The most common type of synergy found among dragons and their riders, an independent cooperation forms as aiding in more direct and less magical means. These dragons fill the role of companion more directly, and will often leave their rider's side to satisfy curiosities and desires of their own. One great benefit to this is an incredible well of knowledge that the rider is allowed to tap into, as well as the benefit of a dragon that has focused more on its own growth and a normal partnership, rather than a full unity with its rider.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
First Introductions
At 3rd level, you must choose the color of dragon that has hatched and bonded with you. This dragon begins as a hatchling, and can carry you when you are in immediate danger for one minute, but is too small to ride. The damage type associated with each dragon is used by features you gain later. Brass dragons are unavailable for this synergy type, as their diminutive traits keep them from being as confrontational as is required for a truly independent relationship
Dragon Color |
Damage Type |
Ability Score Attributes |
Gold |
Fire |
Strength, Wisdom |
Copper |
Acid |
Dexterity, Charisma |
Bronze |
Lightning |
Constitution, Intelligence |
Silver |
Cold |
Dexterity, Wisdom |
Mercury |
Poison |
Constitution, Charisma |
Iron |
Piercing |
Strength, Intelligence |
First Steps
At 3rd level, you and your dragon begin to understand the importance of cooperation together. Gold, Copper, and Bronze dragons tend to be more willing to partner closely, and will stay nearby and assist more directly in combat from the beginning. Silver, Mercury, and Iron dragons are prone to going alone, and will be more capable of assisting in more analytical means and methods. Gain the appropriate feature, depending on your dragon's color:
- Gold, Copper, or Bronze: Fierce Companion. You dragon will seek out and stay aware of threats, keeping watch and granting you advantage in combat. Permanently gain +2 to your initiative, as well as a permanent +1 to your proficiency modifier.
- Silver, Mercury, or Iron: Distant Tactician. Your dragon will typically watch from afar, giving you psychic nudges as to its recommended actions, as well as traps and secrets it may spot from further away. Permanently gain +2 to your passive perception, and roll your first attack each round with advantage.
Evolved Cooperation
At 6th level, your dragon has frequently left and studied, as well as made its own use of your draconic link to an extent that allows it to increase your capabilities. Choose one of the two ability scores associated with your dragon's color to gain a permanent +1. Additionally, saving throws made with the remaining attribute will be made with advantage. Additionally, you may ask your dragon to make an intelligence, wisdom, or charisma based skill check for you using your draconic link.
Warming Up
At 10th level, your dragon has become more comfortable and adapted to its role in combat. You may issue one the following commands as an action in combat. Doing so will use your dragon's action for this round.
- Sweep. Your dragon makes a tail attack on a specified enemy. On a successful hit, the enemy is knocked prone or is dazed if it cannot be made prone. The next attack made against this creature automatically hits.
- Launch. Your dragon makes a sweeping movement, moving in a large circle in the air, to throw you up to 120 feet in any one direction of your choosing. If this action causes you to collide with a creature, you may make a melee attack. On a successful hit, you add 1d10 + your strength modifier in force damage to your attack.
- Strife. Your dragon sweeps overhead, hurling its breath weapon down on an area of your choice.
- Dragon's Cry. Your dragon emits a powerful roar. Creatures you deem enemies within 90 feet of your dragon must make a Wisdom saving throw, DC 20, or be frightened of your dragon, yourself, and your allies for the next six rounds. Creatures may retake this saving throw at the beginning of each turn, becoming immune to this effect on a successful saving throw or when this effect ends. Additionally, creatures you deem allies become rallied and cannot be frightened for the next 6 rounds, and attack with advantage if they are adjacent to an allied creature.
Tandem Teamwork
At 14th level, your dragon will always share your initiative in combat, and gains an extra attack to use.
True Rider
At 18th level, your friendship and understanding with your dragon have reached peak levels as individuals with a close bond. While riding on your dragon, you cannot be knocked down, and may make attacks in tandem with your dragon. You gain the following tandem actions with your dragon, consuming an action from each of you to use.
- Arcane Breath. (if you chose spellcasting in your rider features) You choose a number of spell slots to consume, pouring the arcane energy into your dragon as it uses its breath weapon. The breath weapon used this turn will cover its normal area times the number of spell slots used, damage dealt increases by one damage die per spell slot consumed, and the DC saving throw will increase by your Wisdom modifier.
- Dragoon Lance. (if you chose a fighting style in your rider features) You make a weapon attack, using your dragon's movement to increase the power of your attack. Your dragon's ability score is used for this attack roll, and any successful hit is treated as a critical success.
- Synchronized Strike. Your dragon may use its draconic link to pass on to you immunity to its own breath weapon, using its breath weapon to launch you; or a projectile you fire, or a spell you use, at an enemy you choose. This attack is made using your dragon's ability scores, and deals 1.5 times normal damage from both your attack and your dragon's breath weapon. This ability is not limited to matching damage types. For example, a silver dragon's cold breath may launch a firebolt and both damage types will be dealt. If you are launched in your dragon's breath weapon with this effect, you take no damage as a result of using this feature.
You may use this feature a number of times equal to half of your proficiency modifier. Expended uses are regained upon completion of a long rest.
subclass options: