So, I've made a homebrew Fighter subclass, the Dragon Rider. I have created this subclass for a few reasons. The first and main reason for my making this is because there are only a few options to play dragon-related characters in a game named after Dragons. The second reason is because the majority of currently official fighter subclasses are nonmagical (Champion, Battlemaster, Samurai, Purple Dragon Knight, Cavalier), and I would like for a few more options for playing a fighter in D&D other than Eldritch Knights and Arcane Archers. The third reason is because with Tasha's Cauldron of Everything coming out next month, granting more classes the options for an "animal" companion. With the book, the classes/subclasses that can get a companion that they can command on their turn are the Artificer, Creation Bard, Wildfire Druid, Beastmaster Ranger, and any class with the summoning x-spirit spells. I wanted to give a unique companion to a fighter subclass, this specific one being a true dragon that you are bound to, similar to Eragon and Saphira from the Inheritance Cycle.
Please let me know what you think. I know there are other homebrew versions of this subclass on this website, but this version should be a bit unique. It definitely will need some tweaking and changes to become balanced, but this is the main idea and layout of the features.
You have formed a mystical bond with a dragon egg, caring for it till it hatched. Upon hatching, the dragon wyrmling instantly imprinted upon you, now magically linking the two of you together for the rest of your souls' existence. The dragon can be any type of true dragon and is a loyal companion on your adventures and serves as your mount once it gets large enough. This dragon is special, even though it appears as a normal true dragon, being a special breed of dragon. This type of dragons has been bred by dragon mages, alchemists, and others obsessed with dragons for centuries, granting them a greater ability to bond with others, becoming perfect servants to the knights of the realms. This bond extends beyond the grave, causing the dragon to grow as its rider becomes more experienced and skilled.
The dragon is sentient and will only remain your companion if you treat it as an equal. It is the same alignment as you, but has its own wants and needs. It will gladly be partners in battle with its Dragon Rider who they consider a great friend and ally. The most powerful Dragon Riders and their Draconic Companions will act as one creature in purpose and being, never willingly leaving each others' presence unless absolutely necessary. A Dragon Rider's life is linked to the life of their Draconic Companion, giving them both magical abilities.
Draconic Companion
When you choose this archetype at 3rd level, you have formed a permanent bond with a true dragon hatchling. You can telepathically communicate with each other while not unconscious and on the same plane of existence. The companion gets more powerful and larger as you get to higher levels. See the creature's statistics in the Draconic Companion Wyrmling stat block. At level 7 in this class, the draconic companion has a sudden growth spurt, becoming a Young Draconic Companion, using that stat block instead of the Draconic Companion Wyrmling stat block. At level 10 in this class, the draconic companion grows again, becoming an Adult Draconic Companion, using that stat block in place of the Young Draconic Wyrmling stat block. At level 15 in this class, the draconic companion grows for a final time, becoming an Ancient Draconic Companion and using that stat block.
You choose their Draconic Type, which will determine their appearance, breath weapon, and damage immunity. The following table shows what each draconic companion type. Black, Bronze, Gold, Green, and White draconic companions have a swim speed of 30 feet as wyrmlings, Blue, Brass, and White draconic companions have a burrow speed of 15 feet, and Copper and Red draconic companions have a climbing speed of 30 feet. Climbing and swim speeds increase to 40 feet once they become Young Draconic Companions, while the burrowing speeds increase to 20 feet as Young Draconic Companions, 30 feet as an Adult Draconic Companion, and 40 feet as an Ancient Draconic Companion.
Draconic Type Table
Draconic Type
Damage Type
Breath Weapon
Black
Acid
Dexterity saving throw, line
Blue
Lightning
Dexterity saving throw, line
Brass
Fire
Dexterity saving throw, line
Bronze
Lightning
Dexterity saving throw, line
Copper
Acid
Dexterity saving throw, line
Gold
Fire
Dexterity saving throw, cone
Green
Poison
Constitution saving throw, cone
Red
Fire
Dexterity saving throw, cone
Silver
Cold
Constitution saving throw, cone
White
Cold
Constitution saving throw, cone
In combat, the draconic companion 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 one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. The draconic companion counts as an independent mount while you are mounted on it.
When you regain hit points during a short rest or from your Second Wind feature, the draconic companion regains hit points equal to the amount you regain. The draconic companion makes death saving throws at advantage while you are within 30 feet of it. If you are within 5 feet of the draconic companion while it is at 0 hit points, you may use a bonus action to expend a hit die, roll the hit die and cause the draconic companion to regain an amount of hit points equal to the number rolled + your Charisma modifier (minimum of one hit point).
If your draconic companion dies, its soul still remains connected to you. It may be raised from the dead by spells such as revivify and resurrection as normal, but can also be brought back to life by inhabiting the body of a true dragon. If you cannot raise your draconic companion through resurrection magic, you must seek out a true dragon that is near death. The dragon may be of any draconic type, but must be the same maturity as your draconic companion. When you find such a dragon, while it is at 0 hit points and stable, you may perform a 1 hour ritual as part of a short rest while within 5 feet of the body of the unconscious dragon to call the soul of your draconic companion into the body of the unconscious dragon, permanently reducing your hit point maximum by your proficiency bonus. As long as the ritual continues, the dragon cannot regain consciousness, and at the end of the ritual the true dragon is magically transformed into your draconic companion. After completing the ritual, the dragon becomes identical to your draconic companion and has the same statistics as it had before, including its draconic type.
Draconic Companion Wyrmling Stat Block:
Draconic Companion Wyrmling
Medium dragon, your alignment
Armor Class17 (Natural Armor)
Hit Points equal the draconic companion's Constitution modifier + your Charisma modifier + five times your fighter level
LanguagesDraconic, understands the languages you speak
Amphibious (Black, Green, Bronze, and Gold Types Only). The dragon can breathe air and water.
