Remove these ads. Join the Worldbuilders Guild

Dragon Rider

The bond formed between rider and mount has long been viewed as something which transcends the common bond between beast and humanoid. Trust must be developed; a relationship built. This relationship is considered sacred amongst the people of Dracheim and an extreme honor to have. While this practice was developed within Dracheim and remains one of their most crucially guarded secrets, some Dragon Riders have been formed outside their purview or simply left to find their own calling.
The most curious and — at the same time — crucial aspect of dragon riding, was found to be the bond formed between the rider and their companion. From a very young age, the dragons would connect to their rider on a spiritual level. Their minds linked together, and over time, this bond was found to have a magical nature. This encouraged the riders to grow alongside their companion and train with them in a way that promotes their strength and intelligence rather than squashing it. This method became the centerpiece of every action they took. Together, the Dragon Rider and Dragon Companion could become an unbreakable unit with strategies and maneuvers only their specific partnership could perfect.
hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Dragon Rider level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: Leatherworker's tools
saving throws: Strength, Wisdom
skills: Choose two from Athletics, Acrobatics, Stealth, Nature, Animal Handling, Perception and Intimidation
starting equipment:
You may start with the following equipment plus any equipment granted by your background:
• One martial weapon
• Any two simple weapons
• (a) Leather armor or (b) scale mail
• Leatherworker's tools and an explorer's pack
If you forgo this equipment, you start with 5d4x10 gp to buy your equipment.
spellcasting:
class features:
LevelProficiency
Bonus
FeaturesManeuvers
Known
Maneuver
Points
1st +2 Novice Rider, Draconic Vein - -
2nd +2 Fighting Style - -
3rd +2 Draconic Trainee, Dragon Maneuvers, Draconic Vein Features 3 3
4th +2 Ability Score Increase 3 4
5th +3 Extra Attack 3 5
6th +3 Adept Rider 4 6
7th +3 Draconic Vein Feature 4 7
8th +3 Ability Score Increase 4 8
9th +4 Draconic Awareness 4 9
10th +4 Improved Saddle, Signature Maneuver 5 10
11th +4 Draconic Vein Feature 5 11
12th +4 Ability Score Increase 5 12
13th +5 Bond of Scales 5 13
14th +5 Expert Rider 6 14
15th +5 Draconic Vein Feature 6 15
16th +5 Ability Score Increase 6 16
17th +6 Isolated Prey 6 17
18th +6 Perfected Maneuvers 7 18
19th +6 Draconic Vein Feature, Ability Score Increase 7 19
20th +6 Master Rider 7 20

Novice Rider

At 1st level, you are granted a Dragon Companion. The stats, abilities, and rules for this Companion are in the Dragon Companion section. You may communicate telepathically with your Companion while they are within 1 mile of you.

Draconic Veins

Also at 1st level, you choose one of two Draconic Veins: Dragon Knight or Dragon Outrider.

Fighting Style

At 2nd level, you adopt a fighting style as your specialty. Choose one of the following options. You can't take a fighting style more than once, even if you later get to choose again.
Archery. You gain a +2 bonus to Attack rolls made with a ranged 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.
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.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Dragon Trainee

At 3rd level, you have begun to train extensively with your Dragon. You can buy or use 10 gp worth of Leather and spend 8 hours creating a Saddle for your dragon companion, and gain the ability to ride the Dragon while it is walking.

Dragon Maneuvers

Starting at 3rd level, you gain 3 Maneuver Points and may choose 3 Dragon Maneuvers from the Dragon Maneuvers section. If the Maneuver requires a target creature to make a saving throw, the DC equals 8 + your companion's Strength Modifier + proficiency, unless specified otherwise. You may learn an additional maneuver at 6th level and again at 10th, 14th and 18th level. You gain one additional Maneuver point each time you gain another level of Dragon Rider. These Maneuver points recharge after a short or long rest.

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 two ability scores of your choice by 1, up to a maximum of 20. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

At 5th level, you may attack twice when taking the attack action.

Adept Rider

At 6th Level, you have become extremely comfortable on the back of your Dragon Companion and may now ride it while it flies. In addition, each of your attacks deals +1 damage while mounted. You may also learn one additional Dragon maneuver.

Draconic Awareness

At 9th level, you gain advantage on Initiative checks.

