Ranger
Base Class: Ranger

 

The Drake Rider is an subclass of the Ranger class. Fighting side by side with their draconian companion, they are a force to be reckoned with. Some groups of rangers working with dragons over the centuries have earned the trust of dragons and have created the Drake Rider guilds. Bonded Drakes are beings created by dragons and rangers through magic. They start around the size of a guard drake, and they don't grow much bigger then a wyvern as a Great Drake. These creatures were created to serve the dragons and rangers. When a  Bonded drake is created and  the bonded connection is created with the rider they can achieve great power through training and time, together a rider and their Drake can become a powerful force.
 

NOTE: All below features and options when used by the drake rider or bonded drake use one of the rangers available spell slots. And can only be used when the ranger has available slots unless stated differently in the Drake Rider featue.

Bonded Drake

Starting at level 3 a bonded Drake is created and bonded with the creation process is similar to the process of a guard drake. To form this bond 1hp of your blood is used in the creation process. Once take 8 hours, and must offer 5gp to whoever granted your companion.

If your companion is ever slain, you can use the bond to restore it to life. With a 8 hour ritual and an offering of 1hp of blood, you call forth your companion's spirit and bring it back to life, if you have it's original body to 2 hp.

If you don't have the original body in it's creation two eggs were created one that created it and a small stone egg the size of a chicken egg. With a 8 hour ritual and 1hp of the drake rider's blood the egg will reform with spirit of your companion and will hatch in a day. It will regrow back to the same state it was before in two weeks. Also a another stone egg the size of a chicken is created in the process.

The companion obeys your commands as best it can. In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Young Bonded Drake 

Medium, dragon

Alignment is of bonded partner

Languages — draconian and of bonded partner

Armor Class 14 (Natural Armor)
Hit Points 30 (5d6 + 10)
Speed 30 ft.

STR 14 (+2) DEX 11 (+0) CON 13 (+2) INT 5 (-3) WIS 10 (+0) CHA 7 (-2)

Senses Darkvision 60 ft.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage

Damage leveling note: ( At levels 7 , 11 , 15 add 1 more dice to bite, claw and tail for damage ie: bite at 7th level becomes Hit: 8 (2d8 + 3). These extra damage points can only be used in large form)

Multi-attack. It can make two attacks: one with its bite or tail and one claw or two with its claws.

Ranger Extra Attack limitation note: Important at level 5 when ranger would normally get an extra attack he does not he will not it until 15.

Resistance has resistance as the dragon who donated the scales of its creation 

Your companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a drake companion also adds its proficiency bonus to its AC and to its damage rolls (the damage it gains from your proficiency bonus has the same type as its bite). Your companion gains proficiency in two skills of your choice. For each level you gain after 3rd, your drake companion gains an additional hit die and increases its hit points accordingly to your added hit die. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve by that ability Score. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

You also gain the benefit of learning to speak, read and write draconian.

Also if the if the donating dragons can breath water the drake gains that ability  as well.

You gain

Message Drake:

Send messages just to your drake just like can trip

LEVEL: Cantrip CASTING TIME: 1 Action RANGE/AREA: 120 ft

COMPONENTS: V, S, M * DURATION: 1 Round SCHOOL: Transmutation ATTACK/SAVE: None


You point your finger toward your drake within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell.
The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Dragon Breath

Your companion gains a variety of benefits while bonded to you. The drake gains an elemental breath attack that it can use once per short or long rest. The breath attack's damage starts at 2d6, and gains +1d6 every 3 levels of ranger. Its DC is 8 + your wisdom + your proficiency bonus, and its range starts at 15 feet for cone breaths and 5 by 30 feet for line breaths, and at levels 7, 10, 15 and 18 they gain 5 extra feet to their range. The type of DC and the shape of the breath are based on the type of dragon they come from.

The Drake Rider must choose one of the three features:

Bless Drake

You can bless your drake acts just like the first level spell

Casting Time: 1 action

Range: 30 feet

Duration: Concentration, up to 1 minute

You bless your drake of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Drake Arrow

The drake rider concentrates and breathes on 1 arrow or blade this causes the arrow or blade to glow at there tip with a color of the drakes donating Dragon. The glow lasts for 30 minutes and if the the arrow or blade is stabbed into anything it adds 1d6 damage with the same effect as the drake breath weapon. Once the damage is done or 30 minutes has passed the arrow or blade looses its effect.