Ice Walk (White Types Only). The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Actions (Requires Your Bonus Action)
Bite.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d10 + 3 piercing damage.
Breath Weapons (1/Short Rest). The dragon exhales either a line or cone of damaging energy, as shown on the Draconic Companion Type table. If the area of effect is a cone, it is a 15-foot-cone. If it is a line, it is a 20-foot-line that is 5 feet wide. Each creature in this area of effect must make a saving throw, the DC being 12. The saving throw is either Constitution or Dexterity, as shown on the Draconic Companion Type table depending on the draconic companion's type. On a failed save, a creature in this area takes 5d6 damage of the damage type associated with the draconic companion's type, or half as much damage on a successful save.
Slow Falling
Starting at level 3, you gain the ability to save yourself from drops from deadly heights. You gain the ability to cast the feather fall an amount of times equal to your Charisma modifier (minimum of once), expending no spell slot. When you finish a long rest you regain all expended uses of this ability.
Magically Mounted
When you gain this feature at 7th level, your draconic companion wyrmling becomes a young draconic companion, now using that stat block in place of the previous one. Additionally, while you are mounted on top of your draconic companion, the melee weapon attacks that you and your draconic companion make count as magical weapons for the purpose of ignoring damage resistances and immunities.
Young Draconic Companion
Large dragon, your alignment
Armor Class18 (Natural Armor)
Hit Points equal the draconic companion's Constitution modifier + your Charisma modifier + six times your fighter level
Languages Common, Draconic, understands the languages you speak
Amphibious (Black, Green, Bronze, and Gold Types Only). The dragon can breathe air and water.
Ice Walk (White Types Only). The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Actions (Requires Your Bonus Action)
Multiattack. The draconic companion makes one bite and one claw attack. In order to use this action, you must take the Attack action on your turn and expend one attack to cause the draconic companion to use this action on their turn.
Bite.Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 2d10 + 5 piercing damage plus 1d6 damage of the type shown on the Draconic Companion Table.
Claw.Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d6 + 5 slashing damage.
Breath Weapons (2/Short Rest). The dragon exhales either a line or cone of damaging energy, as shown on the Draconic Companion Type table. If the area of effect is a cone, it is a 30-foot-cone. If it is a line, it is a 60-foot-line that is 5 feet wide. Each creature in this area of effect must make a saving throw, the DC being 14. The saving throw is either Constitution or Dexterity, as shown on the Draconic Companion Type table depending on the draconic companion's type. On a failed save, a creature in this area takes 8d6 damage of the damage type associated with the draconic companion's type, or half as much damage on a successful save.
Reactions
Catch Rider. When a creature falls off of the draconic companion, it may make a Strength (Athletics) check, with the DC being the Armor Class of the creature that fell. On a success, the draconic companion is grapples the falling creature.
Mark of the Dragon Rider
At level 10, you may cause your companion to merge into your form when needed, becoming a magical mark on your body. As an action while you are within 5 feet of your draconic companion, you may cause it to disappear and be magically channeled into a physical mark on your body, the positioning and appearance of which is determined when you gain this feature. When the draconic companion is hidden this way, you may still speak telepathically with each other, and it cannot be targeted by attacks, spells, and other effects. The draconic companion may remain in this mark until you use an action to summon it to an unoccupied space within 30 feet of you.
Draconic Bond
Starting at 15th level, your draconic companion grows again, this time gaining the statistics of the Adult Draconic Companion (see the stat block below for its statistics). Your bond with your draconic companion also strengthens, allowing for you to hasten your mount. When you finish your turn mounted on your draconic companion, and you did not use any of your movement this turn, you may increase the flying speed of your draconic companion by your walking speed until the end of their next turn.
Additionally, when you use your Action Surge feature, on your draconic companion's next turn, they may take any action described in their stat block or listed in the Draconic Companion feature above, not requiring your bonus action to do so. You may still use your bonus action to command them when you use this feature.
Adult Draconic Companion
Huge dragon, your alignment
Armor Class19 (Natural Armor)
Hit Points equal the draconic companion's Constitution modifier + your Charisma modifier + seven times your fighter level
Languages Common, Draconic, understands the languages you speak
Amphibious (Black, Green, Bronze, and Gold Types Only). The draconic companion can breathe air and water.
Ice Walk (White Types Only). The draconic companion can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Actions (Requires Your Bonus Action)
Multiattack (1). The draconic companion makes one bite, one claw and one tail attack. In order to use this action, you must take the Attack action on your turn and expend two attacks to cause the draconic companion to use this action on their turn.
Multiattack (2). The draconic companion makes one bite and one claw attack. In order to use this action, you must take the Attack action on your turn and expend one attack to cause the draconic companion to use this action on their turn.
Bite.Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 2d10 + 7 piercing damage plus 1d8 damage of the type shown on the Draconic Companion Table.
Claw.Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 2d6 + 7 slashing damage.
Tail.Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 2d8 + 7 bludgeoning damage.
Breath Weapons (3/Short Rest). The dragon exhales either a line or cone of damaging energy, as shown on the Draconic Companion Type table. If the area of effect is a cone, it is a 60-foot-cone. If it is a line, it is a 90-foot-line that is 5 feet wide. Each creature in this area of effect must make a saving throw, the DC being 18. The saving throw is either Constitution or Dexterity, as shown on the Draconic Companion Type table depending on the draconic companion's type. On a failed save, a creature in this area takes 6d12 damage of the damage type associated with the draconic companion's type, or half as much damage on a successful save.
