Base Class: Fighter
Legend tells about the fierce Drakenriders, warriors choosen by the draconic gods to wield the unique power a dragon has, some seek the ritual to achieve terrible things while other seek it to save their homelands but in truth all that a Drakenrider has is power. Ancient orders of those warriors existed all across Faerun in ancient and long forgotten times, elder dragons held the secret of the binding ritual and protected it knowledge with their lives if needed; few were considererd worthy and even fewer survived the ordeal. The Knight of the Black Wing was on of such organizations, gathered under the elder black dragon Vayriath, the Nocturnal, these knight corroded the land with their dragon's acid breath and conquered the land in the name of Tiamat. Only when Vayriath was slain and the magic binding rider and dragon became undone the land had some solace and was allowed to recover.
Many kingdoms atempted to establish deals with metalic dragons in order to have a lasting fighting force agains the followers of the dragon queen, however most of the elder dragons were hesitant in bestowing such gift upon the greedy and selfish hands of mortals. In time, the elder dragons were either slain or consumed by time and the knowledge of the ritual was lost and the rider became a mere legend. However when the cult of the Dragon resurfaced, many artifacts from ancient times were sought after and while the cult foolishly searched for the dragon masks, the stone tablets with the secrets to the binding ritual were uncovered and now both cromatic and metalic dragons seek brave heroes willing to share their souls to once again bring life to the Drakenriders legend.
Drake Wyrmling
You form an everlasting bond with a draconic entity, and it grants you a wyrmling companion, you can choose the wyrmling type (either chromatic or metallic) and color. The drake is friendly to you and your companions and obeys your commands almost to the letter, however it can be distracted by small animals or treasures. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places.
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.
Drake Wyrmling
(Dragão Pequeno, Alignment (same as player))
AC: 14 + PB
HP: 5 + 5 x Level do jogador
Speed: 40ft.
__________________________________________________________________
STR 16 (+3) DEX 12 (+1) CON 15 (+2) INT 8 (-1) WIS 14 (+2) CHA 8 (-1)
Saving Throws: Dex +1 plus PB, Wis +2 plus PB
Immunities: Determined by Drake’s type
Senses: Darkvision 60ft, passive perception 12
Languages: Draconic
Proficiency Bonus: Equal to player’s PB
__________________________________________________________________
Traits:
Playful Nature: The wyrmling is easily distracted by small animals that it can hunt
or by small pieces of treasure it can hoard, when near one of those conditions you must
perform a Wisdom saving throw (DC 13), on a success the wyrmling ignores the distraction.
Actions________________________________________________________________
Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 piercing damage plus PB damage of a type determined by the drake’s type when hatched. This damage increases to 2d6 when you reach 15th level in this class.
Reactions______________________________________________________________
Infused Strikes. When another creature within 30 feet of the drake that it can see hits with a weapon attack, the drake infuses the strike with its essence, causing the attack to deal an extra 1d6 damage of a type determined by the drake’s type when hatched.
Draconic Bond
When you choose this subclass at 3 level, you gain the following skills:
- If you can’t already, you learn to speak, read, and write Draconic.
- You learn the thaumaturgy cantrip, your casting ability is Constitution.
You can also choose one of the following bonds:
1. Ferocity Bond
You learn how to channel the drake’s elemental power and use it as a weapon, applying its elemental prowess to enhance your melee attacks. When you make an attack with a melee weapon, you can imbue your attack with an elemental charge, when you do so you deal an extra 1d8 damage of your drake’s type. The number of elemental charges you have equal to twice your proficiency bonus, and you regain all uses on a long rest. The elemental charge bonus increases to 2d8 at level 8, 3d8 at level 14 and 4d8 at level 19.
When you use an elemental charge, if your drake is less than 30ft away from you and is not incapacitated, you can add your constitution modifier to the extra damage as well.
The elemental damage added by this feature follow the table below:
|
Black/Copper Drake |
Acid |
|
Blue/Bronze Drake |
Lightning |
|
Green Drake |
Poison |
|
Red/Brass/Gold Drake |
Fire |
|
White/Silver Drake |
Cold |
2. Warding Bond
You channel the power of your drake’s scales to enhance your defense. You can spend a bonus action to activate the “Aspect of the Dragon”, when you do so, add your constitution modifier to your AC. The Aspect of the Dragon lasts for 1 minute and can be used a number of times equal to your proficiency bonus, you regain all uses after a long rest.
When you use your Aspect of the dragon, if your drake is less than 30ft away from you and not incapacitated, you also gain resistance to the element of your drake’s type; at level 10 you gain immunity instead.
Dragonrider Savant
When you reach 7th level in this subclass, you can choose one of the following options:
1. Draconic Aegis
Your draconic bond now allows you to use your drake’s magic to create magical barriers around yourself. Once per short rest you can cast “Shield” without needing any material components and without spending a spell slot.
If you drake is less than 30ft away from you and is not incapacitated, you can also add your constitution modifier to Dexterity saving throws against any effect in your or your drake’s line of sight.
2. Terrifying Presence
Your bond allows you to use your Drake’s presence to terrorize your enemies. Once per short rest you can spend a bonus action to force all hostile creatures inside a 10ft radius centered on yourself, to make a Wisdom Saving Throw (DC= 8 + proficiency bonus + constitution modifier), on a failure the creature is frightened and must spend all of its speed to move away from you before taking any actions, the creature can repeat the saving throw at the end of its turn, on a success the effect ends. If the creature succeeds the saving throw, it becomes immune to this effect for the next 24 hours.
If your Drake is less than 30ft away from you and is not incapacitated, the speed of the creatures that fail the saving throw becomes 0 until the start of your next turn.
Draconic Growth
Your Drake develops and becomes more powerful, when you reach 10 level in this subclass make the following changes to its stat block:
- The Drake’s size is now medium and increase one of its ability scores by 2 or two ability scores by 1.
- Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.
- Remove the “Playful Nature” Trait and add the following trait:
Rudimentary shapeshifting: Your Drake can cast the spell “disguise self” on itself at will without needing material component nor spending a spell slot. However, your Drake can only shapeshift to a beast creature with the same size, it keeps its ability scores when performing checks. Your Drake shapeshifts back if it is attacked while transformed.
- Add the following Action:
Drake’s Breath (recharge 6): As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Each creature in the cone must make a Dexterity saving throw against your spell save DC (8 + proficiency + constitution modifier), taking 6d6 damage of its elemental type on a failed save, or half as much damage on a successful one. This damage increases to 8d6 when you reach 15th level in this class.
Enhanced Bond
When you reach 10th level in this subclass, when you roll initiative if you do not have any uses of your Elemental Charge or Aspect of the Dragon left, you gain one use.
Unmatched Rider
When you reach 15th level in this subclass, choose one of the following options:
1. Insightful Knight
You can cast the spell “Hold Monster” once per short rest without needing material components nor spending a spell slot, your spell save DC for this spell is 8 + proficiency bonus + constitution modifier.
If your Drake is less than 30ft away from you and is not incapacitated, you can make your drake concentrate in the spell instead of you.
2. Violent Knight
You can spend 3 elemental charges to emit an elemental wave in the area around you, all creatures inside a 20ft radius centered on yourself must make an dexterity saving throw against your spell save DC (8 + proficiency bonus + constitution modifier), on a failure the creature take 8d6 damage from the elemental type of your Drake, on a success the target takes half damage.
If your Drake is less than 30ft away from you and is not incapacitated, the creatures makes the saving throw with disadvantage.
Draconic Maturity
Your Drake develops and becomes more powerful, when you reach 15th level in this subclass make the following changes to its stat block:
- The Drake’s size is now large and increase one of its ability scores by 2 or two ability scores by 1.
- You can now mount your Drake, following the mounted combat rules.
- Remove the “Rudimentary shapeshifting” and add the following trait:
Improved shapeshifting: Your Drake can cast the spell “disguise self” on itself at will without needing material component nor spending a spell slot. Your Drake can shapeshift to beast creatures up to two sizes smaller than it and it keeps its ability scores when performing checks. Your Drake shapeshifts back if it is attacked while transformed.
- Your Drake also gains the multiattack feature, and can perform two attacks, one bite and one claw. Add the following action to its stat block:
Claws. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d6 + PB piercing.
Dragon Lord
You reached the peak of your bond with your Drake companion, its magic now improves your lifespan, allowing you to age 1 year for every 5 years that passes.
You also gain the following benefits:
- You can now spend 3 uses of Aspect of the Dragon or Elemental Charge to instantly recharge your Drake’s breath weapon.
- You can spend 2 additional uses to make your breath weapon attack in a bonus action.
- If either you or your Drake becomes incapacitated, you or your Drake can spend half of its remaining HP to instantly heal the other, both must be no more than 20ft away from each other.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/21/2022 10:55:03 PM
|
27
|
9
|
V.1.2
|
Coming Soon
|
Comments