Base Class: Ranger
Dragonbonders are to drakewardens what bows and arrows are to firearms. A tradition founded in the ancient human kingdom of Occuria, the dragonbonder establishes a deep bond with his or her draconic companion, allowing dragon and user to synchronize their movements and communicate with no need for verbalization.
Synchronization
3rd-Level Dragonbonder Feature
The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits:
Thaumaturgy. You learn the thaumaturgy cantrip, which is a ranger spell for you.
Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
In addition, your bond with your dragon allows you to perform feats beyond the abilities of either master or companion individually. You gain a new resource called 'bond points'. You gain a bond point when your drake companion uses the Bite action, and you have a maximum of 5 bond points. These points can be spent on the following abilities:
- Draconic Shift. Costs 1 bond point. Your drake companion's next bite attack deals an additional 1d6 damage of an elemental type you can choose from the types listed in its Draconic Nature trait. For the next minute, your drake companion is also treated as if you chose that element for its Draconic Nature trait, gaining resistance and dealing that type of damage.
- Essence Flow. Costs 2 bond points. If your drake is within 40 feet of you, you can activate this feature as an action to switch places and occupy the space that it is currently occupying, and vice versa. When using this action, you and your drake companion may make 1 weapon attack against creatures within your weapon's range at any point during the process of switching.
- Draconic Blast. Costs 4 bond points. As an action, either you or your dragon can emit a blast of elemental force originating from the user. This blast is a line that is 50 feet long and 5 feet wide. Any creatures within the line must make a Constitution saving throw equal to your spell save DC or take 5d6 damage of the damage type associated with your drake companion's Draconic Nature trait. This damage increases to 8d6 at 7th level, and 10d6 at 11th level.
Draconic Bond
3rd-Level Dragonbonder Feature
As an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.
The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Nature trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Nature your choice has no effect on its game statistics.
In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.
The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.
Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
Drake Companion
Small Dragon
Armor Class 14 + PB (natural armor)
Hit Points 5 + five times your ranger level (the drake has a number of Hit Dice [d10s] equal to your ranger level)
Speed 40 ft.
Saving Throws Dex +2 plus PB, Wis +4 plus PB
Damage Immunities determined by the drake’s Draconic Nature trait
Senses darkvision 60 ft., passive Perception 12
Languages Draconic
Challenge — Equals your level.
Charged Strikes. The first time this creature attacks in a round, it may deal 1d6 additional damage of a type determined by its Draconic Nature ability.
Draconic Nature. Your draconic companion has an innate nature depending on the color of its scales. When you first gain this feature, choose one of the following types: acid, poison, lightning, fire, or cold. Your companion's Charged Strikes and Damage Immunities are determined by this type.
Actions
Bite. Melee Weapon Attack: +5 plus PB to hit, reach 5 ft., one target. Hit: 1d6 + 5 piercing damage. You may replace one or all of your attacks made with the Attack with this ability, and you may also order this creature to make one Bite attack as a bonus action.
Reactions
Ancestral Sight
7th-Level Dragonbonder Feature
You gain the ability to see through the eyes of an ancient dragon, viewing a different layer of reality in so doing. You gain the following benefits:
- You gain proficiency in Perception and Insight.
- You have advantage on Survival and Perception checks made to track creatures.
- You can cast the detect good and evil, detect magic, and detect poison and disease spells at will.
Master Sync
11th-Level Dragonbonder Feature
You gain resistance to the element in your drake companion's Draconic Nature feature, and the Draconic Shift abilities now empowers your drake companion's Bite attack with 1d6 additional damage for 1 minute, instead of simply the next attack. As well, you gain the following bond ability:
Draconic Transformation. Costs 5 bond points. As a bonus action, you metamorphose into a draconic version of yourself, gaining wings and incredible power. You gain a flying speed equal to your walking speed, resistance to non-magical piercing, slashing, and bludgeoning damage, and immunity to your drake's Draconic Essence type. As well as this, your weapon attacks deal 1d6 additional damage of that type, and you can use Draconic Blast without consuming bond points.
Meditative State
15th-Level Dragonbonder Feature
When you roll initiative, you gain 5 bond points.
Previous Versions
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