Reactions
Catch Rider. When a creature falls off of the draconic companion, it may make a Strength (Athletics) check, with the DC being the Armor Class of the creature that fell. On a success, the draconic companion is grapples the falling creature.
Dragon's Fury
At level 18, your draconic companion matures to its final form, gaining the statistics of the Ancient Draconic Companion (shown below). When you start your turn not mounted on your draconic companion, you may use your bonus action to teleport back to being mounted on your draconic companion, as long as they are within 100 feet of you.
Additionally, your bond with your draconic companion increases in power, granting the following benefits while you are mounted on your draconic companion:
You gain immunity to the damage type your draconic companion is immune to.
Your weapon attacks deal an extra damage dice of the type the weapon deals, the damage being the damage type your draconic companion is immune to. This damage only applies to creatures who is of a size smaller than your draconic companion.
You and your draconic companion ignore resistance to the damage type your draconic companion is immune to.
Ancient Draconic Companion
Gargantuan dragon, your alignment
Armor Class 20(Natural Armor)
Hit Points equal the draconic companion's Constitution modifier + your Charisma modifier + eight times your fighter level
Languages Common, Draconic, understands the languages you speak
Amphibious (Black, Green, Bronze, and Gold Types Only). The draconic companion can breathe air and water.
Ice Walk (White Types Only). The draconic companion can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Legendary Resistance (1/day). If the draconic companion fails a saving throw, it can choose to succeed instead.
Actions (Requires Your Bonus Action)
Multiattack (1). The draconic companion makes one bite, two claw, and one tail attack. In order to use this action, you must take the Attack action on your turn and expend three attacks to cause the draconic companion to use this action on their turn.
Multiattack (2). The draconic companion makes one bite, one claw, and one tail attack. In order to use this action, you must take the Attack action on your turn and expend two attack to cause the draconic companion to use this action on their turn.
Bite.Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 2d10 + 9 piercing damage plus 1d10 damage of the type shown on the Draconic Companion Table.
Claw.Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 2d6 + 9 slashing damage.
Tail.Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 2d8 + 9 bludgeoning damage.
Breath Weapons (Recharge 5-6). The dragon exhales either a line or cone of damaging energy, as shown on the Draconic Companion Type table. If the area of effect is a cone, it is a 90-foot-cone. If it is a line, it is a 120-foot-line that is 10 feet wide. Each creature in this area of effect must make a saving throw, the DC being 22. The saving throw is either Constitution or Dexterity, as shown on the Draconic Companion Type table depending on the draconic companion's type. On a failed save, a creature in this area takes 12d10 damage of the damage type associated with the draconic companion's type, or half as much damage on a successful save.
Reactions
Catch Rider. When a creature falls off of the draconic companion, it may make a Strength (Athletics) check, with the DC being the Armor Class of the creature that fell. On a success, the draconic companion is grapples the falling creature.
Okay, that's the basic idea. I would appreciate feedback, if you have any. Thanks for reading!
Edit: I changed around some features, added the Mark of the Dragon Rider, moved the features of Swift Flight to level 15.
I really like this! The one thing that has me a bit concerned though is the consequences of having a huge or gargantuan dragon following you around everywhere and how others in the worlds might perceive you, on top of how difficult it could be for a creature that big to try and traverse through tighter spaces. One possible option to circumvent this potential issue is that when you hit level 15, your dragon companion could learn the Normal Dragon's Change Shape ability.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Adult Gold, Silver and Bronze dragons gain this naturally in the adult stages of their life so I don't think it's too much of a stretch to give it to all varieties of the dragon companion.
Of course in a campaign setting primarily taking place out in the open or where dragon riders are common it's less of an issue and probably wouldn't need an addition like that.
I hope this is at least a little helpful.
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Thanks! I was wondering about doing something like that, but I'm not sure. To me, that would make the dragon seem more like the character than the PC is, but I could do something like that.
Maybe to avoid that problem, I could make it so the dragon from level 15 and beyond can merge with your body, or something like that?
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Thanks! I was wondering about doing something like that, but I'm not sure. To me, that would make the dragon seem more like the character than the PC is, but I could do something like that.
Maybe to avoid that problem, I could make it so the dragon from level 15 and beyond can merge with your body, or something like that?
For the Change Shape ability you could limit it to only allowing them to transform into beasts as I can agree that them turning into a humanoid might be a bit much.
Merging with the fighter and then being summoned when needed would also be a cool idea. I can just image the fighter being surrounded by bandits thinking they have the jump on them and they just smirks as fire erupts around them and an ancient dragon appears behind them, letting out a fear inducing roar. So cool!
For the Change Shape ability you could limit it to only allowing them to transform into beasts as I can agree that them turning into a humanoid might be a bit much.
Merging with the fighter and then being summoned when needed would also be a cool idea. I can just image the fighter being surrounded by bandits thinking they have the jump on them and they just smirks as fire erupts around them and an ancient dragon appears behind them, letting out a fear inducing roar. So cool!
I think both of those could work. Let them turn into a beast, retaining most of the statistics, allowing for the dragon to become a talking mastiff. But, I also like the idea of having the mind of the dragon inside your brain, so you can have full conversations with yourself, and then summon a dragon whenever you need to.
I'm currently leaning towards the Change Shape into Beast feature, but will have to get more feedback and think it over a bit more. Thanks!
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You could have the dragon turn into a magic tattoo that the PC can touch to summon the Dragon. You could even have the tattoo grow as the dragon grows. The cool factor of that alone makes it worth considering it.
I love the tatoo idea, but cmon. Who doesn't want to put on a circus and suddenly polly the talking parrot is a freakin' dragon? Who? Where is that miser, cause polly needs a snack.
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“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
The tattoo idea actually does jog my memory a bit. Spoilers for the Inheritance series just incase someone cares to not know.
