Base Class: Fighter
Wyvern Knights are a rare breed of fighter who have formed a deep bond with a wyvern, a powerful and intelligent winged creature that they ride into battle. Through a magical bond that is forged through days of intense training and mutual trust, the fighter and wyvern become a powerful duo that is feared by their enemies and respected by their allies.
The Wyvern Knight is a master of aerial combat, using their mount's strength and abilities to dominate the battlefield from above. Their expertise in mounted combat is unmatched, and they can control their wyvern as if it were an extension of their own body. They can communicate telepathically with their wyvern up to a range of one mile, and the wyvern can understand any language spoken by its rider.
In addition to their skills as a mounted fighter, the Wyvern Knight gains unique benefits from their bond with their wyvern. Their mount gains increased hit points and the ability to use the fighter's proficiency bonus for attack rolls and ability checks. The wyvern also gains a powerful stinger attack that can poison their enemies.
As they progress along their path, Wyvern Knights become even more proficient in aerial combat. They gain the ability to take the Dash action as a bonus action while riding their wyvern, and their mount can make additional attacks on their turn when they use the Attack action. The Wyvern Knight's bond with their mount becomes so strong that their wyvern gains the ability to unleash a devastating dive bomb attack that can knock their enemies prone.
At higher levels, the Wyvern Knight and their mount become even more formidable. They gain resistance to a chosen damage type and additional hit points, and their wyvern's stinger attack becomes even more deadly. The Wyvern Knight can also use their Action Surge feature twice per short rest, and their wyvern becomes immune to the damage type that the fighter chose for their resistance.
In battle, the Wyvern Knight and their wyvern mount are a truly fearsome force, swooping down from the skies to strike their enemies with deadly precision. With their bond of trust and their mastery of aerial combat, they are a force to be reckoned with on any battlefield.
Wyvern Bond
At 3rd level, you gain the ability to form a bond with a wyvern. You can spend 24 hours bonding with a wyvern of your choice, during which time you form a magical bond with the creature. You can only have one wyvern bond at a time, and if your wyvern bond dies, you must spend another 24 hours bonding with a new wyvern to form a new bond.
While your wyvern bond is active, you gain the following benefits:
- You can communicate telepathically with your wyvern up to a range of 1 mile.
- Your wyvern can understand any language you speak.
- You can mount or dismount your wyvern as a free action, and you can control your wyvern while riding it as if it were an extension of your own body.
Additionally, your wyvern gains the following benefits:
- Its hit point maximum increases by your fighter level.
- It can use your proficiency bonus instead of its own for attack rolls and ability checks.
- It gains a stinger attack that it can use once per turn as a bonus action. The stinger attack deals piercing damage equal to 1d8 + your fighter level, and the target must make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) or be poisoned for 1 minute.
Aerial Maneuvers
At 7th level, you and your wyvern become even more proficient in aerial combat. You can take the Dash action as a bonus action while riding your wyvern, and it can use the Disengage action as a bonus action.
Additionally, your wyvern can make one additional attack on your turn when you use the Attack action.
Aerial Takedown
You and your wyvern work together to bring down flying foes. When you and your wyvern are flying within 5 feet of a creature that is also flying, you can use your action to make a special attack. You and your wyvern each make an attack roll, and if both attacks hit, the creature takes extra damage equal to your fighter level and must make a Strength saving throw against a DC of 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) or fall prone.
Enhanced Flight
Your wyvern gains the ability to fly faster and more agilely. While riding your wyvern, you can take the Help action as a bonus action to grant your wyvern advantage on its next attack roll, or the Dodge action as a bonus action to give your wyvern advantage on its next Dexterity saving throw.
Your wyvern also gains an additional 10 feet to its fly speed.
Skyhunter's strike
Your wyvern swoops down from the sky to strike a target with incredible force. When you and your wyvern are flying at 30 feet above a creature, you can use your action to have your wyvern make a dive bomb attack. The wyvern makes an attack roll against the creature, and if it hits, the creature takes extra damage equal to your fighter level and must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) or be knocked prone.
Wyvern's Fury
At 10th level, your wyvern gains the ability to unleash a devastating stinger attack. Once per long rest, your wyvern can use its stinger attack as a bonus action on your turn. Your wyvern's stinger attack deals 1d8 poison damage.
Additionally, whenever you use the Action Surge feature, your wyvern can take an additional action on its turn.
Wyvern's Intimidation
Your wyvern's mere presence is enough to intimidate your foes. Once per short rest, you can use an action to have your wyvern let out a fearsome roar. All enemies within a 30-foot radius of your wyvern must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Strength or Charisma modifier (your choice) or become frightened for 1 minute.
Wyvern's Mark
Your wyvern marks a target for death, gaining advantage on attack rolls against that target for 1 minute. Once per short rest, you can use your action to choose a creature within 60 feet of your wyvern as your wyvern's target. The mark persists until the target dies, you mark a new target, or 1 minute passes.
Wyvern's Shield
Your wyvern protects you from harm by interposing itself between you and danger. Once per short rest, when an attack would hit you, you can use your reaction to have your wyvern take the hit instead. Your wyvern takes damage as normal, but you are unharmed.
Wyvern's Scales
At 15th level, you and your wyvern become even more resilient in combat. You and your wyvern gain resistance to one damage type of your choice (acid, cold, fire, lightning, or poison). Additionally, your wyvern's hit point maximum increases by an additional amount equal to your fighter level.
Acid Resistance
You and your wyvern become even more resilient in combat. You and your wyvern gain resistance to acid damage.
Cold Resistance
You and your wyvern become even more resilient in combat. You and your wyvern gain resistance to cold damage.
Fire Resistance
You and your wyvern become even more resilient in combat. You and your wyvern gain resistance to fire damage.
Lightning Resistance
You and your wyvern become even more resilient in combat. You and your wyvern gain resistance to lightning damage.
Poison Resistance
You and your wyvern become even more resilient in combat. You and your wyvern gain resistance to poison damage.
Wyvern's Wrath
At 18th level, you and your wyvern become a truly fearsome force in battle. You and your wyvern gain the following benefits:
- You can use your Action Surge feature twice per short rest.
- Whenever your wyvern uses its stinger attack, you can choose to have it deal an additional 10d6 poison damage.
- You and your wyvern become immune to the damage type that you chose for your resistance at 15th level.
Acid Immunity
You and your wyvern become even more resilient in combat. You and your wyvern become immune to acid damage.
Cold Immunity
You and your wyvern become even more resilient in combat. You and your wyvern become immune to cold damage.
Fire Immunity
You and your wyvern become even more resilient in combat. You and your wyvern become immune to fire damage.
Lightning Immunity
You and your wyvern become even more resilient in combat. You and your wyvern become immune to lightning damage.
Poison Immunity
You and your wyvern become even more resilient in combat. You and your wyvern become immune to poison damage.
Wyvern's Sight
While mounted on their wyvern, the Wyvern Knight gains darkvision out to a range of 120 feet. Additionally, they can use their action to see through their wyvern's eyes for up to 1 minute.
Wyvern's Presence
The Wyvern Knight and their wyvern companion have become one in body and spirit, exuding an aura of power and menace that strikes fear into their enemies.
Wyvern's Roar
Once per short rest, the Wyvern Knight can use their action to make a deafening roar that affects all creatures within a 30-foot cone in front of them. Affected creatures must make a Wisdom saving throw or become frightened of the Wyvern Knight and their wyvern companion for 1 minute.
Wyvern's Vision
While mounted on their wyvern, the Wyvern Knight gains darkvision out to a range of 120 feet. Additionally, they can use their action to see through their wyvern's eyes for up to 1 minute.
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