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Dragon Knight[edit]

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 at his friend once more and smiles.

Envoy Of The Dragon[edit]

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[edit]

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[edit]

Class Features

As a Dragon Knight you gain the following class features.

Hit Points

Hit Dice: 1d8 per Dragon Knight level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Dragon Knight level after 1st

Proficiencies

Armor: All armor, shields
Weapons: simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Investigation, Intimidation, Nature, Perception, Performance, or Survival

Equipment

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

Table: The Dragon Knight

Level Proficiency
Bonus
Features
1st +2 Obtain Dragon, Fighting Style
2nd +2
3rd +2 Breath Attack, Dragon Lord
4th +2 Ability Score Improvement
5th +3 Heart Of The Dragon, Extra Attack
6th +3
7th +3 Dragon Lord Feature
8th +3 Ability Score Improvement
9th +4 Bellow Of Fear, Dragon Lord Feature
10th +4
11th +4
12th +4 Ability Score Improvement, Dragon's Legacy
13th +5 Art Of The Knight
14th +5
15th +5 Dragon Lord Feature
16th +5 Ability Score Improvement, Extra Attack
17th +6 Legendary Resistance
18th +6
19th +6 Ability Score Improvement, Dragon Lord Feature
20th +6 Draconic Likeness

Playing as the Dragon Knight and Dragon[edit]

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 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.

Obtain Dragon[edit]

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 it 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. The dragon has its own initiative and attacks on its turn.

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.

Dragon Template[edit]

Your dragon levels with you, as though it had a class, it gains 1d8 + its Constitution modifier in hit points each time you level, it starts with 8 + it's Constitution modifier hit points. The dragon starts with the following ability scores (ordered in any way you like) 12, 12, 11, 10, 10, 8 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 in its own attacks, it uses 8 + its proficiency bonus + its Charisma modifier for its DCs. It's AC = 13 + Dexterity Modifier + Bonus 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, AC = 13 + Bonus + 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 Strength 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 Tiny +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 Small +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 Medium +4 Bite: 1d8+Str, Claw: 1d4+Str/Dex 2 Ability Score Increase, Minor Trait
13 Medium +5 Bite: 1d8+Str, Claw: 1d4+Str/Dex 3 Major Trait
14 Medium +5 Bite: 1d10+Str, Claw: 1d6+Str/Dex, Tail: 1d4+Str 3 Ability Score Increase, Minor Trait
15 Large +5 Bite: 1d10+Str, Claw: 1d6+Str/Dex, Tail: 1d4+Str 3 Major Trait
16 Large +5 Bite: 1d10+Str, Claw: 1d6+Str/Dex, Tail: 1d4+Str 3 Ability Score Increase, Minor Trait
17 Large +6 Bite: 1d10+Str, Claw: 1d6+Str/Dex, Tail: 1d4+Str 3 Major Trait
18 Huge +6 Bite: 1d12+Str, Claw: 1d8+Str/Dex, Tail: 1d6+Str 4 Ability Score Increase, Minor Trait
19 Huge +6 Bite: 1d12+Str, Claw: 1d8+Str/Dex, Tail: 1d6+Str 4 Major Trait
20 Huge +6 Bite: 1d12+Str, Claw: 1d8+Str/Dex, Tail: 1d6+Str 5 Ability Score Increase, Minor Trait

Attacks[edit]

  • A bite attack deals piercing Damage and has a reach of 5 feet, this range increases to 10 feet at level 7 and again to 15 feet at level 20.
  • A claw attack deals slashing damage and has a reach of 5 feet, this range increases to 10 feet at level 13, this has the finesse property.
  • A tail attack sweeps around the dragon in a circle, all creatures in a 10-foot radius must make a dexterity save or take bludgeoning damage, the radius increases to 15 feet at level 18.

Minor Traits[edit]

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 1 skill 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.
  • Swimmer: Your dragon gains a swim speed equal to walking speed.
  • Flight: Your dragon gains 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.

Major Traits[edit]

When your dragon gains access to a major trait it may choose one of the following.

  • Feat: 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 spellcasting modifier. If either of you uses the spell the other can't use it also until a long rest. You may select this trait multiple times.
  • Change Shape: The dragon magically polymorphs into a humanoid or beast that has a CR no higher than 1/4 its knight's level, 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.

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 you later get to choose again.

Archery[edit]

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

Defense[edit]

While you are wearing armor, you gain a +1 bonus to AC.

Dueling[edit]

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[edit]

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.