Improved Saddle

At 10th level, you may spend 8 hours and 25 gp worth of leather to craft an improved Saddle. With this saddle, it only costs 5 feet of movement to mount and dismount, and you can no longer be involuntarily dismounted.

Signature Maneuver

Also at 10th level, you may choose one Tier 1 Dragon Maneuver you have already learned to be your Signature Maneuver. The Signature Maneuver may be performed once between a short or long rest without expending any Maneuver points. You may also gain an additional Dragon Maneuver (this one may be chosen as the Signature Maneuver).

Bond of Scale

At 13th level, you may use a short rest to mend the wounds of your Dragon Companion. Any Hit dice you expend during a Short Rest also heal the Dragon for that same amount.

Expert Rider

At 14th level, you have nearly perfected aerial combat. While mounted, each of your attacks deals +3 additional damage, and you score a critical hit on a 19 or higher d20 attack roll.

Isolated Prey

At 17th level, you may use a bonus action to target a creature you can see, and your Dragon Companion becomes fixated on that target. While a creature is targeted in this way, all attacks made by you and your Companion have advantage and deal an additional weapon die damage. In addition, opportunity attacks against the creature no longer require a reaction but are still limited to only one attack. Isolated Prey lasts for one minute or until the creature is killed.

Perfected Maneuvers

At 18th level, your previously chosen Signature Maneuver is perfected and no longer costs Maneuver points. In addition, you select a maneuver from any tier to be your new Signature Maneuver. You may also learn an additional Dragon maneuver (this may be the new Signature Maneuver).

Master Rider

At 20th level, your bond with your Companion becomes unbreakable. While mounted, you and your Companion have Advantage on all saving throws. Your telepathic bond persists as long as you are on the same plane. In addition, if you have 0 Maneuver points upon rolling initiative, you start your turn with 5.

Dragon Companion

Hatchling Dragon Companion

Medium dragon, any
Armor Class: 16
Hit Points: 14 (1d12+2)
Speed: 20 ft , fly: 20 ft

STR

16 +3

DEX

12 +1

CON

14 +2

INT

10 +0

WIS

10 +0

CHA

11 +0

Saving Throws: STR +5, CON +4, Wis +2, Cha +2
Skills: Perception +2, Stealth +3
Damage Resistances: (Breath Attack damage type)
Senses: Darkvision 60ft., Passive Perception 12
Languages: Common, Draconic

Actions

Multiattack. Once the Rider has gained access to Extra Attack, the Dragon Companion may also make two Melee Weapon Attacks.
Bite. Melee Weapon Attack: +5 to hit, one target. Hit: 7(1d6+3) piercing damage plus 3 (1d4) damage of the appropriate type.
Tail. Melee Weapon Attack: +5 to hit, one target. Hit: 8(1d8+3) bludgeoning damage.
Claw. Melee Weapon Attack: +5 to hit, one target. Hit: 6 (1d4+3) slashing damage.
Breath Attack (3/long rest). The Dragon releases its breath in a 15/30 foot cone/line. Each creature caught in its range must succeed on a DC 12 saving throw appropriate to the Dragon's type or take 2d6 damage of the appropriate type or half on a success.
Dragon Maneuvers. If the target of a Dragon maneuver is forced to make a saving throw against the Dragon's Save DC, the DC is 8 + Dragon's Strength Modifier + Dragon's Proficiency.

The Dragon Companion is the companion creature for the Dragon Rider class. It's stats and abilities grow as the Dragon Rider levels up.
At 1st level, you may choose a Dragon Companion to grow, level, explore, and fight by your side. This Dragon grows like any other dragon, but its growth is naturally stunted by the process of domestication. Your Companion operates on your initiative. On your turn, you may command them to move, take the Attack, Dash, Dodge, or Disengage actions without sacrificing any movement or action of your own. Your Companion may be knocked unconscious, but their magical bond with you prevents them from being permanently killed unless you are also killed. Your Companion re-gains health as usual. The Dragon Companion Chart dictates what Proficiency Bonuses and additional Hit Dice your Companion gains upon leveling up. You may choose one of the following Dragon types as your Companion:

Ruby Dragon

This Dragon's scales are a bright red color at a young age, eventually progressing towards a darker crimson later in life. Their breath is released in a fiery cone of intense heat, easily incinerating anything in its path. The Ruby Dragon's breath attack requires a Dexterity saving throw.