Wasn't there a dragon tattoo shared by two elves that housed a specter dragon in it. I recall it appearing in the second book to heal and transform Eragon into a more elf-like form that was fueled by a dragon's soul/ Eldunarí and I think it helped Eragon change the Rider's Pact in the fourth book too right? I might be a bit fuzzy on the details.
This would make the tattoo idea fit a bit more flavorly to the inspiration of this class possibly. Though, the ability to change shape fits more with the lore of these creatures in D&D. Honestly I would be okay with either.
The tattoo idea actually does jog my memory a bit. Spoilers for the Inheritance series just incase someone cares to not know.
Wasn't there a dragon tattoo shared by two elves that housed a specter dragon in it. I recall it appearing in the second book to heal and transform Eragon into a more elf-like form that was fueled by a dragon's soul/ Eldunarí and I think it helped Eragon change the Rider's Pact in the fourth book too right? I might be a bit fuzzy on the details.
This would make the tattoo idea fit a bit more flavorly to the inspiration of this class possibly. Though, the ability to change shape fits more with the lore of these creatures in D&D. Honestly I would be okay with either.
This is true!
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“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Okay, the tattoo idea is just too cool, and fits the series that inspired this subclass too much to not be added. The Dragon Riders in the Inheritance Cycle did have this mark on their hand. I wouldn't require them to have to use this style tattoo or have it on their hand, the player would get to choose, but I will add a feature like this:
Mark of the Dragon Rider
At level 15, you may cause your companion to merge into your form when needed, becoming a magical mark on your body. As an action while you are within 5 feet of your draconic companion, you may cause it to disappear and be magically channeled into a physical mark on your body, the positioning and appearance of which is determined when you gain this feature. When the draconic companion is hidden this way, you may still speak telepathically with each other, and it cannot be targeted by attacks, spells, and other effects. The draconic companion may remain in this mark until you use an action to summon it to an unoccupied space within 30 feet of you.
In Eberron, these tattoos could appear as dragonmarks (normal dragonmarks for a dragonmarked race, but aberrant for anyone else).
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Okay, I changed some things up a bit in the subclass. I added Mark of the Dragon Rider as the level 10 feature, and moved Swift Flight to level 15. Thanks for all of your feedback so far! I would appreciate thoughts on its balance, the choices, and stuff like that.
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Thematic-ness: Amazing. Inspired by Inheritance, which I never really finished, sadly. However, what I read was cool, and this seems to emulate a lot of what was going on there. Will definitely allow for some great Roleplaying opportunities. Some thoughts on the Layout: I would opt to move the Stat Blocks to the very end, just to make it a little more organized.
Draconic Companion: Woooooo! Dragon! Telepathic communication, it gets Immunity to a Damage Type, and a Breath Weapon. Additionally, it gets a Burrowing, Climbing, or Swimming Speed, according to their Dragon Type. Independent Mount, can move, Reaction, and Dodge independently. Bonus Action from you to tell it to take a different Action. When regaining HP at a Short Rest, they regain as many HP as you. Death Saves at Advantage when w/in 30ft of you. If you are w/in 5ft of the Dragon, and it is at 0 HP, you can Bonus Action to expend a Hit Die, roll it, and give them that many HP+Cha mod. Also, some fun stuff for bringing it back from the dead. Okay. This is a LOT. Honestly, I would change the Immunity to Resistance for the Wyrmling (and just the Wyrmling), and change the 0 HP, Hit Die to restore Health thingy to an Action. Also, divide this across several abilities, all at 3rd Level, just to make it read easier. Its a lot, and all just one ability, so there's no easy way to discuss any individual Sub-Abilities (the 0 HP thing, the Back from the Dead thing, the Actions thing).
Slow Falling: Can Cast Feather Fall. Okay. To be honest, this isn't great, but it is good for any Small creatures who are riding the Wyrmling. Nothing really to say.
Magically Mounted: Young Companion. So, Multiattack, Catch Rider, and a better Breath Weapon. Additionally, Magic Weapons, for the purposes of overcoming resistance/immunity. I would change that to only when w/in 10ft of each other.
Mark of the Dragon Rider: This is great. It allows you to hide your Dragon, which is EXTREMELY useful once it becomes Huge and Gargantuan. Also its an Action for both, so you can't just Teleport your Dragon around the Battlefield, which is good, and it makes the Summoning of the Dragon slower, which balances it. Great Feature.
Draconic Bond: Makes being Mounted even better, as it increases the Dragon's Flying Speed. With the Action Surge, it allows them to take ANY Action (including the Multiattacks), in addition to a possible Bonus Action Command. This is Powerful, but I think it's fine. Maaaayyybeeeee change it so that they can only take the Multiattack 2 (or a different non-multiattack action).
Dragon's Fury: Bonus Action Teleport to the Dragon. Immunity to the type your Dragon is immune to, extra damage die, ignore resistance. Okay. Note: The Multiattack 1's wording is a bit messed up, FYI. This feature is very good.
Honestly, this Subclass is probably a bit Overpowered, compared to the other Fighter Subclasses. Its fine though, as long as the DM is fine with a GIANT F***ING DRAGON HANGING AROUND YOU ALL THE TIME. Its a fun Subclass. Will definitely play a Dragon Rider Fighter sometime in the near future.
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Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
I’m certainly bookmarking this Subclass. I’ve been trying to come up with subclasses that fit with my homebrew world that this would fit right in as a fun and thematic option.
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
I’m certainly bookmarking this Subclass. I’ve been trying to come up with subclasses that fit with my homebrew world that this would fit right in as a fun and thematic option.
It's nice to see that people like it! Thanks!