Protection[edit]

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[edit]

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

Breath Attack[edit]

Beginning at level 3, as an action, your dragon to use can its breath attack. After having used breath weapon, at the start of each of your turns, roll 1d8 -- on an 8 it can use breath weapon again. This becomes 7-8 at level 15, and 6-8 at level 20. 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. 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).

Dragon Size Damage/Time/Distance Area Dragon Size Damage/Time/Distance Area
Tiny 1d6/1 round/10 feet Cone:5/Line:10 Large 8d6/4 rounds/40 feet Cone:30/Line:60
Small 3d6/2 round/20 feet Cone:10/Line:20 Huge 10d6/5 rounds/50 feet Cone:40/Line:80
Medium 5d6/3 rounds/30 feet Cone:20/Line:40

Special Breath Attacks[edit]

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: Causes a creature to fall unconscious, this effect ends if the creature takes damage or a creature uses an action to wake it up.
  • Repulsion: Pushes the target from the dragon.
  • Slowing: The creature can't use reactions, its speed is halved and 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. The creature can repeat the saving throw at the end of each of its turn, ending the effect on itself with a successful save.
  • Weakening: Creature has disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws. The creature can repeat the save at the end of its turns, ending the effect on itself on a successful save.
  • Paralyzing: Causes the creature to become paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful save.

Dragon Lord[edit]

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, 9th, 15th, and 19th.

Ability Score Increase[edit]

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[edit]

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 gain nothing.

Extra Attack[edit]

At the 5th and 16th level, you may attack one additional time per attack action.

Bellow Of Fear[edit]

Natsu-Dragneel-natsu-dragneel-22494038-500-662.jpg

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 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.

Dragon's Legacy[edit]

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[edit]

When you reach 13th level you may add an additional bonus to your attack and damage rolls equal to half your proficiency bonus (rounded down) for weapon attacks you are proficient with.

Legendary Resistance[edit]

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.

Draconic Likeness[edit]

At 20th level your body changes, morphing into a more dragon-like creature at will; choose 2 of the following whenever you morph: Claws, teeth, scales, wings, or a tail. You may use an action to attack with 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 Lords[edit]

Dragon Knights rule their dragons in unique ways. Typically categorized by their connection with their subject, they are each able to channel the spirit of a dragon in powerful ways.

Blood Lord[edit]

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[edit]

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[edit]

Starting at 7th level, when you strike a target with a weapon you are proficient with, you can make them perform a Wisdom saves against a DC of (8 + proficiency + wisdom) or are unable to cast spells until the end of their next turn.

Dragon Scales[edit]

When you reach level 9 you begin growing scales over your back and arms that match your dragon's. Your AC increases by 2 and you gain immunity to your dragon's element.

Mythical Flight[edit]

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.

Dragon Blade[edit]

Starting at 19th level, You imbue your weapon with the elemental power of your dragon, When dealing damage add 3d4 extra damage of your dragons elemental power.

Dragon Slayer[edit]

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[edit]

At level 3, before you are affected by damage that is your dragon's element, you may use your reaction to gain 10 temporary health points. Then receive the damage as normal.

Draconic Expulsion[edit]

Starting at 7th level you are capable of using your dragon's breath attack as an action. You retain the same cooldown, but the recharge rate is separate from your dragon's.

Unequaled Intensity[edit]

When you reach 9th level, your breath attack ignores resistance and treats immunity as resistance.

Legendary Interference[edit]

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.

Dragon Fury[edit]

At 19th 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 2d8 damage of your dragon's element, 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.

Dragoon[edit]

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[edit]

Starting at level 3 you gain training in 1 of the weapon styles from the table below 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 and your attack hits, and there is another target within your reach, you may add 2 to the secondary target's AC. If your original attack would also hit, 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 by 2; if the attack hits the target makes 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 hit, 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.

Dragon Magic[edit]

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 in 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[edit]

At level 9 you may spend 8 hours infusing your armor with ancient dragon magic. While you wear this armor you become immune to poison and fear effects, and cannot be stunned. 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[edit]

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.

Dragoon's Calling[edit]

When you reach level 19, 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.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites: Str or Dex: 13, Con: 14, and Chr: 13 it would already be added); you may do this a number of times per long rest equal to your Charisma modifier.

Dragoon's Calling[edit]

When you reach level 19, 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.

Multiclassing[edit]

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

Proficiencies. When you multiclass into the dragon knight class, you gain the following proficiencies: light armor, medium armor, and shields.

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