Sapphire Dragon

This Dragon's scales begin as the color of the sky; soft blue, with flecks of cloudy white. As they age, the scales shift into a deep oceanic blue. Their breath manifests as a line of electrical energy, eventually gaining enough power to stop the heart of any living creature caught in its fury. The Sapphire Dragon's breath attack requires a Dexterity saving throw.

Emerald Dragon

This Dragon's scales begin as a light, grassy green, then age into the verdant green color of an untouched forest. Their breath is released in a toxic cone of poisonous gas, poisonous enough to leave even the most potent enemies retching and gasping for air. The Emerald Dragon's breath attack requires a Constitution saving throw.

Opal Dragon

This Dragon's scales begin as a gleaming white, sometimes having phosphorescent flecks of light reds and greens. As they age, those phosphorescent flecks disappear and are replaced with grey, ashy undertones. The Opal Dragon's breath is a cone of ice so frigid that it freezes the very air inside it, and any living thing in the area may shatter from the sheer cold. The Opal Dragon's breath attack requires a Constitution saving throw.

Obsidian Dragon

This Dragon's scales appear almost dark gray at birth, eventually growing into scales as black as night. The Obsidian Dragon's breath is a heaving line of virulent acid, destructive enough at young ages to melt flesh and bone. At older ages, this acid is rumored to be able to melt stone, even metal. The Obsidian Dragon's breath attack requires a Dexterity saving throw.  
LevelProficiency
Bonus
Hit
Dice
Features
1st +2 1d12 Darkvision
2nd +2 2d12 Breath Attack
3rd +2 3d12 Size Increase, Natural Armor
4th +2 3d12 Ability Score Increase
5th +3 4d12 Shape Change
6th +3 5d12 Fly Speed Increase, Breath Attack Range Increase
7th +3 6d12 Natural Armor
8th +3 6d12 Ability Score Increase
9th +4 7d12 Advanced Darkvision
10th +4 8d12 Magical Bond, Breath Attack Range Increase
11th +4 9d12 Fly Speed Increase
12th +4 9d12 Ability Score Increase
13th +5 10d12 Natural Armor
14th +5 11d12 Breath Attack Range Increase
15th +5 12d12 Size Increase
16th +5 12d12 Ability Score Increase
17th +6 13d12 Natural Armor
18th +6 14d12 Breath Attack Range Increase
19th +6 15d12 Fly Speed Increase
20th +6 15d12 Ability Score Increase

Darkvision

At 1st level, the Dragon Companion gains Darkvision out to a range of 60 ft. At 9th level, this increases to 90 ft.

Breath Attack

At 2nd level, your Dragon Companion can use its action to expel its Breath Attack. Any creature caught in its range must succeed on a Saving throw (DC 8+proficiency+Dragon's Constitution Modifier) appropriate to the type of Dragon. On a failure, they take 2d6 damage of the appropriate type or half on a success. This damage increases by a d6 each level after the 2nd. The Dragon's breath attack has three charges that are recovered during a short or a long rest. However, the dragon requires time to recharge its breath weapon and cannot use this attack two turns in a row. Ruby, Emerald and Opal dragons' breath attacks begin as a 15 ft. cone. Sapphire and Obsidian dragons' breath attacks begin as a 30 ft. line.

Size Increase

At 3rd level, the Dragon's size increases from Medium to Large, its walking speed increases by 5 feet, and its fly speed increases by 10 feet. In addition, the damage die for its Bite, Tail and Claw attacks increase by one die size (d4 to d6, d6 to d8, etc.) At 15th level, its size increases from Large to Huge and gains the same additions to its walk and fly speed, and the damage die increases an additional size.

Natural Armor

Also at 3rd level, the Dragon Companion's AC increases by 1 point. This increase happens again at 7th, 11th, and 17th level.

Ability Score Increase

At 4th level and again at 8th, 12th, 16th, an 19th level, the player may choose to increase one of the Dragon's ability scores by 2, or two of the Dragon's ability scores by 1, to a maximum of 20.

