Fighter
Base Class: Fighter

A Dragon Knight Apprentice is a student of the royal guard that has shown immense power and skill in the art of fighting. Since a young age you have been selected along with two other chosen individuals, to train relentlessly and precariously under the direct guidance of one of three official Dragon knights for one sole purpose. To become Their successor. Once the day comes, when an official Dragon Knight retires or is killed in battle, one of the three apprentices is chosen to become their successor.

During your apprenticeship, you were brought to the royal dragon breeding grounds. While there you were expected to capture and over time train a pseudodragon in order to eventually be your royal steed. Soon after, you are sent out into the world in order to train on your own until the day comes in which you shall be judged and possibly inducted into Dragon Knighthood.

During your apprenticeship, before you are sent out into the world to train on your own, you were brought to the royal dragon breeding grounds. While there you were expected to capture and over time train a pseudodragon in order to eventually be your royal steed. 

(Pseudodragon type is decided by rolling a d10) 

1. Brass       6. White

2. Copper    7. Black

3. Bronze     8. Green

4. Silver        9. Blue

5. Gold       10. Red

 

Pseudodragon Trainer

When you choose this archetype at 3rd level, you learn special Pseudodragon commands that are fueled by special dice called command dice.

Commands. You learn three Commands of your choice, which are detailed under “Commands” below. Many commands enhance your Pseudodragons attack in some way. You can use only one maneuver per attack.

You learn two additional commands of your choice at 7th, and one additional command at 10th, and 15th level. Each time you learn new commands, you can also replace one command you know with a different one.

Command Dice. You have four command dice, which are d8s. A command die is expended when you use it. You regain all of your expended command dice when you finish a short or long rest.

You gain another command die at 7th level and one more at 15th level.

Saving Throws. Some of your commands require your target to make a saving throw to resist the command's effects. The saving throw DC is calculated as follows:

Command save DC = 8 + your proficiency bonus + your Pseudodragons Strength or Dexterity modifier (your choice)

Knightly Student

At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

Commands

The commands are presented in alphabetical order.

Disarming Strike

When your Pseudodragon hits a creature with a bite attack, you can expend one command die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the command die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When your Pseudodragon hits a creature with a bite attack, you can expend one command die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than your Pseudodragon has advantage if the attack is made before the start of your next turn.

Enticing Swipe

When your Pseudodragon hits with a bite attack, you can expend one command die to attempt to goad the target into attacking your Pseudodragon. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than your Pseudodragon until the end of your next turn.

Projectile Swipe

You can expend one command die in order to reduce the damage from one ranged attack made towards an ally within 10ft of your Pseudodragon. Roll the command die and subtract the rolled amount from the total damage done by one ranged attack towards an ally.

Restraining Hold

When your Pseudodragon hits with a bite attack, you can expend one command die to attempt to restrain the target, forcing it to be restrained until it breaks free. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it becomes restrained by the Pseudodragon until it breaks free or the Pseudodragon becomes unconscious. 

Surprising Strike

You can expend one command die to add advantage to the next attack on a target made by your Pseudodragon.

Tripping Strike

When your Pseudodragon hist with a bite attack, you can expend one command die to add the total to the damage roll, and if the target is Medium or smaller, it must make a Strength saving throw. On a failed save, your Pseudodragon knocks the target prone.

Draconic Enchantment

Once you reach 7th level you gain the knowledge to be able to temporarily enchant one weapon. Once every short rest for a time of 1 minute, you gain the ability to add an additional 2d6 elemental damage to your attack.

• As a bonus action, you are able ignite one weapon of your choice with elemental energy.

• The enchantment ends if you drop the weapon, go unconscious, and or choose to drop the enchantment.

• At higher levels you gain an additional 1d6 at 12th level, and another 1d6 at level 17th.

Enchantment of Fire

Once you reach 7th level you gain the knowledge to be able to temporarily enchant one weapon, once every short rest, in order to additional Fire damage to your attack.

Enchantment of Ice

Once you reach 7th level you gain the knowledge to be able to temporarily enchant one weapon, once every short rest, in order to additional Cold damage to your attack.

Enchantment of Lightning

Once you reach 7th level you gain the knowledge to be able to temporarily enchant one weapon, once every short rest, in order to add additional Lightning damage to your attack.

Enchantment of Necros

Once you reach 7th level you gain the knowledge to be able to temporarily enchant one weapon, once every short rest, in order to additional Necrotic damage to your attack.

Know Your Enemy

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)

Improved Dragon Command

At 10th level, your command dice turn into d10s. At 18th level, they turn into d12s.

Relentless Command

Starting at 15th level, when you roll initiative and have no command dice remaining, you regain one command die.

Improved Dragon Command

At 18th level, your command dice turn into d12s.

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