Homebrew
Welcome to the world of Dragons. On the planet of Snogard, there is a large island known as Derk. This island is home to many humanoid species as well as many different types of Dragons. The people of this island have a tradition where when you come of age at 16, you tame your very own dragon. This world is very magical and all the dragons have a connection to some elemental magic or arcane magic in general. They are unique in a very simple aspect, when a dragon makes a connection with it's rider, it will grow with them. They all have their own unique personalities but over time as they grow, they may mimic their riders and same goes for the riders. On the island of Derk, riders bond with their Dragons for life.
hit dice:
1d8
hit points at 1st level:
8 + Your Con Modifier
hit points at higher levels:
1d8 + Your Con Modifier
armor proficiencies:
Light Armor
weapon proficiencies:
Simple Weapons
tools:
N/A
saving throws:
Pick two from available Ability Scores.
skills:
Choose three from all available skills.
starting equipment:
-Leather Armor
-A Simple Melee Weapon
-A Simple Melee Weapon or a Shortbow with 20 bolts
-A personal item
spellcasting:
N/A
class features:
Dragon Tamer
Starting at level 1, you are learning how to tame dragons. Maybe you grew up around them or just saw them outside as you lived in the village, but you know their characteristics and can learn to tame them to build a connection.
Lineage
At level 1, you begin your first steps into your journey of life. You may choose an appropriate feat as long as your DM OK's it. This will help carve your character's personality deeper.
Specialization
When you reach level 2, you carve your character's life even deeper. Choose one of three to specialize in: crafting, combat, or spells. When you choose your specialization, you "gain a level" in it. At higher levels, this will be more important so you know what abilities you do and don't have.
When gaining a Specialization improvement, you can instead choose to specialize in another of the three. Instead of gaining the full benefits of both sub-classes or switching over entirely, you gain the lowest level benefits of that sub-class. (Ex: Level 9 Dragon Rider with 2 Crafting levels and 1 combat levels. This means that Dragon Rider gets access to the level 3 and 5 abilities of Crafting but only Level 3 abilities for Combat.) I know it sounds complicated but it's much simpler than you think it is.
Dragon Archetype
Once you have reached level 3, you have finally tamed your first dragon! The dragon can look however you like really but it must have a designated class; Tank, Melee, Ranged, Support, Stealth, Caster. This will determine it's unique abilities, stats, and your role in combat. It most likely would have a big impact on it's look/species as well but that is up to you.
Dragon Link
At level 3, your dragons establishes a telepathic link with you. All dragons are innately magical in some way or another. The telepathic link is a one way connection from you to your dragon, it understands whatever language you are speaking or thinking and can follow basic commands given in this way. Your dragon can NOT communicate back using this link. The link has a range of 100 feet to start with. The link's range increases by 100 feet at levels 5, 8, 12, 16, and at 20 the link has 5,000 feet of range.
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. If your DM allows the use of feats, you may instead take a feat. Your dragon may also take an ASI but not a feat. You gain this feature again at levels 8, 12, 16, and 19.
Specialization Improvement
At 5th level, you gain an improvement to your Specialization. Alternatively, you may take a different option from what you chose at an earlier level and take the lowest leveled form from it.
Dragon Maneuvers
At 6th level, you have learned to fly your dragon with greater ease than before. Pick one of the following special maneuvers to teach yourself and your dragon.
Dive Bomb- Flying downward costs only half movement and diving into an enemy with a dragon melee attack adds a die of damage to the attack.
Hover- Your dragon is able to fly in place and doesn't have to expend all it's movement in a turn.
Barrel Roll- As a reaction when hit with an attack from another creature, you can force the attacking creature to reroll and must use the new roll. (Can only be done after the attack hits but before the damage is declared.) This can be used an amount of times equal to your prof. bonus per long rest.
Quick Mounting- Mounting and dismounting your dragon no longer takes an action, it uses only 5 feet of movement instead. (Can be done while the dragon is moving.)
Updraft- When an opposing dragon targets your dragon with a breath attack, you expend a reaction to halve it's damage against you and your dragon, and then fly 20 feet upwards. If it's a fire breath attack it deals no damage instead. This can be used a number of times equal to your prof. mod, rounded down.
subclass options:
Specialization Options
Crafting
Crafting Novice: At level 3, If you choose crafting, you are now proficient with two of your choice; Alchemist's Supplies, Carpenter's Tools, Cook's Utensils, Smith's Tools, or Tinker's Tools. Knowledge of how to use certain tools will allow you to identify materials for crafting in the world.
You also gain expertise in one skill you are proficient with. At higher levels you will gain access to more expertise and more tools. (WARNING: This specialization requires you the player to get creative and think outside the box. But with great responsibility, comes great power... this specialization has the most potential to break the game with the right work and a lenient DM. So please, be cautious.)
Crafting Apprentice: At level 5, Your expertise in crafting and building grows. You gain expertise in one more skill you are proficient in and become proficient with Leatherworker's Tools. You also gain access to the Creation feature. Furthermore, you can now craft custom armor/saddles for your dragon if you have the appropriate materials and time. Discuss with your DM what kind of armor you'd like to craft, how you'd craft it, and what materials you'd like to use. These can provide small bonuses to stats or even give new combat options at higher levels. (DM's choice, be creative!)
