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. It is incredibly dificult for a rider to form a relationship with a beast whose intelligence and power may surpass even their own, yet the Dragon Riders of Mesanffor broke this boundary long ago. Their tradition spread, their techniques adopted and adapted in small corners of the realm by brave wariors with the will to fight and the courage to fly, The bond between dragon and rider is unique to their pairing, meaning that though riders may share similar styles in various parts of the realm, the execution is as diverse as dragons themselves.
Isolated Tradition
The method ofbreeding and domestienting dragons began in a city itsolated by the elements. Flanked on one side by a wide, rushing river and steep tretcherous mountains on the other, the Elven citv of Sinfurel was naturally sheltered agaisnt interferance. The mountain range, the Tenggers, was also a breeding ground for drakes of all colors shapes and sizes. Wyverms and dragons were a regular sight in the air over Sinfaurel, and reports of wyrms just outside the city limits were commonplace. Needless to say this did not create a welcoming atmosphere for outsiders.
Skilled citizens of Sinfurel began taking advantage of their precarious situation and formulated a method of domesticating the dragons of Tengger Mountains. Traditions of training alongside their dragon companions, once a necessity born of proximity, became the focus of their practice. Rather than preparing themselves to fight these creatures, they began to fight alongside them, endearing themselves to the dragons in their midst.
A Powerful Bond
The most curious and - at the same time - cricial 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 reconnect with their rider on a spiritual level. Their minds linked, and as they both grew, this bond would begin show arcane promise.
This fact became the centerpiece of the methods and techniques developed by the early dragon riders. Together the Dragon Rider and Dragon Companion could become an unbreakable unit with strategies and unique to their partnership. The path of the Dragon Rider is solitary, but the rider is never alone.
Creating a Dragon Rider
When creating a Dragon Rider character, consider the relationship with their Dragon Companion as an integral part of their story. Have they always wanted to be a Dragon Rider, or was this something thrust upon them unexpectedly? What was the process of receiving or choosing the Companion? Discuss with your GM the role Dragon Riders play in the world; how common they, what organizations they may be a part of etc,. Refer to the Dragon Companion section for more information on choosing your Rider's Companion.
Quick Build
You may make a Dragon Rider quickly using these suggestions. First, put your highest ability score in either Strength or Dexterity depending on the weapon(s) you plan to use. Put your next highest score Constitution. Second, choose the Folk Hero background.
hit dice:
1d8
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) plus your Constitution modifier per 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 5d4 x 10 gp to buy your equipment.
spellcasting:
class features:
Novice Rider
At 1st level, you are granted a Dragon Companion. The stats, abilities, and rules for the 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 ofthe 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 damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll-even if the new roll is a 1 or a 2. The weupon must have the two-handed or versatile property for you to gain this benefit.
- Dueling. When you are wielding melee weapon in one hand and no other weapons, you gain +2 bonus to damage rolls with that weapon.
Extra Attack
At 5th level, you may attack twice when taking the altack 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 it
deals +1 damage while mounted.
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 Maeneuver
Also at 10th level, you may choose one Tier 1 Dragon Maneuver you have already learned to be your Signature Mancuver. The Signature Maneuver may be performed once
beteen a short or long rest without expending any Manonver points. The Dragon Maneuver you learn at 10th level may be selected as your Signature Maeneuver.
Bond of Scale
At 13th level you may use a short rost to mend the wounds of hour Dragon Companion. Any hit Dice you expend during a Short Rest also heal the drgon for that same amount.
Expert Rider
At 14th level you have nearly perficted aerial combat. While mounted, each of your attacks deals an additional +3 damage, and you score a critical hit an 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 minute or until the creature is killed.
Perfected Maeneuvers
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 second Signature Maneuver, incuding the Dragon Maneuver gained at this level.
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.
ADDITIONAL DRAGON MANEUVERS
Consult with your GM to create and balance your own personalized Maneuvers. Every Dragon Rider should feel distinct and have their own strengths and weaknesses. When creating Dragon Maneuvers, think of the risks involved and how big the pay-off for taking that risk. The higher the risk--the higher the reward.
Multiclassing
Multiclassing Prerequisite
Dragon Rider: Strength 13 or Dexterity 13
When choosing Dragon Rider as a multiclass option consider how your character may have been introduced to this rare lifestyle. Perhans they met another Dragon Rider who connects them to a trainer. They may also have stumbled upon a young dragon and instantly felt a connection form between them. A true Draugon Rider is a rarity and requires either the strength or agility to maintnin control while your companion performs dangerous maeneuvers through the air.
Dragon Companion
At 1st level, you choose a Dragon Companion to grow, level, explore and fight by your side. This dragon grows like any other, but shares your alignment. Its growth is stunted by the process of domestication. Your Companion operates on your initiative and shares your ACTION. On your turn, you may command them to move, take the Dash, Dodge, or Disengage ACTIONS without sacrificing any movement or ACTION of vour own. For vour Companion to attack, vou must sacrifice one of your attacks for each attack they take.
Your Companion may be knocked unconsoncious but their magical bond with you prevents them from being permanently killed unless you are also killed.
Your Companion regains health as usual. The Dragon Companion Chart dictates what Draconic Bonuses and additional Hit Dice your Companion gains upon leveling up. Dragon types available to serve as your Companion are presented following.
Ruby Dragon
This dragon's scales are a dark red color at a young age, eventually progressing toward a dark crimson later in life. Their breath is released in a fiery cone of intense heat, easily incinerating anything in it's path. The ruby dragon's breath attack requires a Dexterity Saving Throw.
