Base Class: Fighter
Wyvern Knights were one of the pillars of the rebel legion of Occuria, who fought for Fier despite it being an uphill battle, and eventually a doomed war. Still, stories of these knights moved throughout the ages, eventually turning into the basis for the modern Asvelian Wyvern Riders. Their bond with their partner is another side of the same sort of bond that Drakewardens have- though their draconic companion is viewed more as a trusted steed and friend than an extension of themselves.
Wyvern's Partnership
3rd level Wyvern Knight feature
As an action, you can magically summon the wyvern that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.
The wyvern is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Wyvern Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the wyvern, choose a damage type listed in its Draconic Nature trait. You can determine the cosmetic characteristics of the wyvern, such as its color, its scale texture, or any visible effect of its Draconic Nature your choice has no effect on its game statistics.
In combat, the wyvern 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 wyvern can take any action of its choice, not just Dodge.
The wyvern remains until it is reduced to 0 hit points, until you use this feature to summon the wyvern again, or until you die. Anything the wyvern was wearing or carrying is left behind when the wyvern vanishes.
Once you summon the wyvern, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
Wyvern Companion
Medium Dragon
Armor Class 14 + PB (natural armor)
Hit Points 5 + five times your ranger level (the wyvern has a number of Hit Dice [d10s] equal to your ranger level)
Speed 40 ft.
Saving Throws Dex +2 plus PB, Wis +4 plus PB
Damage Immunities determined by the wyvern’s Draconic Nature trait
Senses darkvision 60 ft., passive Perception 12
Languages Draconic
Challenge — Equals your level.
Draconic Nature. Your draconic companion has an innate nature depending on the color of its scales. When you first gain this feature, choose one of the following types: acid, poison, lightning, fire, or cold. Your companion Damage Immunities and further abilities are determined by this type.
Mount. As a bonus action for both you and your drake, you can mount the drake and ride it. When this happens, you take your actions at the same time as the drake, and its movement is replaced with yours.
Actions
Bite. Melee Weapon Attack: +5 plus PB to hit, reach 5 ft., one target. Hit: 1d6 + 5 piercing damage. You may replace one or all of your attacks made with the Attack with this ability, and you may also order this creature to make one Bite attack as a bonus action.
Reactions
Special Orders
3rd level Wyvern Knight feature
You've developed a special sort of communication with your wyvern that allows you to give it special orders, synergizing with it in the middle of combat and pulling off slick maneuvers. You learn to read and write Draconic, and you gain a number of Special Orders equal to your proficiency bonus. Each of the following abilities consume one of these Special Orders. Any saving throws that these orders involve have a DC of 8 + your Strength modifier + your Proficiency bonus. You regain all spent Special Orders after a long rest.
X-Strike. As an action, both you and your wyvern vanish and reappear next to a creature that you can both see within 20 feet of both, appearing in adjacent spaces to that creature. Both you and the wyvern can make one weapon attack immediately after teleporting in this manner. Cannot be used while mounted.
Rescue. As a bonus action while mounted, you can attempt to pick up a non-hostile creature of size Medium or smaller while within 5 feet of that creature. You must succeed an Athletics check with a DC equal to 15. On a successful roll, you pick them up and set them on the back of your wyvern, allowing you to move them around with your wyvern's movement. They occupy the same space as you while doing so. However, the wyvern loses its flying speed at the end of your next turn after the one you used this order on, and cannot fly again until there is only one rider.
Guard. As a reaction, your wyvern can use its wings to shield a creature within 5 feet of it from projectiles. When a ranged attack is made against a creature within 5 feet of your wyvern, it can use its reaction to instead become the target of the attack.
Essence Conference
7th level Wyvern Knight feature
Spending so much time with your wyvern companion allows you to take on some of its traits, and understand it significantly better. You gain resistance to the damage type you chose from your wyvern's Draconic Nature feature, and can choose to deal any damage you deal as that damage type as well. In addition, you learn to see through your dragon's eyes, as if with the find familiar spell, to a range of up to 100 feet. However, while in this form, you can use your own Perception score. Finally, this attunement to another set of senses grants you proficiency in Arcana and Investigation.
Ancestral Orders
10th level Wyvern Knight feature
A vision imparted to you bestows the following special orders upon you, in addition to your current orders.
Fier's Nurturing. As a bonus action, you or your wyvern can touch one ally within 5 feet of either one, bestowing a healing power that restores hit points equal to (your proficiency bonus x 1d6) + your proficiency bonus.
Divebomb. While mounted and flying at least 20 feet in the air, you can target a creature you can see within 20 feet that is at least 20 feet below you and dash to that creature, slamming them into the ground with the weight of dragon and rider. The creature must make a Strength saving throw equal to 8 + your Strength modifier + your proficiency bonus or take 4d8 + your Strength modifier bludgeoning damage and be knocked prone. After this maneuver resolves, you may move to a space adjacent or above the targeted creature.
Tempest Blade. As an action, you combine dragon and rider's might into an powerful technique that utilizes the strengths of both. You may make a melee weapon attack against a creature within 5 feet of you with a weapon you currently possess. On a successful hit, that creature and all other creatures in a 15-foot cone directly behind it must make a Constitution saving throw equal to 8 + your Strength modifier + your proficiency bonus or take 6d6 damage of the damage type determined by your wyvern companion's Draconic Nature.
Loyal Steed
15th level Wyvern Knight feature
Mounting can now be done as a free action as long as your wyvern companion is within 5 feet of you, and can be done any amount of times per turn. In addition, you and your wyvern companion can now both act on your turn in any order, even when not mounted.
Boundless Energy
18th level Wyvern Knight ability
All Special Orders are regained when rolling initiative.
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