Dragon Rider

Dragon Rider

Dragonriders are heroic figures with the power to bond with dragons, gaining lifelong steeds, companions and allies. This bond is more than simply a close friendship, it is a mystic connection between dragonrider and dragon, creating a permanent link fueled by the arcane power inherent to all true dragons.

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The Rider

Level Features
1st Dragon Companion, The Bond
2nd Improved Bond
3rd Growth, Improved Bond Feature
4th Ability Score Improvement, Improved Bond Feature
5th Greater Bond

Prerequisites: 

In order to advance as a Dragon Slayer, you must meet the following prerequisites (in addition to the multi-classing prerequisites for your existing class.):

  • Wisdom 13. Dragonriders require the ability to understand their dragons habits and to survive in the presence of such powerful creatures.
  • Charisma 13. To earn the respect of a dragon you must have a strong spirit.
  • Language: Speak Draconic. You must speak draconic to communicate verbally with your dragon companion.
  • Character level 10th. It takes experience and many heroes can’t survive long periods in the presence of mighty dragons.
  • Complete a special task. You must befriend a “Young” or older dragon who is willing to be your companion on your adventurers.

Class Features 

  • As a Dragon Rider, you gain the following class features.
  • Hit Points. 1d10 per Dragon Rider level
  • Hit Points per Level: 1d10 (or 6) + your Constitution modifier per Dragon Rider level.

Proficiencies 

  • Armor: Light armor
  • Weapons: Lance
  • Languages: Draconic
  • Tools: None
  • Saving Throws: None
  • Skills: None
  • Equipment: None

You will however need an exotic riding saddle necessary for riding a dragon.

Creature Features

Every creature has the following traits.

Ability Scores. When your creature is born, you need to distribute the following scores to its abilities: 15, 14, 13, 12, 10, 8.

Speed. Your creature base speed is 30 feet.

Starting Hit Points. Your creature has a number of hit points equal to 6d10 + six times its Constitution modifier.

Hit Points per Level. 1d10 (or 6) + its Constitution modifier per rider level

Size. Your creature is big enough to be rideable by a medium-sized creature. Your creature's size is Large.

Saving Throws. Your creature gains proficiency in the saving throw corresponding to its highest ability score and one saving throw of your choice.

Skills. Your creature is proficient with two skills of your choice.

Natural Armor. When your creature is not wearing any armor, the Armor Class of your creature is 8 + its Dexterity modifier + its Constitution modifier.

Natural Weapons. Your creature has a natural weapon. This could be a bite, claws, hooves, tail, or similar. You can choose to add its Strength or Dexterity modifier to the attack and damage rolls, the damage dealt by the natural weapon is 1d10, and the damage type can be bludgeoning, piercing, or slashing as appropriate to the natural weapon created.

Death Saving Throws. When your creature drops to 0 hit points, it falls unconscious and it must make the death saving throws as a player character (explained in the Chapter 9 of the Player's Handbook).

Creature Riding

You can mount your creature and fight from its back. To mount your creature, you need an exotic saddle.

  • If you fall while you are flying, your creature can use its reaction and make a Dexterity check and try to catch you (DC 15). If the creature fails the check, it can make new checks on the next turns using its action.

Creature Type

Determine the type of your creature from the following list: Beast, Dragon or Monstrosity. The type of the creature will grant it some special features related to its type, as shown on the following table

Type Special Feature
Beast Natural Connection, Keen Senses
Dragon Draconic Ancestry
Monstrosity Versatile

Beast

If your creature is a beast-like creature (like a giant tiger or a dinosaur), choose this type.

Natural Connection. Your creature can add twice your proficiency bonus to the skills it is proficient with.

Keen Senses. You creature is proficient with the Perception skill. Choose a sense. Your creature gains advantage on Perception rolls that utilize that sense.

Language. Your creature understands Common, but it can't speak.

Dragon

If your creature is a dragon or a dragon-like creature (like a wyvern), choose this type.

Draconic Ancestry. For determining the dragonkin of the creature, roll a d10 and compare the result with the Dragon Type table. Alternatively, you or the DM can choose the dragonkin of the creature. Your creature has resistance to damage of the same type of its dragonkin

d10 Dragonkin Damage Type
1 Black Acid
2 Blue Lightning
3 Brass Fire
4 Bronze Lightning
5 Copper Acid
6 Gold Fire
7 Green Poison
8 Red Fire
9 Silver Cold
10 White Cold

Language. Your creature can speak and read Common and Draconic.

Monstrosity

If you creature don't fit into any of the other types mentioned (like a hippogriff or a bulette), choose this type.

Versatile. Your creature can choose an extra common trait.

Language. Your creature understands Common, but can't speak it.

Common Traits

All creatures have three of the following traits. Each trait can only be selected once, and you can't choose more than one trait with the subtype tag.

Amphibious

Your creature can breathe air and water, and it has a swim speed equivalent to its walking speed.