Sapphire Dragon
This dragon's scales begin the color of the sky; soft blue with specks of white. As they age the scales shift to an oceanic blue. Their breath manifests as a line of electrical energy, eventually gaining the power to stop 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 a 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 phospherescent flecks of light reds and greens. As they age those flecks dissapear, and are replaced by gray, ashy undertones. The opal dragon's breath is a come 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 emerald 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 obsidion dragon's breath is a heaving line of virulent acid, destructive enough at young ages to melt flesh and bone. At older ages the breath is rumored to melt stone, even metal. The obsidion dragon's breath attack requires a Dexterity Saving Throw.
Darkvision
At 1st level the Dragon Companion gains Darkvision out to a distance of 60 feet. At 9th level this range increases to 90 feet.
Breath Attack
At 2nd level you may expend an ACTION to order your Dragon Companion to expend it's Breath Attack. Any creature caught in its range must succeed a Saving Throw (DC 8 + proficency + 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 1d6 each level after the 2nd. The Dragon's Breath attacks after a short or long rest. Ruby, emerald, and opal dragon's breath attacks begin as a 15-foot cone. Sapphire and obsidion dragon's breath attacks begin as a 15 foot line.
Size Increase
At 3rd level the Dragon's size increases from Medium to Large, it's walking speed increases by 5 feet, and it's fly speed increases by 10 feet. In addition, the damage die for it's Bite, Tail, and Claw attacks increase by one die size (d4 to d6, d6 to d8, etc.) At 15th level it's size increases from Large to Huge. It gains the same additions to it's walk and fly speed, and it's damage die increases by 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.
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 feet. Its stats otherwise remain the same.
FLY SPEED INCREASE
At 6th level the Dragon Companion's Aying 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 feet. This increase happens again at 10th, 14th and 18th level.
Draconic Maeneuvers
At 3rd level, you may choose three 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 feet in a straight line towards a target and the attack hits the strike does an additional 2ds 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 feet of the same creature, all of your attacks on that creature have advantage until the beginning of your next turn.
Swipe the Leg (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 saving throw against the Dragon's save DC. On a failure, they are knocked prone.
Take the Hit
As a reaction when hit by an attack, your Dragon to take the for you, or you can take the hit for your Companion instead. Your Dragon Companion must be within 5 feet 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 to 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 feet 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 vour next turn.
Scan the Perimeter (Outrider only)
You may use a bonus action to scan the area. Any invisible or hidden creatures within 60 feet 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 Dragons saving throw 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 creature must use an ACTION and succeed a Strength saving throw to free itself.
Channeled Breath
Your connection to your Dragon allows them to channel their breath attack through your weapon. As an action, you may make all creatures in a 15-foot cone in front of you make saving throw against your Dragon's breath attack. Ona failure, they take 4d8 damage of that type or half damage on a success. You may spend additional maneuver points to increase this damage 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 three attacks hit regain one Maneuver point
Diving Strike (Dragon Form Only)
As action an you may dismount your companion midair and make an attack with advantage against an opponent in your path 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 (1d6 bludgconing damage for every 10 feet, maximum of20d6). 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 10 feet above 50 feet.
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 respective 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 alows you to manifest the physical form of the dragon on your own body. As a bonus action, draconic wings burst firom your back. You gain a fly speed equal to that of your Companion for one minute.
TER 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 you Companion spins viciously and tears flesh from bone.
Recharge
You may use an action to funnel energy into your Companion to immediately recharge 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 two attacks 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:
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 recharges at a short or
long 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 or Strength saving throw, you may add a d6 to the total.
Aura of Dominance
At 19th level, you become a bulwark of Draconic powver. 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 alrendy have proficiency in Perception, you gain expertise.
Moonlight Hunter
At 3rd level, you and your Companion gain darkvision out to a range of 120 feet.
Supple Wings
At 7th level, your Companion gains the ability to dash as a bonus action, and any stealth checks made while mounted gain advantage.
Draconic Ability
At 11th level, your bond wth your companion enhances your scouting abilities beyond natural capacity. Choose either Dexterity or Wisdom. That ability maximum is increased to 22.
Take Aim
At15th level, your bond with your companion enhances your accuracy. Once per turn, the Dragon Outrider may choose to reroll one attack that misses.
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.
Level | Proficiency Bonus | Features | Maneuvers Known | Maneuver Points |
---|
1 | +2 | Novice Rider, Draconic Vein | - | - |
2 | +2 | Fightning Style | - | - |
3 | +2 | Dragon Trainee, Dragon Maeneuvers, Draconic Vein Feature | 3 | 3 |
4 | +2 | Ability Score Increase | 3 | 4 |
5 | +3 | Extra Attack | 3 | 5 |
6 | +3 | Adept Rider | 4 | 6 |
7 | +3 | Draconic Vein Feature | 4 | 7 |
8 | +3 | Ability Score Increase | 4 | 8 |
9 | +4 | Draconic Awareness | 4 | 9 |
10 | +4 | Improved Saddle, Signature Maeneuver | 5 | 10 |
11 | +4 | Draconic Vein Feature | 5 | 11 |
12 | +4 | Ability Score Increase | 5 | 12 |
13 | +5 | Bond of Scales | 5 | 13 |
14 | +5 | Expert Rider | 6 | 14 |
15 | +5 | Draconic Vein Feature | 6 | 15 |
16 | +5 | Ability Score Increase | 6 | 16 |
17 | +6 | Isolated Prey | 6 | 17 |
18 | +6 | Perfect Maeneuvers | 5 | 18 |
19 | +6 | Draconic Vein Feature, Ability Score Increase | 5 | 19 |
20 | +6 | Master Rider | 5 | 20 |