CASTING TIME
1 Action
COMPONENTS
1 blade or arrow
 

Drake Hunter

Transmutation

Components: None

Casting Time: 1 standard action

Range: Personal Target: You

Duration: 24 hours

Your muscles ripple with the Power of your Drake, tensing for quick action.
This spell causes your body to on the power of your drake. You gain a +5 competence bonus on Climb, Jump, and

Swim checks ( You get this bonus only if you drake's donating dragon can Breath under water ).

If drake hunter is active on you at the same time as drake instinct, drake senses, or drake speed, you gain uncanny dodge (as the barbarian class feature).

If all four of these spells are active on you at the same time, you gain improved uncanny dodge (as the barbarian class feature; your barbarian level for the purpose of being flanked equals your caster level).

 

Flying and Mounted Combatant

At 7th level, your drake grows to the size of a hippogriff you can now ride your drake. And your drake grows dragon wings and can fly with you on it.

Your drake is now large

Speed: ground 40 ft, fly 60 ft., climb 20 ft.

Damage leveling note: ( At levels 7 , 11 , 15 add 1 more dice to bite, claw and tail for damage ie: bite at 7th level becomes Hit: 8 (2d8 + 3). These extra damage points can only be used in large form)

 

Mounted Attack: While you are mounted on you you both attack as one and on your initiative.And you only get two attacks one from the drake rider and the other from the drake. 

Your drake gains 10 hp

And your drake is even more helpful in combat while you're mounting it. While you are mounted, your melee weapons gain 5 extra feet to their normal reach, thanks to the drake's limber body, that helps you move in the field of battle. Also, if you make a jump from the back of your drake , you gain a bonus equal to the drake 's strength modifier in feet for the distance of your jump. 

When mounting or dismounting your drake In addition, you have advantage on saving throws made to avoid falling off your drake. If you fall off it, you can automatically land on your feet if you aren’t incapacitated and you fall less than 10 feet. While riding your drake, it acts on your initiative. costs you only 5 feet of movement, rather than half your speed. 

Your Drake gets:

Drake poly-morph self 

Your drake can now poly-morph self back to it's guard drake size or from guard drake medium size to it's large hippogriff size.  It can cast the change again after every long rest. It keeps all it current stats in it's large and medium forms.

Casting Time: 1 action

Duration: permanent 

You Gain

Sending to Drake:

You can send a short message just to your drake acts just like the sending spell but cast as a can trip

LEVEL: 3rd CASTING TIME: 1

ACTION RANGE/AREA: unlimited

DURATION: 1 round SCHOOL: evocation

ATTACK/SAVE: none DAMAGE/EFFECT: communication 

 You send a short message of twenty-five words or less to your drake. The drake hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

The Drake Rider must choose one of the Three features:

 

Drake Arrow or Arrows

 The drake rider concentrates and breathes on 1 or 2 arrows or blades this causes the arrows or blades to glow at there tip with a color of the drakes donating Dragon. The glow lasts for 30 minutes and if the the arrows or blades is stabbed into anything it adds 1d8 damage with the same effect as the  drake's breath weapon. Once the damage is done or 30 minutes has passed the arrow or blade looses its effect and the glow.

CASTING TIME
1 Action
COMPONENTS
1 or 2 blades or arrows
NOTE:  If the 3rd level feature is not selected before this feature then only 1 arrow can be effected not 2

Drake Instinct

 Transmutation

Level: Druid 3, ranger 2, sorcerer 3

Components: None needed 

Casting Time: 1 standard action

Range: Personal Target: You

Duration: 24 hours
Rings of blue-white energy travel from your feet to your head and back again, vanishing after encircling you in their glow.
This spell calls upon the raw natural forces within you to grant the basic instincts possessed by your Drake's dragon donator.

You gain a +5 competence bonus on initiative and Survival checks. 

If drake instinct is active on you at the same time as Drake hunter, Drake senses, or Drake speed, you gain uncanny dodge (as the barbarian class feature). If all four of these spells are active on you at the same time, you gain improved uncanny dodge (as the barbarian class feature; your barbarian level for the purpose of being flanked equals your caster level).

Protect your Drake from Energy

You protect your drake from energy acts like 3rd-level abjuration spell

Casting Time: 1 action

Duration: Concentration, up to 1 hour

For the duration,  your drake has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Linked breath

At level 7, you can share your companion's breath. You can use an action to make a breath attack, that works exactly like your drakes's breath. This feature expends the drakes's use of their breath until their next short rest.

Great Drake

At 11th level, your drake has grown stronger and it has grown larger to the size of a wyvern , thanks to all of it's training with you and all of your care for it.

