Homebrew Dragon Rider Species Details
The halfling, tiny in comparison to his draconic companion, gazes over the land. Spying some travellers about to be waylaid by bandits, he calls out to his friend as he rushes to aid the humans. The would-be bandits laugh at his foolishness until the dragon appears on the other side of the road, as if from nowhere. Surprised and off guard, they quickly fall before the two. Climbing on his dragon's back, the halfling salutes the awed travellers as they vanish into the sky.
The human flings bolts of lightning, holding the demons back. Falling back, she suddenly raises her hands and cries out. A mighty thunderstorm rises in a place where there was no weather, and the demons are fried to oblivion. The human falls to her knees exhausted, and smiles as her dragon makes a quip about the overly dramatic display.
Fighting for his life, the dragonborn stumbles back as a moment's respite appears. To his left, his dragon fights her best to slay the hoard of infinite goblins. Glancing back at the village that didn't care to help them, he fights his way to her side. Melding their minds, they charge as one, slaughtering goblin after goblin. Their only thoughts are to keep each other safe.
Dragon Rider are just that - warriors who ride dragons - but they are also much more. They are powerful magicians who astound other spellcasters with their feats of magic. They are warriors who can topple champions and best heroes. They are the few who would offer a parental hand to a wyrmling with no one to turn to. They would dare to raise a dragon in a world where dragons are feared as monsters or looked to as gods. They walk the lands below and fly the skies above. Two parts of one force. They are all that and more. They are Dragon Riders.
Dragon Rider Traits
get a bonded dragonDraconic Sense
At level 5, your bond with your dragon had given you draconic senses. You have advantage on Wisdom (Perception) check that use sight, smell, and/or hearing. Enemies have a disadvantage on Dexterity (Stealth) checks if they can be detected by sight, smell, and/or hearing.
Young Rider
At level 6, you have improved, but still have a long way go. Increase your Energy by 1d4+your current Constitution modifier (minimum of 1) (your Energy maximum does not change after this, unless an ability says so). You gain the following abilities:
Air Manipulation
You have gained some control over the air. You may describe any effect that focuses on air (such as a gust of wind, a cushion or wall of air, or even use air to expand and break or compress and squeeze something). (It would cost one Energy to create a gust of wind to blow a sail, but maybe 3 Energy to crush something with air and that crushing may need a Constitution saving throw to determine if is works).
Darkness and Light
You can control darkness and light. You can change the light level of an area with a 60ft radius around you (this could cost 5 Energy per level changed (bright to dim to darkness or vice versa)).
Draconic Prowess
At level 9, your bond with your dragon seems to have quickened your limbs. Whenever you take the attack action, you may make two attacks, however, if you are wielding a weapon with the Heavy or Oversized properties, you do not get this bonus. You also increase your walking speed by 10ft, however, if you are wearing Heavy Armor, you do not get this bonus.
Adept Rider
At level 10, you are familiar with your abilities, if not overly skillful. Your Energy increases by 1d4+your current Constitution modifier (minimum of 1) (this does not change unless an ability says so). You now gain a level of exhaustion for every 5 Energy you spend, rounded down . You also gain the ability to store Energy in gemstones. A gemstone must be worth at least 100gp to be able to store Energy. You can store 2 Energy for every 50gp a gemstone is worth. You can store and take Energy from the gemstone at will, this does not change the gemstone in anyway. You can sense if a gemstone has Energy, and how much it has, as long as you can hold it (DM may grant gemstones containing Energy as treasure, but they should be rare to find). You can draw from these gemstones as long as they are on your person to either cast a spell or regain Energy points. Using Energy from gemstones does not grant levels of exhaustion, but storing Energy in them can. If you store Energy in a gemstone, you must wait 1 minute before you can do so again. You have the following abilities:
Ageless
At level 11, your bond with your dragon seems to have stopped time...wait, nevermind, it just stopped you from aging, too bad. You do not age, your appearance does not change because of age and you does not grow weaker due to age. This does not stop you from dying at your normal time (this also does not interfere with the long life you have from being a Dragon Rider).
Draconic Protection
At level 13, you have found that you don't notice when your dragon uses a breath attack. You gain immunity to the damage type of your dragon's breath weapon.
