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Rider

Sometimes Metallic Dragons will choose for themselves a rider to bond with on occasion. This choice occurs when the dragon is freshly hatched, from a lineup of potential candidates, and while rare has happened in the wild as well. Riders are trained from a young age to hone their mind and body, to be able to handle the extra strain and weight of a telepathic connection to their dragon. While their own abilities grow, their dragon's magically attune themselves to their rider to match their skill, and size, to be of use and assistance in a variety of ways. One example of a prolific Rider is Jökull Gullvog, the only known Rider in history to achieve such a bond with his Dragon that the two became one creature, fighting back a horde of monstrosities and aberrations that threatened the entire nation of Erfithleika, and together drove out the circle of chromatic dragons that sought to ruin the nation with an army of riders behind them.
Riders and their dragons have little true choice in this bond, and their dynamic can vary greatly depending on the rider's demeanor towards the dragon. Ultimately, the Dragon slowly loses its free will to a tyrannical and unwavering Rider. Conversely, a kind and compassionate Rider will find their Dragon a partner and guide beyond any mortal compare. To others, a Dragon Rider can be an awe inspiring force that drives others beyond their normal limits, or an oppressive oncoming storm on the back of draconic wings.
hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per Battledrive level after 1st
armor proficiencies: Light Armor
weapon proficiencies: Simple Melee Weapons, Longbow, Crossbow, Shortbow
tools: Choose any two
saving throws: Strength, Wisdom
skills: Choose two from Arcana, Athletics, History, Insight, Intimidation, Nature, Perception, Persuasion, Religion, and Survival
starting 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) chain mail or (b) leather armor, longbow, and 20 arrows

  • (a) a dungeoneer's pack or (b) an explorer's pack


spellcasting:
class features:
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level
1 +2 Proficiency Choices, Tenacious Mind - - - -
2 +2 Fighting Style, Spellcasting (optional), Rider Training 2 1 1 1
3 +2 Draconic Synergy, Draconic Link 2 2 1 2
4 +2 Ability Score Improvement 2 3 1 2
5 +3 Extra Attack (x1) 2 4 1 3
6 +3 Synergy Feature 2 5 2 3
7 +3 Draconic Aura 2 6 2 3
8 +3 Ability Score Improvement 2 6 2 3
9 +4 Manatap (1/day) 3 7 2 4
10 +4 Synergy Feature 3 7 3 4
11 +4 Unyielding Body 3 7 3 4
12 +4 Ability Score Improvement 3 8 3 4
13 +5 Improved Draconic Link, Manatap (2/day) 3 8 3 5
14 +5 Synergy Feature 3 8 4 5
15 +5 Dragonride, Improved Draconic Aura 4 9 4 5
16 +5 Ability Score Improvement 4 9 4 5
17 +6 Manatap (3/day), Perfected Draconic Link 4 9 4 6
18 +6 Synergy Feature 4 9 5 6
19 +6 - 4 10 5 6
20 +6 Ability Score Improvement 4 10 5 6
Proficiency Choices
You may choose two weapons to have proficiency in two melee weapons from the martial weapons table.
Tenacious Mind
Your training begins with preparing your mind for the strain of a constant telepathic link with your future dragon. After undergoing severe telepathic pressure from several other members of your order for more than seven days, you gain advantage against psionic effects, charm spells, and magic that would compel you into action or speech of any kind.
Fighting Style
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. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • 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.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
    You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
    In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
    At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Spellcasting (Optional)
By the time you reach 2nd level, you have learned to tap into the weave and extract the necessary arcane power to use spells through force of will. In choosing this feature, you cannot choose a Fighting Style Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips You know two cantrips of your choice from the rider spell list. You learn additional rider cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Rider table.

Spell Slots The Rider table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 6th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the rider spell list.
The Spells Known column of the Rider table shows when you learn more rider spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the rider spells you know and replace it with another spell from the rider spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting ability for your rider spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus
You can use magical tattoos, or a staff or wand, as your arcane focus.
Rider Training

At 2nd level, you train your body to handle the incredible strain of riding your future dragon. You become resistant to knockback effects, avoiding being knocked back on a successful saving throw, and being knocked back half the distance of any given effect's description on a failed saving throw.
Draconic Synergy
At 3rd level, your dragon is hatched and forms the beginning of an unbreakable bond. You must choose what kind of relationship this will develop into. Your choice grants you features at 3rd, 6th, 10th, 14th, and 18th level.
Draconic Link
At 3rd level, after choosing your draconic synergy, you may use a bonus action to establish a telepathic link between you and your dragon. This may be done a number of times per day equal to your Wisdom modifier, expended uses recharge after a long rest. Each use of this link lasts for one round, and can be used to communicate, ask advice, input, or otherwise gain advantage on intelligence or wisdom based skill checks through sharing your sense of sight with your dragon. You may also issue a direction to your dragon, though they may choose to disobey. You may attempt to force this link when you are out of uses, or forcibly compel your dragon to follow an order, by making a Wisdom saving throw. The DC for this saving throw is your Wisdom score + your level in this class.
Additionally, upon establishing this link, you learn to read, write, and speak Draconic if you do not already know it.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Draconic Aura
Beginning at 7th level, your connection with your dragon is such that you gain an aura of fear. Creatures of your choice within 60 feet of you, and are aware of your presence, must succeed on a Wisdom saving throw, the DC for which is your Charisma score + your Wisdom modifier, or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. If a creature's saving throw is successful or the Effect ends for it, the creature is immune to this effect for the next 24 hours.  
Manatap
Beginning at 9th level, you may tap into the arcane reserves of your draconic companion once per day. When you do this, you may use the added reserve of arcane energy to do one of the following:
  • Gain an extra action for this round
  • Take an unprepared reaction
  • Recover a spent spell slot (if you chose spellcasting over fighting style)
  • Heal yourself 4d6 hit points
The number of uses this feature has improves as your level in this class increases, becoming 2 at level 13, and 3 at level 17.  
Unyielding Body
At 11th level, your body undergoes immense pressure and resistance training to make the final preparations for riding your dragon later on. You cannot be knocked back, or knocked prone, unless you are unconscious.
Improved Draconic Link
At13th level, your draconic link feature improves. You may now use your Draconic Link an additional two times per day, and can use it to add your dragon's intelligence, wisdom, or charisma modifiers to an appropriate skill check before or after you roll. You gain advantage on attempts to force additional uses or compel your dragon.  
Dragonride
At 15th level, your abilities and skill have improved to an extent that allows your dragon to undergo an explosive transformation, magically aging it and combining its cumulative years of experience in a moment that allows it to grow into a Young dragon. If you are outside, or in a space large enough to accommodate your dragon's entry, it will stay nearby unless otherwise instructed - unless it retains its free will and feels that your safety would be in jeopardy were it to leave.
Improved Draconic Aura
At 15th level, after your dragon has increased in size and age to match your needs, its frightful presence feature extends through you and replaces your Draconic Aura feature.  
Perfected Draconic Link
At 17th level, you and your dragon are constantly aware of each other's presence in your minds. A number of times per day equal to your Wisdom modifier, you may reroll failed intelligence or wisdom based skill checks. Additionally, your dragon will add its charisma modifier to any charisma based skill checks you make, and grant advantage on wisdom and charisma based saving throws. You can no longer force additional uses of this feature.

Created by

Ticklesthegamemaster.

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