Creation- With enough time and materials, you can craft certain special items. The item itself cannot be magical unless magical materials with the right effects were used. This is a very improvisational ability that require some real life smarts to use, BE CAREFUL, your creations are allowed to explode and backfire. (EX: using flammable gas and a sword hilt that creates a spark, you could create a flaming blade.)
Combat
Combat Novice: At level 3, If you choose combat, you become proficient in martial weapons as well as medium armor. You may also pick a fighting style from the fighter or ranger classes. (This specialization may seem simple at first but it could make you unstoppable on the battlefield, air or ground. Don't lose hope and go kick some butt.)
Combat Squire: At level 5, Your battle-lust grows with you. You can attack twice using your attack action on your turn, furthermore you can forgo one of your attacks during your attack action and allow your dragon to make a simple claw or bite attack. Your AC grows by 1 due to your natural ability to avoid attacks. You also gain access to the Airstrike feature.
Airstrike- As a bonus action while unmounted, you can command your Dragon to swoop over a location withing 50 feet of you and use it's dragon breath feature on the designated area. This is done using the telepathic link. You can use this once per short rest.
Spells
Spell Novice: At level 3, If you choose spells, you gain a spellcasting ability. Pick from INT, WIS, and CHA for your spellcasting ability. After doing so, pick a 5e PHB class to gain their spell list. (Bard, Cleric, Druid, Sorcerer, Wizard) This means you could be an INT casting Druid or even a CHA casting Wizard. Customization is important.
Your spell slots at each level will be the same as a full caster's. You are a preparation caster, meaning you will have full access to the class's entire spell list but you must prepare a set of spells that you are able to cast at the end of every long rest.(This specialization may seem overpowered but please remember that spell casting in dragon combat is difficult due to range limitations. Keep that in mind as well as how you can create strong synergies with your dragon and other players.)
Spell Ward: At level 5, you are more proficient at wielding the arcane. When casting a leveled spell, you can upcast it up to one level higher than the spell slot you're using for free. This can be done once per short rest. You also gain access to the Arcane Recovery feature.
Arcane Recovery- Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Dragon Rider level (rounded up), and none of the slots can be 6th level or higher.
Spell Save DC = 8 + prof. bonus + spellcasting ability modifier
Spell Attack Modifier = prof. bonus + spellcasting ability modifier
Level |
Cantrips Known |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
1 |
2 |
2 |
- |
- |
- |
- |
- |
- |
- |
- |
2 |
2 |
3 |
- |
- |
- |
- |
- |
- |
- |
- |
3 |
2 |
4 |
2 |
- |
- |
- |
- |
- |
- |
- |
4 |
3 |
4 |
3 |
- |
- |
- |
- |
- |
- |
- |
5 |
3 |
4 |
3 |
2 |
- |
- |
- |
- |
- |
- |
6 |
3 |
4 |
3 |
3 |
- |
- |
- |
- |
- |
- |
7 |
3 |
4 |
3 |
3 |
1 |
- |
- |
- |
- |
- |
8 |
3 |
4 |
3 |
3 |
2 |
- |
- |
- |
- |
- |
9 |
3 |
4 |
3 |
3 |
3 |
1 |
- |
- |
- |
- |
10 |
4 |
4 |
3 |
3 |
3 |
2 |
- |
- |
- |
- |
11 |
4 |
4 |
3 |
3 |
3 |
2 |
1 |
- |
- |
- |
12 |
4 |
4 |
3 |
3 |
3 |
2 |
1 |
- |
- |
- |
13 |
4 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
- |
- |
14 |
4 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
- |
- |
15 |
4 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
- |
16 |
4 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
- |
17 |
4 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
18 |
4 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
19 |
4 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
20 |
4 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
Dragon Archetypes
Tank
At level 3, your tamed dragon is a Tank. Tanks are usually bulkier and heavier. Their wings are powerful enough to make it fly but not at a huge speed. It's flying speed is 80 feet. It uses a d12 hit dice and rolls for health with advantage. Your Dragons AC increases by 1 and gains resistance to the type of element it uses as a primary breath weapon. Taking this dragon archetype gives you proficiency in heavy armor and increases your health by 1 point per level in this class you have.
UNIQUE ABILITY: Tanks are the only dragon archetype that can use opportunity attacks, even if the other dragon disengages. If the opportunity attack hits, the opposing dragon's speed is reduced by half for it's current turn.
Level | Prof. Bonus | Features |
---|
1 | +2 | Dragon Tamer, Lineage |
2 | +2 | Specialization |
3 | +2 | Dragon Archetype, Dragon Link |
4 | +2 | Ability Score Improvement |
5 | +3 | Specialization Improvement (2) |
6 | +3 | Dragon Maneuvers |
7 | +3 | Dragon Archetype Feature |
8 | +3 | Ability Score Improvement |
9 | +4 | Specialization Improvement (3) |
10 | +4 | Dragon Maneuvers (2) |
11 | +4 | Dragon Archetype Feature |
12 | +4 | Ability Score Improvement |
13 | +5 | |
14 | +5 | Dragon Maneuvers (3) |
15 | +5 | Specialization Improvement (4) |
16 | +5 | Ability Score Improvement |
17 | +6 | Dragon Maneuvers (4) |
18 | +6 | Dragon Archetype Feature |
19 | +6 | Ability Score Improvement |
20 | +6 | |