Breath Weapon

You can use your action to encourage your creature to exhale destructive energy. When you choose this trait, you must determine the size, shape, and damage type of the breath weapon. Each creature in the area of the exhalation must make a saving throw, the type of which is determined by the damage type.

The DC for this saving throw equals 8 + its Constitution modifier + your Rider level.

A creature takes 4d8 damage on a failed save, and half as much damage on a successful one. At 3rd level, the breath weapon deals 6d8 damage on a failed save, and half as much on a successful one.

Size and shape 

Choose between a 5 by 30 ft. line and a 15 ft. cone.

Breath Weapon

Damage Type Saving Throw
Acid Dex
Lightning Dex
Fire Dex
Poison Con
Cold Con


Burrower

Your creature has a burrowing speed of 25 feet. At 3rd level, your creature's burrow speed increases to 35 feet.

Celestial Subtype.

Your creature is native to the Upper Planes, gaining the following features. Your creature has resistance to necrotic damage and radiant damage and it can speak and read Common and Celestial.

Chameleonic

Your creature has advantage on Dexterity (Stealth) checks made to hide.

Climber

Your creature gains proficiency with the Athletics or Acrobatics skill, and it has a climb speed equal to its walking speed.

Darkvision

Your creature is accustomed to low-light environments. Your creature can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Your creature can't discern color in darkness, only shades of gray

Echolocation

As a bonus action, your creature can emit a shriek inaudible to creatures without this trait. Until the end of your next turn your creature has blindsight up to 30 feet away while your creature is not deafened.

Elemental Origin Subtype.

You creature was touched by some elemental essence. Choose one of the four elements below. The element chosen gives to your creature resistance to a damage type, and all of the creature's attacks deal extra elemental damage equal to its Charisma modifier.

Your creature can also speak and read Primordial.

Elemental Saving Throw
Air Thunder
Earth Acid
Fire Fire
Water Cold

Feywild Creature Subtype.

The fey magic flows through your creature, giving it the following benefits.

  • Your creature is immune to magical sleep and it has advantage on saving throws against being charmed.
  • Your creature can cast the misty step spell once. Your creature regains this ability when it finishes a short or long rest.
  • The base speed of your creature increases by 5 feet

Fiend Subtype.

Your creature is native to the Lower Planes, gaining the following features.

Your creature has resistance to fire damage and necrotic damage and it can speak and read Common and Infernal.

Flyer

Your creature has a pair of wings or something that allows it to fly. Your creature has a flying speed of 40 feet. To use this speed, it can't be wearing medium or heavy armor. The flying speed is reduced by 10 feet while the creature is wearing any armor. At 3rd level, your creature's flying speed increases to 60 feet. To use this speed, it can't be wearing medium or heavy armor.

Jumper

Your creature gains proficiency with the Athletics or Acrobatics skill, and its jump distance is doubled.

Multiple Heads

Your creature gains proficiency with the Perception skill and it has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Thorned Subtype.

Your creature was touched by the power of the plants, gifted by a nature entity. Your creature's appearance has traits commonly associated with flora, being composed of vines, bark and branches, and it gains the following benefits.

  • Your creature has resistance to poison damage and it has advantage on saving throws against poisons.
  • Your creature can cast the thorn whip cantrip. Your creature uses its Wisdom modifier when making an attack roll with this cantrip. Consider your total PC level to determine the spell damage.

 

The Bond

When a rider touches the creature for the first time, both the rider and the creature makes a powerful pact, which bond both entities for life.

This bond allows them to live, grow and train as one. This also creates a magic telepathic link permitting communication between the rider and the creature using words and images. Both must be in the same plane and they must be at 1 mile or less to communicate.

Because this bond melds both the rider and the creature, if one of the pair dies it results in a great loss for the surviving member.

If the rider or the creature dies, roll a d100 and compare the results with the following table.

d100 Effect on the surviving member
1-15 Permanent Insanity
16-80 Indefinite Madness
81-100 No effect

An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic. To remove any effect, you need to revive the other part.

Improved Bond

At 2nd level your attunement with your creature grows stronger, allowing the use of new skills as result. When you reach this level, you can choose one of the bonds from below. You can choose one additional bond at 3rd le

Bond of the Armor

  • Increase your creature's Constitution score by 1, to a maximum of 20. Your creature gains proficiency with medium and heavy armors.
  • If your creature has the flyer trait, it can also fly with medium and heavy armors.

For more information about armors for creatures, read the Mounts and Vehicles section, found in the chapter 5 of the Player's Handbook.

Bond of the Guardian

This bond lets you fight and defend as one, making both of you more aware of the dangers around you and allows you and your creature to protect one another

If the distance between you and your creature is 10 feet or less, both of you have a +1 bonus to your AC.

In addition, you gain the following reactions:

  • If your creature takes damage, you can use your reaction to move between your creature and the attacker. When you do, you take all the damage your creature would be dealt.
  • If the rider takes damage, the creature can use a use its reaction to move next to you and the attacker. When it does, it takes all the damage you would be dealt.