Damage leveling note: ( At levels 7 , 11 , 15 add 1 more dice to bite, claw and tail for damage ie: bite at 11th level becomes Hit: 8 (3d8 + 3). These extra damage points can only be used in large form)

Breath Weapons (Recharge 5–6).

It's Constitution ( hp grows by bonded characters hp multipliers ) and Strength both grow by 2 (this increase can go above the usual 20 limit) It's breath weapon's range grows by 15 feet and its walking and flying speeds both increase by 15 feet respectively. It also gains resistance to one type of damage of your choice between, bludgeoning, slashing or piercing.

Improved Drake polymorph self 

Your drake can now polymorph self back to it's guard drake size or from guard drake medium size to it's large  wyvern size with less rest.  It can cast the change again after every short rest. 

 The Drake Rider must choose one of the three features:
Draconian Will

You have advantage on saving throws against being frightened.

Drake Breath Arrows

The drake rider concentrates and breathes on 3 arrows or blades this causes the arrow or blade to glow at there tips with a color of the drakes donated Dragon. The glow lasts for 1 hour and if the the arrow or blade is stabbed into anything it adds damge equal to the breathe weapon of the drake and effect at 7th level. Once the damage is done or 1 hour has passed the arrow or blade looses its effect.

CASTING TIME
1 Action
COMPONENTS
3 blades or arrows 
( If 3rd or 7th level Drake Arrow features were selected 
before 1 more arrow can be added and effected)
 
 
 

Drake Senses

Transmutation

Level: Druid 4, ranger 3, sorcerer 4 C

Components: None

Casting Time: 1 standard action

Range: Personal Target: You

Duration: 24 hours


Translucent, catlike eyes appear over your own, flaring brightly for a moment before fading to invisibility.
This spell calls upon the primal forces of creation to grant you the senses of your Drake's dragon donator.

You gain lowlight vision and a +5 competence bonus on Listen and Spot checks.

If Drake senses is active on you at the same time as drake hunter, drake instinct, or drake speed, you gain uncanny dodge (as the barbarian class feature).

If all four of these spells are active on you at the same time, you gain improved uncanny dodge (as the barbarian class feature; your barbarian level for the purpose of being flanked equals your caster level). 

At 15th level, your bond to your drake has grown so much, its granted you, part of a dragon's heritage. You and your drake can communicate telepathically (in draconic) with each other from any distance, as long as you are in the same plane. You also gain scales, that protect you, granting you a bonus of 1 to your AC, and resistance to your drakes's type. You also gain other draconian features, like horns, claws and maybe even a tail, but these are purely cosmetic (unless your DM allows for anything).

Shared Extra Attack:  Either you or your drake gets an extra attack in a round.

Your drake gets 20 hp added

Damage leveling note: ( At levels 7 , 11 , 15 add 1 more dice to bite, claw and tail for damage ie: bite at 15th level becomes Hit: 8 (4d8 + 3). These extra damage points can only be used in large form)

 

 The Drake Rider must choose one of the three features:

Draconian Defense 

 You gain the evasion ability against the breath weapons of dragons. (If a dragon's breath weapon allows a Reflex save for half damage, a successful save indicates that you take no damage.)

Also, you gain a bonus equal to 1/2 your character level on all saving throws you make against the supernatural or spell-like abilities of dragons.

Drake Speed

Transmutation

Components: none

Casting Time: 1 standard action

Range: Personal Target: You

Duration: 24 hours
A shower of sparks flies off your shoulders, cascading to the ground and clinging to your arms and legs.
This spell draws upon the natural reflexes of dragon hunters and prey, giving you the ability to react to danger as more primitive beings might.

You gain a +5 resistance bonus on Reflex saves and a +10-foot enhancement bonus to all your speeds.


If drake speed is active on you at the same time as drake hunter, drake instinct, or drake senses, you gain uncanny dodge (as the barbarian class feature).

If all four of these spells are active on you at the same time, you gain improved uncanny dodge (as the barbarian class feature; your barbarian level for the purpose of being flanked equals your caster level). 

Improved Drake Breath Arrows

Improved Drake Breath now works on 5 arrows or blades and the glow lasts for 2 hour. The added damge is equal to the breathe weapon of the drake and effect at 11th level. 

CASTING TIME
1 Action
COMPONENTS
5 blades or arrows
( If 3rd or 7th level Drake Arrow features were
selected from before 1 more arrow
can be added and effected)
 

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