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Please check out my homebrew, I would appreciate feedback:
Thematic-ness: Amazing. Inspired by Inheritance, which I never really finished, sadly. However, what I read was cool, and this seems to emulate a lot of what was going on there. Will definitely allow for some great Roleplaying opportunities. Some thoughts on the Layout: I would opt to move the Stat Blocks to the very end, just to make it a little more organized.
Okay, I could do that in the next draft (which I typically make in a later post after getting a bit of feedback). It will definitely be a great subclass for roleplaying, and would also be good for in one-on-one campaigns.
Draconic Companion: Woooooo! Dragon! Telepathic communication, it gets Immunity to a Damage Type, and a Breath Weapon. Additionally, it gets a Burrowing, Climbing, or Swimming Speed, according to their Dragon Type. Independent Mount, can move, Reaction, and Dodge independently. Bonus Action from you to tell it to take a different Action. When regaining HP at a Short Rest, they regain as many HP as you. Death Saves at Advantage when w/in 30ft of you. If you are w/in 5ft of the Dragon, and it is at 0 HP, you can Bonus Action to expend a Hit Die, roll it, and give them that many HP+Cha mod. Also, some fun stuff for bringing it back from the dead. Okay. This is a LOT. Honestly, I would change the Immunity to Resistance for the Wyrmling (and just the Wyrmling), and change the 0 HP, Hit Die to restore Health thingy to an Action. Also, divide this across several abilities, all at 3rd Level, just to make it read easier. Its a lot, and all just one ability, so there's no easy way to discuss any individual Sub-Abilities (the 0 HP thing, the Back from the Dead thing, the Actions thing).
There is a lot in this feature. I could make the immunity be resistance at level 3 for balance purposes, but I just gave them immunity because wyrmlings in the Monster Manual have immunity to their damage type. I could try to organize it a bit better, maybe keep it all under the same ability, but better categorized under sub-abilities, just to keep them from getting 7 different features at level 3.
Slow Falling: Can Cast Feather Fall. Okay. To be honest, this isn't great, but it is good for any Small creatures who are riding the Wyrmling. Nothing really to say.
Not great, but at later levels it can be extremely useful and cinematic. Imagine jumping off your dragon to kill a villain mid-air, then casting this spell so that you can let your mount catch up to you. I could move it to a later level feature to make room for all of the 3rd level features, but I do want to keep this, even if it's not super useful all the time.
Magically Mounted: Young Companion. So, Multiattack, Catch Rider, and a better Breath Weapon. Additionally, Magic Weapons, for the purposes of overcoming resistance/immunity. I would change that to only when w/in 10ft of each other.
I could change that, but I'm not sure exactly what the purpose of it would be. I don't think it would be OP either way, but I'm just wondering why you want to change it.
Mark of the Dragon Rider: This is great. It allows you to hide your Dragon, which is EXTREMELY useful once it becomes Huge and Gargantuan. Also its an Action for both, so you can't just Teleport your Dragon around the Battlefield, which is good, and it makes the Summoning of the Dragon slower, which balances it. Great Feature.
Yep. Thanks are directed to IamSposta for recommending that feature.
Draconic Bond: Makes being Mounted even better, as it increases the Dragon's Flying Speed. With the Action Surge, it allows them to take ANY Action (including the Multiattacks), in addition to a possible Bonus Action Command. This is Powerful, but I think it's fine. Maaaayyybeeeee change it so that they can only take the Multiattack 2 (or a different non-multiattack action).
I could limit that a bit more so it's not so crazy useful. This would really increase the one turn DPR of this fighter (which already has very good DPR) way above what any other fighter can do. Thanks for the recommendation.
Dragon's Fury: Bonus Action Teleport to the Dragon. Immunity to the type your Dragon is immune to, extra damage die, ignore resistance. Okay. Note: The Multiattack 1's wording is a bit messed up, FYI. This feature is very good.
It is very good. I will fix the wording on that. Thanks for pointing it out!
Honestly, this Subclass is probably a bit Overpowered, compared to the other Fighter Subclasses. Its fine though, as long as the DM is fine with a GIANT F***ING DRAGON HANGING AROUND YOU ALL THE TIME. Its a fun Subclass. Will definitely play a Dragon Rider Fighter sometime in the near future.
I will try to scale it back a bit, any other suggestions on how to do so?
It would be a very fun subclass to play as, and the DM would have to work hard to make sure that you don't overshadow your party members.
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So, I've made a homebrew Fighter subclass, the Dragon Rider. I have created this subclass for a few reasons. The first and main reason for my making this is because there are only a few options to play dragon-related characters in a game named after Dragons. The second reason is because the majority of currently official fighter subclasses are nonmagical (Champion, Battlemaster, Samurai, Purple Dragon Knight, Cavalier), and I would like for a few more options for playing a fighter in D&D other than Eldritch Knights and Arcane Archers. The third reason is because with Tasha's Cauldron of Everything coming out next month, granting more classes the options for an "animal" companion. With the book, the classes/subclasses that can get a companion that they can command on their turn are the Artificer, Creation Bard, Wildfire Druid, Beastmaster Ranger, and any class with the summoning x-spirit spells. I wanted to give a unique companion to a fighter subclass, this specific one being a true dragon that you are bound to, similar to Eragon and Saphira from the Inheritance Cycle.
Please let me know what you think. I know there are other homebrew versions of this subclass on this website, but this version should be a bit unique. It definitely will need some tweaking and changes to become balanced, but this is the main idea and layout of the features.
