Bonded Mount. The dragonborn is magically bound to a giant bat or wyvern trained to serve as its mount. While mounted on a giant bat, the dragonborn gains the bat’s senses. The bonded mount obeys the dragonborn’s commands. If its mount dies, the dragonborn can train a new giant bat or wyvern to serve as its bonded mount, a process requiring a month.
Cavalry Training. When the dragonborn hits a target with a melee attack while mounted, the mount can use its reaction to make one melee attack against the same target.
Multiattack. The dragonborn makes two War Pick attacks.
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 5 (2d4) poison damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Acid Breath (Recharges after a Short or Long Rest). The dragonborn exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 6 (2d6) acid damage on a failed save, or half as much damage on a successful one.
Shared Invisibility (Recharges after a Short or Long Rest). The dragonborn magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the dragonborn wears or carries is invisible with it. While the invisible dragonborn is mounted, the mount is invisible as well. The invisibility ends early on the mount immediately after it attacks.
Feather Fall. The dragonborn wears a magic ring with which it can cast the feather fall spell on itself once as a reaction to falling. After the spell is cast, the ring becomes nonmagical.
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