Base Class: Ranger
In taking this subclass, you gain a drake companion that accompanies you on your adventures and is trained to fight alongside you. Choose a drake from the selection to become your companion. The drake you choose has grown larger than average drake's due to your companionship. It's size is now Large.
Add your proficiency bonus to the drake's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Additionally, add double your proficiency bonus on all saving throws for yourself and your drake whilst you are mounted, due to your symbiotic link. Its hit point maximum equals the hit point number in its stat block or five times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
You and the drake have a special bond, forged in the time it's taken for you to train this intelligent beast. For this reason, it obeys your commands and takes its turn on your initiative. On your turn, you can use your action to mount your drake and you create a symbiotic link with them that lasts until you use an action to dismount. During this time, you cannot use any spells, instead using the abilities of your drake. You do however gain double your proficiency bonus on all saving throws for yourself and your drake due to the symbiotic link.
When you are dismounted, your drake takes the dodge action.
Due to your link with your drake, if your drake begins to make death saves or becomes [Tooltip Not Found] you become distracted, making all rolls for ability checks, saving throws and attacks that aren't made to help your drake at disadvantage until your drake is either stabilised or dead.
If either you or your drake die, the remaining one must make a DC 20 Intelligence Check or gain permanent madness until the other is resurrected. If you live, you gain one permanent level of [Tooltip Not Found] until your drake is resurrected, if your drake lives, it becomes feral, turning hostile against all other creatures.
While travelling through your favoured terrain with only your drake, you can move stealthily at a normal pace.
Draconic Identity
At 3rd level, your drake begins to take on a personality similar to your own due to the connection you have. This personality manifests in a way of your choice.
You may select two of the following traits to add to your drake. You may choose one more trait at 5th level.
Agile
You and your drake have become familiar with using teamwork in attacks. While you are mounted, whenever your drake makes the attack action you may make one weapon attack using a ranged weapon. (These ability can only be used once)
Burrow
Your drake gains a burrow speed of 20ft. If your drake already has a burrow speed, increase its speed by 10ft. (Each additional selection increases burrow speed by 10ft)
Fly
Your drake gains a flight speed of 20ft. (Each additional selection increases flying speed by 10ft)
Swim
Your drake gains a swim speed of 30ft. If your drake already has a burrow speed, increase its speed by 10ft. (Each additional selection increases burrow speed by 10ft)
Vitality
Your drake gains an additional Hit Die. (Each additional selection grants another Hit Die)
Walk
Your drake gains an additional walking speed of 10ft to a maximum of 60ft.
Symbiotic Growth
Beginning at 7th level, you gain resistance to the same damage type that your drake is resistant to. Additionally, if you couldn't already, you can now speak Draconic and you can speak telepathically with your drake.
Draconic Mastery
At 11th level, your drake begins to flourish in your care and starts to grow more draconic in your prescence.
You may select two of the following traits to add to your drake. You may choose one more trait at 13th level.
Blindsight
The drake gains Blindsight to a range of 30ft.
Breath Weapon
(Recharge 5-6)
The drake uses its full action to exhale its breath weapon in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) damage linked to the drake's colour on a failed save, or half as much damage on a successful one.
Improved Attacks
The drake's bite and claw attacks each do an additional dice of their respective damage.
Magical Attacks
The drake's melee attacks are classed as magical to overcome damage resistance.
Scales
Your drake's AC increases by +1. (You can choose this skill a maximum of your Wisdom modifier.
Share Spells
Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.
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Posted Jun 22, 2024For Alagaesia!