You have formed a mystical bond with a dragon egg, caring for it till it hatched. Upon hatching, the dragon wyrmling instantly imprinted upon you, now magically linking the two of you together for the rest of your souls' existence. The dragon can be any type of true dragon and is a loyal companion on your adventures and serves as your mount once it gets large enough. This dragon is special, even though it appears as a normal true dragon, being a special breed of dragon. This type of dragons has been bred by dragon mages, alchemists, and others obsessed with dragons for centuries, granting them a greater ability to bond with others, becoming perfect servants to the knights of the realms. This bond extends beyond the grave, causing the dragon to grow as its rider becomes more experienced and skilled.
The dragon is sentient and will only remain your companion if you treat it as an equal. It is the same alignment as you, but has its own wants and needs. It will gladly be partners in battle with its Dragon Rider who they consider a great friend and ally. The most powerful Dragon Riders and their Draconic Companions will act as one creature in purpose and being, never willingly leaving each others' presence unless absolutely necessary. A Dragon Rider's life is linked to the life of their Draconic Companion, giving them both magical abilities.
Draconic Companion
When you choose this archetype at 3rd level, you have formed a permanent bond with a true dragon hatchling. You can telepathically communicate with each other while not unconscious and on the same plane of existence. The companion gets more powerful and larger as you get to higher levels. See the creature's statistics in the Draconic Companion Wyrmling stat block. At level 7 in this class, the draconic companion has a sudden growth spurt, becoming a Young Draconic Companion, using that stat block instead of the Draconic Companion Wyrmling stat block. At level 10 in this class, the draconic companion grows again, becoming an Adult Draconic Companion, using that stat block in place of the Young Draconic Wyrmling stat block. At level 15 in this class, the draconic companion grows for a final time, becoming an Ancient Draconic Companion and using that stat block.
You choose their Draconic Type, which will determine their appearance, breath weapon, and damage immunity. The following table shows what each draconic companion type. Black, Bronze, Gold, Green, and White draconic companions have a swim speed of 30 feet as wyrmlings, Blue, Brass, and White draconic companions have a burrow speed of 15 feet, and Copper and Red draconic companions have a climbing speed of 30 feet. Climbing and swim speeds increase to 40 feet once they become Young Draconic Companions, while the burrowing speeds increase to 20 feet as Young Draconic Companions, 30 feet as an Adult Draconic Companion, and 40 feet as an Ancient Draconic Companion.
Draconic Type Table
Draconic Type
Damage Type
Breath Weapon
Black
Acid
Dexterity saving throw, line
Blue
Lightning
Dexterity saving throw, line
Brass
Fire
Dexterity saving throw, line
Bronze
Lightning
Dexterity saving throw, line
Copper
Acid
Dexterity saving throw, line
Gold
Fire
Dexterity saving throw, cone
Green
Poison
Constitution saving throw, cone
Red
Fire
Dexterity saving throw, cone
Silver
Cold
Constitution saving throw, cone
White
Cold
Constitution saving throw, cone
In combat, the draconic companion 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 one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. The draconic companion counts as an independent mount while you are mounted on it.
When you regain hit points during a short rest or from your Second Wind feature, the draconic companion regains hit points equal to the amount you regain. The draconic companion makes death saving throws at advantage while you are within 30 feet of it. If you are within 5 feet of the draconic companion while it is at 0 hit points, you may use a bonus action to expend a hit die, roll the hit die and cause the draconic companion to regain an amount of hit points equal to the number rolled + your Charisma modifier (minimum of one hit point).
If your draconic companion dies, its soul still remains connected to you. It may be raised from the dead by spells such as revivify and resurrection as normal, but can also be brought back to life by inhabiting the body of a true dragon. If you cannot raise your draconic companion through resurrection magic, you must seek out a true dragon that is near death. The dragon may be of any draconic type, but must be the same maturity as your draconic companion. When you find such a dragon, while it is at 0 hit points and stable, you may perform a 1 hour ritual as part of a short rest while within 5 feet of the body of the unconscious dragon to call the soul of your draconic companion into the body of the unconscious dragon, permanently reducing your hit point maximum by your proficiency bonus. As long as the ritual continues, the dragon cannot regain consciousness, and at the end of the ritual the true dragon is magically transformed into your draconic companion. After completing the ritual, the dragon becomes identical to your draconic companion and has the same statistics as it had before, including its draconic type.
Draconic Companion Wyrmling Stat Block:
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d10 + 3 piercing damage.
Breath Weapons (1/Short Rest). The dragon exhales either a line or cone of damaging energy, as shown on the Draconic Companion Type table. If the area of effect is a cone, it is a 15-foot-cone. If it is a line, it is a 20-foot-line that is 5 feet wide. Each creature in this area of effect must make a saving throw, the DC being 12. The saving throw is either Constitution or Dexterity, as shown on the Draconic Companion Type table depending on the draconic companion's type. On a failed save, a creature in this area takes 5d6 damage of the damage type associated with the draconic companion's type, or half as much damage on a successful save.
Slow Falling
Starting at level 3, you gain the ability to save yourself from drops from deadly heights. You gain the ability to cast the feather fall an amount of times equal to your Charisma modifier (minimum of once), expending no spell slot. When you finish a long rest you regain all expended uses of this ability.
Magically Mounted
When you gain this feature at 7th level, your draconic companion wyrmling becomes a young draconic companion, now using that stat block in place of the previous one. Additionally, while you are mounted on top of your draconic companion, the melee weapon attacks that you and your draconic companion make count as magical weapons for the purpose of ignoring damage resistances and immunities.
Multiattack. The draconic companion makes one bite and one claw attack. In order to use this action, you must take the Attack action on your turn and expend one attack to cause the draconic companion to use this action on their turn.
Bite.Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 2d10 + 5 piercing damage plus 1d6 damage of the type shown on the Draconic Companion Table.
Claw.Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d6 + 5 slashing damage.