You must be within 30 feet of each other to use these reactions. Each reaction can be used twice per encounter. 

You or your creature can't use these reactions when the damage is an area of effect, like an explosion or an arrow volley

Bond of Magic

The bond you have with your creature flows with arcane magic, allowing you to cast spells using the bond's energy.

Increase your Charisma score by 1, to a maximum of 20. You gain a number of spell slots equal to 2 + your Charisma modifier. The slots level equals to your rider level and you regain any expended spell slots when you finish a long rest.

When you select this bond, choose three spells that are 2nd level or lower from the wizard spell list. Using this bond, you can cast the spells expending one of your spell slots.

You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when determining the saving throw DC for a rider spell you cast and when you make an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Bond of Rage

This bond allows the creature to take some of your inner energy and use it with his attacks. Using a bonus action, your creature gains the following features for the duration of the rage. Your creature can make an extra attack on each turn. If your creature has the breath weapon trait available, it can use it twice while this bond is active.

The duration in rounds equals to your creature's Charisma modifier (minimum 2 rounds). You can also end this bond on your turn as a bonus action, and when it ends, your creature suffers one level of exhaustion.

After you use this bond, you must finish a short or long rest to use it again.

Bond of Soul

This bond merges your soul with your creature's essence, giving you the following benefits:

  • You gain the features of one of your creature traits without the subtype tag.
  • You and your creature can increase one ability score of your choice by 1. The ability must be the same for both, and you can't increase an ability score above 20 using this bond.

Bond of Strike

This bond allows you to use some of your creature essence and imbue your weapon with it for more damage. Using a bonus action, you can imbue your current weapon with your creature essence, allowing you to add your Wisdom modifier to your attack rolls with it, and deal an extra 1d8 force damage on a hit.

While you have your weapon imbued, your creature can only make basic attacks with its natural weapon. The duration in rounds of this bond is equal to your Wisdom modifier (minimum 1 round), and you can end imbuing your weapon using your bonus action. You can use this feature twice before a rest.

 

Growth

At 3rd level, the bond with your creature is powerful enough to magically enhance your creature abilities and traits.

New Creature Features

Your creature has the same traits as the before, but with the following modifications.

Ability Score Increase. Increase one ability score of your creature by 2, or increase two ability scores of your creature by 1.

Speed. Your creature base speed is now 40 feet.

Natural Weapon. Your creature's natural weapon attacks now deals 2d10 damage on a hit.

 

Special Attack

At 3rd level, your creature gains a special attack. Choose one from the following list.

Charge. If your creature moves at least 30 feet straight toward a target and then hits it with its natural weapon on the same turn, the target takes an extra 1d8 bludgeoning damage. This can also be used when your creature is flying or burrowing.

Grappling Strike. Your creature makes an attack. On a hit, the target takes 1d8 bludgeoning damage and is considered grappled (escape DC equals to 10 + your rider level). Until the grapple ends, the target is restrained and it has disadvantage on Strength checks and Strength saving throws.

Pounce. If your creature moves at least 20 feet straight toward a creature and then hits it with its natural weapon attack on the same turn, the target must succeed on a DC (10 + your rider level) Strength saving throw or be knocked prone. If the target is prone, your creature can make one natural weapon attack against it as a bonus action.

Ranged Natural Weapon. Your creature can make a ranged attack with its tail spikes, spitting poison or similar. The ranged natural weapon deals 2d6 damage on a hit, and it has a range of 20/60. The damage type can be bludgeoning, piercing, fire, lightning or poison.

Reach Natural Weapon. Your creature has a second melee natural weapon like a tail or wings that deals 1d10 damage on a hit. The damage can be bludgeoning, piercing or slashing and it has the reach property (10 ft.).

 

Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

 

Greater Bond

At level 5, your bond with your creature is even more powerful than before. Choose one of your bonds. The chosen bond grants you the following extra features.

Greater Bond of the Armor

You can choose one damage type when you finish a long rest. You and your creature gains resistance to that damage type until you finish a long rest. Damage from magical weapons ignores this resistance. If your creature has the flyer trait, wearing armor doesn't reduce its flying speed now.

Greater Bond of the Guardian

The distance between you and your creature to gain a +1 bonus AC increases to 20 feet. When you or your creature uses the reaction to take all the damage your creature or you would be dealt, the damage taken is reduced to half.

Greater Bond of Magic

Your creature's natural weapon attacks are magical. Additionally, choose two spells that are 5th level or lower from the wizard spell list. You can now cast those spells.

Greater Bond of Rage

While your creature has half or less of its hit points, it has advantage on attack rolls and it deals an extra 1d6 damage to any target it hits with a melee attack.

Greater Bond of Soul

You gain the features of another of your creature traits. You can choose a trait with the subtype tag.

Greater Bond of Strike

While you have your weapon imbued, your creature can now attack using other features than its natural weapons like using an special attack or its breath weapon.

 

just a reference for cool stuff:

Dragons

 

Dragon Rider

World of Al'Dravin Zorzech