Shape Change

At 5th level, the Dragon Companion gains the ability to change its form into a medium humanoid as an action. The player chooses this form, and the Dragon may only assume this same form each time. In this form your companion may use its Claw and Breath attack, loses its fly speed, and its walking speed is 30 ft. Its stats otherwise remain the same.

Fly Speed Increase

At 6th level, the Dragon Companion's flying speed increases by 10 feet. This increase happens again at 11th and 19th level.

Breath Attack Range Increase

Also at 6th level, the range of the Dragon's Breath Attack increases by 10 ft. This increase happens again at 10th, 14th, and 18th level.

Magical Bond

At 10th level, the Dragon Companion's attacks become magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage if the Rider is attuned to or wielding a magic weapon.

Dragon Maneuvers

At 3rd level, you may choose 3 Dragon Maneuvers from the following list, if you fulfill the prerequisites.

Tier 1 (1 point)

Charging Strike (Dragon Form Only)

As an action and while mounted, your Dragon companion charges forward, and you make a Melee weapon attack. If the Dragon moves at least 10 ft. in a straight line towards a target and the attack hits, the strike does an additional 2d8 damage. If it hits, that creature must also make a Strength saving throw against the Dragon's save DC or fall prone.

Coordinated Flank

As a bonus action while unmounted, you and your dragon flank a single opponent. If you and your Dragon are within 5 ft. of the same creature, all of your attacks on that creature have advantage until the beginning of your next turn.

Swipe the Legs (Dragon Form Only)

As a bonus action, you may command your Dragon Companion to make a tail attack against a large or smaller creature. If it hits, the creature takes damage from the tail attack and must make a Strength Save against the Dragon's save DC. On a failure, they are knocked prone.

Take the Hit

As a reaction when hit by an attack, you can command your Dragon to take the hit for you, or you can take the hit for your Companion instead. Your Dragon Companion must be within 5 ft. of you to use this Maneuver.

Evasive Maneuvers (Dragon Form Only)

As a Bonus Action and while riding your Dragon, you may take the Dodge action. This applies to both you and your dragon companion.

Create an Opening (Dragon Form Only)

You may create an opening for your allies to escape by commanding your companion to create a massive gust of wind with their wings. Using your reaction, Create an Opening allows allies within 20 ft. of your Dragon Companion to move away from an enemy without incurring attacks of opportunity.

Bolstered Defense (Knight only)

Your bond with your Companion enhances your natural defenses. As a bonus action, you may bolster your defenses, increasing your AC by an amount equal to your Dragon's Constitution modifier until the beginning of your next turn.

Scan the Perimeter (Outrider only)

You may use a bonus action to scan the area. Any invisible or hidden creatures within 60 ft. are revealed only to you until the beginning of your next turn.

Tier 2 (2 points, requires level 5)

Drag 'n Drop (Dragon Form Only)

If your Companion makes a bite attack against a medium or smaller creature and the attack hits, you may use Drag ‘n Drop to attempt to trap the creature in your Companion's mouth. The creature must succeed on a Strength saving throw against the Dragon's Save DC or it is grappled and restrained. The Dragon may move at half movement speed with the creature in its mouth and may use a bonus action to release it. The grappled creature must use an Action and succeed a strength saving throw to free itself.

Channeled Breath (2 points)

Your connection to your Dragon companion allows them to channel their breath attack through your weapon. As an action, you may make all creatures in a 15 ft. cone in front of you make a saving throw against your Dragon's breath attack. On a failure, they take 4d8 damage of that type or half damage on a success. You may spend additional maneuver points to increase this damage by an additional 1d8 per 2 Maneuver Points spent.

Fury Strikes (Dragon Form Only)

As an action, your dragon companion unleashes a bite and two claw attacks in a flurry. If all 3 attacks hit, regain one Maneuver point.

Diving Strike (Dragon Form Only)

As an action, you may dismount your companion mid-air and make an attack with advantage against an opponent in your path to the ground. If the attack hits, it deals normal damage and an additional amount of damage equal to the fall damage you would typically take from the fall. When you land, you must make a Dexterity saving throw. On a success, you take no damage from the fall. On a failure, you take half damage. Save DC 15, increases +1 for every 10ft. above 50ft. Consult the SRD for falling rules.