Breath Weapons (2/Short Rest). The dragon exhales either a line or cone of damaging energy, as shown on the Draconic Companion Type table. If the area of effect is a cone, it is a 30-foot-cone. If it is a line, it is a 60-foot-line that is 5 feet wide. Each creature in this area of effect must make a saving throw, the DC being 14. The saving throw is either Constitution or Dexterity, as shown on the Draconic Companion Type table depending on the draconic companion's type. On a failed save, a creature in this area takes 8d6 damage of the damage type associated with the draconic companion's type, or half as much damage on a successful save.
Catch Rider. When a creature falls off of the draconic companion, it may make a Strength (Athletics) check, with the DC being the Armor Class of the creature that fell. On a success, the draconic companion is grapples the falling creature.
Mark of the Dragon Rider
At level 10, you may cause your companion to merge into your form when needed, becoming a magical mark on your body. As an action while you are within 5 feet of your draconic companion, you may cause it to disappear and be magically channeled into a physical mark on your body, the positioning and appearance of which is determined when you gain this feature. When the draconic companion is hidden this way, you may still speak telepathically with each other, and it cannot be targeted by attacks, spells, and other effects. The draconic companion may remain in this mark until you use an action to summon it to an unoccupied space within 30 feet of you.
Draconic Bond
Starting at 15th level, your draconic companion grows again, this time gaining the statistics of the Adult Draconic Companion (see the stat block below for its statistics). Your bond with your draconic companion also strengthens, allowing for you to hasten your mount. When you finish your turn mounted on your draconic companion, and you did not use any of your movement this turn, you may increase the flying speed of your draconic companion by your walking speed until the end of their next turn.
Additionally, when you use your Action Surge feature, on your draconic companion's next turn, they may take any action described in their stat block or listed in the Draconic Companion feature above, not requiring your bonus action to do so. You may still use your bonus action to command them when you use this feature.
Multiattack (1). The draconic companion makes one bite, one claw and one tail attack. In order to use this action, you must take the Attack action on your turn and expend two attacks to cause the draconic companion to use this action on their turn.
Multiattack (2). The draconic companion makes one bite and one claw attack. In order to use this action, you must take the Attack action on your turn and expend one attack to cause the draconic companion to use this action on their turn.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 2d10 + 7 piercing damage plus 1d8 damage of the type shown on the Draconic Companion Table.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 2d6 + 7 slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 2d8 + 7 bludgeoning damage.
Breath Weapons (3/Short Rest). The dragon exhales either a line or cone of damaging energy, as shown on the Draconic Companion Type table. If the area of effect is a cone, it is a 60-foot-cone. If it is a line, it is a 90-foot-line that is 5 feet wide. Each creature in this area of effect must make a saving throw, the DC being 18. The saving throw is either Constitution or Dexterity, as shown on the Draconic Companion Type table depending on the draconic companion's type. On a failed save, a creature in this area takes 6d12 damage of the damage type associated with the draconic companion's type, or half as much damage on a successful save.
Catch Rider. When a creature falls off of the draconic companion, it may make a Strength (Athletics) check, with the DC being the Armor Class of the creature that fell. On a success, the draconic companion is grapples the falling creature.
Dragon's Fury
At level 18, your draconic companion matures to its final form, gaining the statistics of the Ancient Draconic Companion (shown below). When you start your turn not mounted on your draconic companion, you may use your bonus action to teleport back to being mounted on your draconic companion, as long as they are within 100 feet of you.
Additionally, your bond with your draconic companion increases in power, granting the following benefits while you are mounted on your draconic companion:
Legendary Resistance (1/day). If the draconic companion fails a saving throw, it can choose to succeed instead.
Multiattack (1). The draconic companion makes one bite, two claw, and one tail attack. In order to use this action, you must take the Attack action on your turn and expend three attacks to cause the draconic companion to use this action on their turn.
Multiattack (2). The draconic companion makes one bite, one claw, and one tail attack. In order to use this action, you must take the Attack action on your turn and expend two attack to cause the draconic companion to use this action on their turn.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 2d10 + 9 piercing damage plus 1d10 damage of the type shown on the Draconic Companion Table.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 2d6 + 9 slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 2d8 + 9 bludgeoning damage.
Breath Weapons (Recharge 5-6). The dragon exhales either a line or cone of damaging energy, as shown on the Draconic Companion Type table. If the area of effect is a cone, it is a 90-foot-cone. If it is a line, it is a 120-foot-line that is 10 feet wide. Each creature in this area of effect must make a saving throw, the DC being 22. The saving throw is either Constitution or Dexterity, as shown on the Draconic Companion Type table depending on the draconic companion's type. On a failed save, a creature in this area takes 12d10 damage of the damage type associated with the draconic companion's type, or half as much damage on a successful save.
Catch Rider. When a creature falls off of the draconic companion, it may make a Strength (Athletics) check, with the DC being the Armor Class of the creature that fell. On a success, the draconic companion is grapples the falling creature.
Okay, that's the basic idea. I would appreciate feedback, if you have any. Thanks for reading!
Edit: I changed around some features, added the Mark of the Dragon Rider, moved the features of Swift Flight to level 15.
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I really like this! The one thing that has me a bit concerned though is the consequences of having a huge or gargantuan dragon following you around everywhere and how others in the worlds might perceive you, on top of how difficult it could be for a creature that big to try and traverse through tighter spaces. One possible option to circumvent this potential issue is that when you hit level 15, your dragon companion could learn the Normal Dragon's Change Shape ability.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Adult Gold, Silver and Bronze dragons gain this naturally in the adult stages of their life so I don't think it's too much of a stretch to give it to all varieties of the dragon companion.
