your connection with your dragon allows you to enchant a cloak and transform it into dragon wings. Transforming it requires a bonus action. The cloak still retains its features and is still somewhat recognizable from its original form. You may only have 1 enchanted cloak at a time. If it sustains too much direct damage it becomes unusable as wings. You may create these wings with a ritual lasting 4 hours. Your flight speed equals your dragon's flying speed, but you may only fly for 1 hour before retracting your wings for 10 minutes.
Starting at 18th level, You imbue your weapon with the elemental power of your dragon, When dealing damage add 3d4 extra damage of your dragons elemental power.
A Dragon Slayer is not born, it is made. Slayers forcefully control the magic of their subject to grant them abilities specifically crafted to desolate dragons. There is only one creature a dragon fears, and that is a Dragon Slayer.
Fuel Of The Slayer
At level 3,
- before you are affected by damage that is the element type of your dragon, use your reaction to gain 10 temporary health points. Than receive the damage as normal.
Starting at 7th level you are capable of using your dragon's breath attack as an action. You retain the same cool down, but the recharge rate is separate from your dragon's.
When you reach 10th level, your breath attack ignores resistance and treats immunity as resistance.
Starting at level 15, when a creature within 5 feet of you uses a legendary action or its resistance comes into effect, you may use a reaction to cancel it out. You may use this ability once long rest.
At 18th level you may use an action to merge your dragon's spirit with yourself; while merged, you crackle with elemental energy, all of your attacks gain an extra 2d10 damage of your dragon's element, you gain an extra attack when you take the attack action (which stacks with extra attack), and you ignore resistance and immunities to your physical attacks. This lasts for 1 minute and you may use this only once per long rest. While in this form, you gain temporary hit points equal to half your dragon's health; if it is reduced to 0, the merge ends and your dragon falls unconscious. When you revert back, the dragon's health becomes double the remaining temporary health points.
A Dragoon commands the power of a dragon and focuses on the ancient spellcasting abilities of dragons. Dragoons typically seek the power of dragons or are granted a dragon's strength if it deems them worthy to rule over dragons.
Art Of War
Starting at level 3 you gain training in 2 of the weapon styles from the table below, and you may utilize a single weapon style when you make an attack, based on your current weapon.
Crush Dance (Swords/Hammers): When you take the attack action and your attack(s) connect, you may make a secondary attack against the same target with the same weapon; you do not add your modifier to the damage of this attack.
Cross Slash (Swords/Axes): When you take the attack action, your attack connects, and there is another target within your reach, you may add 2 to the secondary target's AC. If your original attack would also connect, you also attack them, you do not add your modifier to this damage.
Spinning Cane (Staffs): You may make two additional attacks when you use the attack action; you do not add your modifier to these attack or damage rolls and you must move at least 5 feet between each attack.
Pinning Shot (Ranged): When you take the attack action you may take a penalty to your attack roll of 2; if the attack connects they make a Dexterity save against your attack. If they fail, then you pin the target (if possible) to the floor, forcing them to take a bonus action and half their movement to remove the projectile safely or be restrained.
Flurry Of Styx (Unarmed): When you make an unarmed strike you may make 2 attacks; if both attacks connect, you may push the target of the second attack 5 feet from you.
Bone Crusher (Two-handed): When you take the attack action you place a large amount of force with your attack, adding a 1d6 of weapon damage, and if you roll a 6 on the extra die they are knocked prone.
When you reach 7th level, you can access ancestral dragon magic based on your dragon type. You may use an action to cast your spell once after a long rest. Your save DC= 8 + your proficiency bonus + your Charisma modifier.
Flameshot (Red/Brass/Gold): You swirl fire into a concentrated ball then hurl it in a 5 foot wide line 120 feet long, you deal 4d6 + Charisma modifier fire damage to all creatures in the line and an additional 2d6 force damage to the first target, dexterity save for half damage.
Astral Drain (Shadow): Shadows surround your weapon; you then make an attack (you may throw a weapon without the thrown property at a range of 20/60), and if your attack connects the target takes damage as normal, then takes 3d6 + Charisma modifier necrotic damage, and you heal a number of hit points equal to the necrotic damage.
Moonlight (Platinum): Moonlight shines directly on you and radiates with a radius of 30 feet (must be in a dark area or at night to use this). Every creature you choose heals 3d8 + your Charisma modifier health points, and if any undead are within the moonlight, they take 2d8 radiant damage.
Thunder God (Blue/Bronze): Lightning strikes you from out of nowhere several times; your body glows with lightning energy, your movement speed doubles, and you may make 3 melee attacks. Each attack that connects deals an extra 1d6 + your Charisma modifier lightning damage, and you may move your speed without provoking attacks of opportunity.
Diamond Dust (White/Silver): The air in the area becomes frigid and extinguishes all flames. Ice builds up around you and you throw out a wave of cold: each creature within a 30-foot radius of you makes a Constitution save. If they fail they take 4d6 + your Charisma modifier cold damage and are restrained until the start of your next turn; if they succeed they take half damage and are not restrained.
Rainbow Breath (Black/Green/Copper): You breathe in deeply, then exhale in a 60-foot cone: each creature within the cone must make a Dexterity save or take 4d6 + your Charisma modifier acid damage; they take half damage on a successful save. They must then make a Constitution save or take 2d4 poison damage and become poisoned for 1 minute; if they succeed they take half damage and are not poisoned.
Armor Of Yore
At level 10 you may spend 4 hours infusing your armor with ancient dragon magic. While you wear this armor you gain +2 to ac and become immune to poison and fear effects, and cannot be stunned or charmed. You may only have 1 set of this armor; if you enchant another the original loses this property. Other heroes who wear the armor are not affected.
Channel Dragon's Might
Beginning at 15th level, as an action, you may channel your dragon's strength through your body: for the next minute, you may add your dragon's Charisma modifier to all of your attacks' damage (even if it would already be added); you may do this a number of times per long rest equal to your Charisma modifier.
When you reach level 18, you may use your dragon's magical spells, major, and minor skills (those that pertain only to the dragon) a number of times equal to your Charisma modifier after you take a short or long rest.
Proficiencies. When you multiclass into the dragon knight class, you gain the following proficiencies: all armor and shields.