Manifestation (Knight only)

Your draconic connection allows you to manifest the physical form of the dragon on your body. As a bonus action, you may strike out with the manifestation of a draconic claw, dealing 1d10 + your strength modifier slashing damage and an additional 1d8 of your Dragon Companion's appropriate elemental damage. You may spend additional Maneuver Points to increase the elemental damage dealt by an additional 1d8 per 2 maneuver points spent.

Manifestation (Outrider only)

Your draconic connection allows you to manifest the physical form of the dragon on your own body. As a bonus action, draconic wings burst from your back. You gain a fly speed equal to that of your companion for 1 minute.

Tier 3 (5 points, requires level 10)

Ravage (Dragon Form Only)

If your companion makes a Bite attack at a creature and the attack hits, you may use Ravage to force the creature to make a Strength saving throw against your Companion's Save DC. On a failure, they take the Bite damage and an additional 10d6 slashing damage as your Companion spins viciously and tears flesh from bone.

Recharge

You may use an action to funnel energy into your Companion to immediately regain a charge of their breath attack.

Unleash

As an Action, you release the bond which connects you to your Dragon Companion, causing your Companion to enter a primal draconic fury. Roll a new initiative for your Companion. For one minute, the Companion operates on that initiative and may make an additional attack per attack action. In addition, your Companion's attacks deal an additional weapon die of damage. For the duration, the Companion's breath attack recharges on a 5 or higher d6 roll. At the end of the minute, the Companion's breath attack may not be used again until a short or long rest, and you must make a DC 12 Animal Handling check. On a failure, the Companion becomes hostile towards you and your allies until you use an action to succeed on the Animal Handling check
subclass options:

Draconic Veins

Dragon Riders may choose one of two Veins with their companions at 1st level. You may bolster your defenses and physical prowess as a Dragon Knight, or flit effortlessly through the sky as a Dragon Outrider.

Dragon Knight

If you choose Dragon Knight at 1st level, your bond with your Companion bolsters your fortitude. You gain proficiency in Heavy Armor.

Scaled Hide

At 3rd level, you gain +3 Max HP, and +1 additional Max HP for each level you gain in Dragon Rider.

Tooth and Claw

At 7th level, when you deal damage to a creature, you may deal additional damage equal to your Dragon Rider level. Tooth and Claw may be used a number of times equal to half your proficiency modifier (rounded down, minimum of 1) and recharges on a Short rest.

Draconic Ability

At 11th level, your bond with your Companion enhances your fortitude beyond natural capabilities. Choose either Strength or Constitution. That ability's maximum is increased to 22.

Strength of Scale

At 15th level, whenever you roll a Strength check, Strength saving throw or damage with a melee weapon attack, you may add a d6 to the total.

Aura of Dominance

At 19th level, you become a bulwark of Draconic power. You may use an action to gain resistance to all types of damage for one minute. During that time, all of your weapon attacks deal an additional weapon die of the damage type appropriate to your dragon companion. Aura of Dominance recharges after a short rest.

Dragon Outrider

If you choose Dragon Outrider at 1st level, your bond with your Companion sharpens your senses. You gain proficiency in Perception. If you already have proficiency in Perception, you gain expertise.

Moonlight Hunter

At 3rd level, you and your Companion gain darkvision out to a range of 120 ft. Additionally, hostile creatures within 5 feet do not cause your ranged attack rolls to be made at disadvantage if you are mounted on your Companion.

Aerial Dominance

At 7th level, your Companion gains the ability to Dash as a bonus action, and any stealth checks made while mounted gain advantage. Additionally, while you are mounted upon your Companion, all attack rolls against you are made at disadvantage.

Draconic Ability

At 11th level, your bond with your companion enhances your scouting abilities beyond natural capacity. Choose either Dexterity or Wisdom. That ability's maximum is increased to 22.

Take Aim

At 15th level, your bond with your companion enhances your accuracy. Once per turn, the Dragon Outrider may choose to re-roll one attack that misses. If you choose to re-roll an attack that misses, your weapon attack scores a critical hit on a roll of 18-20.

Aura of Agility

At 19th level, you may use an action to massively enhance your quickness and accuracy. For one minute, the movement speed of you and your companion is doubled and you may make an additional attack per attack action. Aura of Agility may be used once per long rest

Created by

dracus07.

Statblock Type

Class Features

Link/Embed