Of course in a campaign setting primarily taking place out in the open or where dragon riders are common it's less of an issue and probably wouldn't need an addition like that.
I hope this is at least a little helpful.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
My Greater Will Google Doc
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Thanks! I was wondering about doing something like that, but I'm not sure. To me, that would make the dragon seem more like the character than the PC is, but I could do something like that.
Maybe to avoid that problem, I could make it so the dragon from level 15 and beyond can merge with your body, or something like that?
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For the Change Shape ability you could limit it to only allowing them to transform into beasts as I can agree that them turning into a humanoid might be a bit much.
Merging with the fighter and then being summoned when needed would also be a cool idea. I can just image the fighter being surrounded by bandits thinking they have the jump on them and they just smirks as fire erupts around them and an ancient dragon appears behind them, letting out a fear inducing roar. So cool!
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
My Greater Will Google Doc
Proud member of the DragonClub! cult.
I think both of those could work. Let them turn into a beast, retaining most of the statistics, allowing for the dragon to become a talking mastiff. But, I also like the idea of having the mind of the dragon inside your brain, so you can have full conversations with yourself, and then summon a dragon whenever you need to.
I'm currently leaning towards the Change Shape into Beast feature, but will have to get more feedback and think it over a bit more. Thanks!
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You could have the dragon turn into a magic tattoo that the PC can touch to summon the Dragon. You could even have the tattoo grow as the dragon grows. The cool factor of that alone makes it worth considering it.
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I love the tatoo idea, but cmon. Who doesn't want to put on a circus and suddenly polly the talking parrot is a freakin' dragon? Who? Where is that miser, cause polly needs a snack.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
The tattoo idea actually does jog my memory a bit. Spoilers for the Inheritance series just incase someone cares to not know.
Wasn't there a dragon tattoo shared by two elves that housed a specter dragon in it. I recall it appearing in the second book to heal and transform Eragon into a more elf-like form that was fueled by a dragon's soul/ Eldunarí and I think it helped Eragon change the Rider's Pact in the fourth book too right? I might be a bit fuzzy on the details.
This would make the tattoo idea fit a bit more flavorly to the inspiration of this class possibly. Though, the ability to change shape fits more with the lore of these creatures in D&D. Honestly I would be okay with either.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
My Greater Will Google Doc
Proud member of the DragonClub! cult.
This is true!
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Okay, the tattoo idea is just too cool, and fits the series that inspired this subclass too much to not be added. The Dragon Riders in the Inheritance Cycle did have this mark on their hand. I wouldn't require them to have to use this style tattoo or have it on their hand, the player would get to choose, but I will add a feature like this:
In Eberron, these tattoos could appear as dragonmarks (normal dragonmarks for a dragonmarked race, but aberrant for anyone else).
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Okay, I changed some things up a bit in the subclass. I added Mark of the Dragon Rider as the level 10 feature, and moved Swift Flight to level 15. Thanks for all of your feedback so far! I would appreciate thoughts on its balance, the choices, and stuff like that.
Please check out my homebrew, I would appreciate feedback:
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Dragon Rider!
Honestly, this Subclass is probably a bit Overpowered, compared to the other Fighter Subclasses. Its fine though, as long as the DM is fine with a GIANT F***ING DRAGON HANGING AROUND YOU ALL THE TIME. Its a fun Subclass. Will definitely play a Dragon Rider Fighter sometime in the near future.
Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Savior/Sovereign/Saint Foresworn/Traitor/Trusted/Tortured Truthborn/Chosen/Cursed
Created by deities/Created by mortals/Created by powers unseen/Unheard of
Fate speaks of one/Fate speaks to none/Eternal shadows/Day is Done.
When I play a fighter next, could I use this if my DM says yes?
DM: Dragon of Icespire Peak PbP
Definitely. I'd love to hear how it goes
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I’m certainly bookmarking this Subclass. I’ve been trying to come up with subclasses that fit with my homebrew world that this would fit right in as a fun and thematic option.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
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Proud member of the DragonClub! cult.
Thanks! I that just be basically running it myself, but having another person run the monsters.
DM: Dragon of Icespire Peak PbP
Archery fighting style... I think that would make sense, right?
DM: Dragon of Icespire Peak PbP
It would make sense, especially as Eragon uses a bow a few times.
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It's nice to see that people like it! Thanks!
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Okay, I could do that in the next draft (which I typically make in a later post after getting a bit of feedback). It will definitely be a great subclass for roleplaying, and would also be good for in one-on-one campaigns.
There is a lot in this feature. I could make the immunity be resistance at level 3 for balance purposes, but I just gave them immunity because wyrmlings in the Monster Manual have immunity to their damage type. I could try to organize it a bit better, maybe keep it all under the same ability, but better categorized under sub-abilities, just to keep them from getting 7 different features at level 3.
Not great, but at later levels it can be extremely useful and cinematic. Imagine jumping off your dragon to kill a villain mid-air, then casting this spell so that you can let your mount catch up to you. I could move it to a later level feature to make room for all of the 3rd level features, but I do want to keep this, even if it's not super useful all the time.
I could change that, but I'm not sure exactly what the purpose of it would be. I don't think it would be OP either way, but I'm just wondering why you want to change it.
Yep. Thanks are directed to IamSposta for recommending that feature.
I could limit that a bit more so it's not so crazy useful. This would really increase the one turn DPR of this fighter (which already has very good DPR) way above what any other fighter can do. Thanks for the recommendation.
It is very good. I will fix the wording on that. Thanks for pointing it out!
I will try to scale it back a bit, any other suggestions on how to do so?
It would be a very fun subclass to play as, and the DM would have to work hard to make sure that you don't overshadow your party members.
Please check out my homebrew, I would appreciate feedback:
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