Skilled Rider
At level 14, you have become very skilled with your powers. You increase your Energy by 1d4+your current Constitution modifier (minimum of 1) (is does not change unless an ability says otherwise). You gain the following abilities:
Earth Command
You have gained sufficient power to command earth. You may describe any effect that focuses on earth (flinging a boulder at someone, creating a wall of rock, creating quicksand (or quick-mud), and even encase a creature in stone). (Moving a boulder might cost 1 Energy per turn that they move it, while encasing a creature in stone might cost 7 Energy and include a Dexterity saving throw or they became essentially petrified.)
Healing
You have discovered that you can make any injury be healed, aside from death. You can heal a person as long as you can touch the injury. You can heal 1d8 hit points at the cost of 1 Energy. You may increase the number of dice (1d8 to 2d8, etc.) or die type (d8 to d10 to d12) for each extra Energy you spend.
Heightened Draconic Prowess
At level 17, whenever you take the attack action, you may make up to 3 attacks. However, you can only make up to 2 attacks if you are wielding a weapon with the Heavy or Oversized properties. You also have +20 feet to movement speed, which is decreased to +10 feet if you are wearing Heavy armor (this ability effectively replaces Draconic Prowess).
Master Rider
At level 18, you can make use of abilities that only masters use. You increase your Energy by 1d4+your current Constitution modifier (minimum of 1) (this cannot change from this point forward). You now gain a level of exhaustion for every 6 Enetgy you spend, rounded down. You gain the following abilities:
Time Mastery
You have mastered Time itself. You may describe any effect that focuses on time (slow time, turn back time, even grant yourself extra turns). (Effects like these would cost anywhere from 7 to 10 Energy).
Lightning Cast
You discover that you now can command lightning. You may describe any effect that focuses on lightning (shock something, strike something with lightning, or even create a thunderstorm). (Shocking something would cost 1 Energy, while causing a thunderstorm might cost 5 energy and effect a 20ft area and strike all creatures within eah round for 1d6 lightning damage and last for 1d4 rounds.)
Boundless Energy
At level 19, at the beginning of your turn, if you have 0 Energy, you may make a Constitution check (DC 15). If you fail, nothing changes. If you succeed, your recover 4 Energy and may make a second Constitution check (DC 20). If you fail the second check, you gain one level of exhaustion, if you succeed, you lose one level of exhustion.
United We Stand
At 20th level, the bond between you and your dragon has grown so that you are able to meld your minds. You and your dragon may join your minds for a duration of one minute. While under this effect, both bodies are treated as one person and act during one turn, under the same initiative. Both bodies may occupy the same space without mounting. When determining initiative, initiative is rolled by rolling 1d20 and adding the greater of the bodies' initiative modifiers. This ability, while active, grants two action, bonus actions, and reactions, however, these may only be taken by one body once (if you take an action to make the rider's body attack, the other action can only be taken by the dragon's body, the same with bonus actions and reactions). Since you are treated as one, everything that you do or that happens to you effects both (making an attack counts as you both made the attack, thus when determining if you hit and how much damage you do, add the corresponding modifier from both bodies (if the rider's body attacks while under this ability and has a +3 Strength modifier, while it's dragon has a +5 Strength modifier, you would add both modifiers for the attack (thus the attack roll would have a +8 bonus, not including proficiency, which you would add only once) and damage (if a longsword, 1d8+8 slashing, for example). When one body is dealt damage or healed, the damage/recovered HP may be divided as you choose between the bodies (any benefit or penalty that cannot be divided affects both). You may combine modifiers for all attack rolls, checks, saving throws (excluding death saving throws, as soon as you make one, this ability ends), and damage rolls if applicable. The bodies have separate movement speeds. This ability may not be used if you and your dragon are farther than 120 ft. from each other or one of you is unconscious, both of these as well as death will end this ability. You cannot use this again until you complete a long rest.
Bonded Dragon
At 1st level, you have a Young Dragon (species is player's choice) whose alignment can differ by one (a LG player would have a dragon of NG, LN, or LG alignment). This dragon is very loyal to you, since you are the one who raised it. You and your dragon share the same languages and can communicate telepathically with each other up to a distance of one mile. This only works with you and your dragon, you and your dragon are treated normally as far as telepathy with other creatures. You also have a lifespan equal to your dragon's and you age at half the normal rate for your race (if you age at all). An example is, if you reach adulthood at 18 and live until 80, then as a Dragon Rider, at 80, you would have aged as if you were 40. If you or your dragon start making death saving throws, the other is distracted over concern for their partner, they have disadvantage on all checks, saving throws, and attack rolls not attempted to help their partner until their partner is either stabilized or dead. If either you or your dragon dies, the remaining one makes an Intelligence saving throw (DC 20), if succeed, they retain their sanity, if failed, they become permanently insane (permanent madness) until their partner is resurrected. They cannot be cured of this madness through any other means. It is worth noting that your dragon builds its own hoard that, while you can help, you have to persuade your dragon to lend anything as you would a normal creature. Your dragon has its own personality as well as fears and dislikes, which (if DM says so) can prevent the dragon's participation. You and your dragon will have to appease or deal with the local dragons if your dragon is with you. In other words, your dragon can ( and most likely will) act like a normal dragon. (This includes gathering hoards and territory.) The following is a list of the dragon's stats (if it is not labeled here, the dragon does not have it):
New Rider
At level 2, you find that your can draw on your own strength and use magic. You have 1d4+your Constitution modifier Energy points (minimum of 1). You gain a level of exhaustion for every 4 Energy you spend, rounded down (spending 4 Energy is one level, while 8 energy would be 2 levels. 3 or less energy would be p levels of exhaustion). You may do anything within the bonds of what you can create and manipulate, at DM's agreement, however, the DM can adjust costs as needed (Example, it could cost extra for ranged fire attack or an exploding fire attack or both, though both would cost the most. You could create a wave of fire that could cost a lot of Energy, perhaps more than an exploding ranged fire attack (i.e. a fireball)). For all intensive purposes, effects preformed through these means are spells and are treated as such in all occasions. Your Rider spell save DC= 8+Charisma modifier+proficiency bonus. Your Rider spell attack modifier= Charisma modifier+proficiency bonus. You recover 1d4 Energy aftertaking a short rest and recover all your Energy after taking a long rest. Concentration may be required (if spell has a duration and is not "self-sustaining" for that duration (Example: Light is a "self-sustaining" spell, Levitate requires concentration). Concentration spells may not require much Energy at one time, but can cost extra Energy over time. (Note: Process of deciding ability functions/costs are generally as follows:
- Rider decides on what they want to happen. (Example: Jake wants to create a whip of fire.)
- DM decides if they will allow effects, then decide on cost. (Example: DM allows Jake's whip at a cost of 1 Energy each turn. The whip has a 10 feet range and does 1d4 fire damage.)
- Player make adjustments, with DM adjusting cost. (Example: Jake increases range by 5 feet, DM adds 1 Energy to cost. Jake also increases die type to d6 (DM adds 1 Energy to cost) and adds a second die (DM adds another Energy to cost)).
- Energy is paid, effect is carried out, and levels of exhaustion are gained, if applicable. (Example: Jake pays 4 Energy. His character creates a whip of fire that has a range of 15 feet and does 2d6 fire damage. They gain one level of exhaustion)
(NOTES FOR DMs: A good way to determine Energy cost is to do the following:
You have the following abilities:
Pyrokinesis
You can manipulate and create fire. You may describe any effect that focuses on fire (creating a campfire, shooting a fireball, sending a fire wave, even spontaneous combustion, ANYTHING with DM's agreement, but fire must be the primary focus, no levitating objects and causing them to catch on fire, just catching them on fire). Spells with cost more as their effects become more potent (Lighting a campfire would cost 1 Energy, while spontaneous combustion would probably cost about 7-8 Energy and only effect one creature that has less than 50 hit points, but probably do 5d10 fire damage on a failed Constitution saving throw or half that on a success).
Magic Blast
You can use energy to create a blast of magic. You may spend 1 energy point to create a small ball of energy that does 1d6 force damage that has a range of 60 ft away from you. This can be modified to add more damage dice, increase die type, increase range, even change damage type, but each modification would increase Energy cost (most previously mentioned effects would increase cost by 1, while changing damage type would probably cost 2 Energy).
Rider's Bond
Ability Score Increase
At 4th, 8th, 12th, 16th And 19th level, you may increase two ability scores by one or increase one ability score by two, these improvements may not cause the score to exceed 20 unless you possess an ability or item that allows such. You may ignore the score increase and instead take a feat (the Player's Handbook has a list of feats).
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Posted Jul 12, 2022This is exactly what I was looking for for a dragon rider class based on the Inheritance Cycle
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Posted Jul 14, 2022Can I use the magic part of this to make a feat that replaces normal spells with this system for any spellcasting classes