Fighter
Base Class: Fighter

Creating a Dragon Rider

When creating a Dragon Rider, think about the following: how did you get the dragon's egg that would later hatch into your dragon? Did you find it, abandoned or not? Maybe you were given it as a reward or as a dragon's last act. Or maybe it was under more mysterious or sinister circumstances. However you got it, why did you keep it? Maybe you wanted to be a Dragon Rider or didn't know what it was. Perhaps you kept it for other reasons. But now that your dragons has hatched, why did you let it live? Maybe it seemed cute or you just couldn't hurt it. Or perhaps you just don't know why. However you got it and whatever your reasons for keeping and sparing it, what it your life like with it? Is it a great secret or just constant running. Maybe it's something else, like hiding. In any case, remember that your dragon is its own creature. What is its personality like? What does it fear or like, hate or enjoy?

Quick Build

You can make a Dragon Rider quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma or Constitution. Second, choose the Folk Hero or Outlander background. Third, choose a martial melee weapon, a shortbow with a quiver of 20 arrows, a set of scale mail, and an explorers pack. Be sure to pick the color of your dragon.

Class Features

As a Dragon Rider you gain the following class features.

Hit Dice: 1d10 per Dragon Rider level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dragon Rider level after 1st

Armor: light armor, medium armor, and shields
Weapons: Simple weapons, and one martial weapon of player's choice
Tools: None
Saving Throws: Strength and Charisma
Skills: Three of the following: Acrobatics, Animal Handling, Arcana, Athletics, Intimidation, History, Perception, Persuasion, and Survival

You start with the following equipment, in addition to the equipment granted by your background:

  • One martial weapon (plus 20 ammunition and suitable container (i.e. Quiver, Bolt Case, or Pouch), if applicable)
  • An exotic saddle (dragon)
  • (a) A Shortbow and a quiver with 20 arrows or (b) 3 Javelins
  • (a) A Dungeoneer's Pack or (b) an Explorer's Pack
  • (a) a set of Studded Leather Armor or (b) a set of Scale Mail
  • If you are using starting wealth, you have 4d4x10 gp in funds.

Bonded Dragon

At 3rd 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):

 

large dragon, same as the rider (or really close, must have at least one in common)


Armor Class 13 + dragon's Dexterity modifier (natural armor)
Hit Points 28 (2d10 + 2 times Con mod)
Speed 40 ft, fly 30 ft


STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 18 (+4) 16 (+3) 13 (+1) 15 (+2)

Saving Throws: Strength and Constitution
Skills: Choose 2 Skills for them to be proficient
Damage Resistances based on the dragon's type
Damage Immunities Immune to one damage type according to scale color

Gold, Red, and Brass: Fire

Silver and White: Cold

Bronze and Blue: Lightning

Copper and Black: Acid

Green: Poison
Senses: Darkvision 120 Ft
Languages: draconic


Amphibious. The dragon can breathe air and water.

ACTIONS

Bite. Melee Weapon Attack: Strength to hit, reach 5 ft., one target. Hit: 1d10 + Strength modifier piercing damage

Claws.Melee Weapon Attack: Strength to hit, reach 5 ft., one target. Hit: 1d6 + Strength modifier slashing damage.

Breath Weapon (Recharge 5-6)

The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw, with a DC of 8 + the dragon's Constitution modifier, taking 3d10 fire damage on a failed save, or half as much damage on a successful one.

 

 


When your dragon reaches adult age, it becomes huge in size and gain 4 additional Hit Dice. When they reach Ancient, they become Gargantuan in size and gain an additional 6 Hit Dice.

Dragon Traits

Your dragon, due to it's... unusual upbringing, it much more malleable that normal dragons. Starting at level 1 and repeating each time your gain a level as a Dragon Rider, you may select a one of the following traits to add to your dragon (all abilities that are mentioned, but not defined, appear in the dragons' stat blocks in the Monster Manual) :

New Rider

At level 3, you find that you can draw on your own strength and use magic. You have 4 + your Constitution modifier Energy points. 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 4 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 (For Example, it could cost extra for a 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 performed through these means are spells and are treated as such on all occasions. Your Rider spell save DC = 8 + Strength modifier + proficiency bonus. Your Rider spell attack modifier = Strength modifier + proficiency bonus. You recover 1d4 Energy after taking 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: The process of deciding ability functions/costs are generally as follows:

  1. Rider decides on what they want to happen. (Example: Jake wants to create a whip of fire.)
  2. 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.)
  3. Player makes adjustments, with DM adjusting cost. (Example: Jake increases range by 5 feet, DM adds 1 Energy to cost. Jake also increases the die type to d6 (DM adds 1 Energy to cost) and adds a second die (DM adds another Energy to cost)).
  4. Energy is paid, the 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)
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 affect 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, and even change damage type, but each modification would increase Energy cost (most previously mentioned effects would increase the cost by 1 while changing damage type would probably cost 2 Energy).

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)).

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:

Water Control

You have gained command over water. You may describe any effect that focuses on water (creating water, manipulating the flow of a river, freezing water, or creating a wave or even tsunami). (Creating water might cost 2 Energy per 1/2 gallon, while manipulating a river or creating a wave might cost 5 Energy (a tsunami might cost 7 Energy)).

Warding

You can create magical "shields" that can guard against specified dangers. With DM's approval, you can put a ward on any non-magic item or willing creature. The ward will protect that creature/item from one instance of an effect/5 HP in damage per Energy spent from a specific source (Sleep, Magic, Fire, Swords, etc.). Each Energy spent is treated as adding a charge, wards are not rechargable. It will only protect from that specific source. Damage negated does so in 5 HP incremants (If you take 10 damage, it consumes two charges from the ward. If you take 11 damage, the ward consumes 3 charges, but you do not get protection from the remaining 4 damage from the charge back, it is gone). If you take more damage than the ward reduces, you still take the excess (If you take 12 damage but only have two charges, the ward would consume the two charges and reduce the damage by 10, you would still take 2 damage). Wards do not have restistances, vulnerabilities, or immunities and will be consumed to protect from damage/effects regardless of whenever the creature it is protecting is immune, resistant, or vulnerable.

Skilled Rider

At level 15, 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.

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 Energy 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.

Dragon Knight

You have chosen to revel in the physical might of dragons. Few can hope to match a Dragon Knight.

Draconic Strength

At level 3, you already can feel the strength of dragons. Increase your strength score by 2. This cannot exceed 22.

Draconic Resistance

At level 7, you can resist certain attacks. Choose between piercing, slashing or bludgeoning. You gain resistance to non-magical forms of that damage.

Untouchable

At level 10, you can force your body to move impossibly fast. Whenever an you take damage from an attack, make a Dexterity saving throw vs the attacker's attack roll. If you succeed, negate all damage. You many do this a number of times equal to your Dexterity modifier (minimum of one). You regain all uses after the completion of a long rest.

Relentless

At level 15, you discovered that when you get going, almost nothing can stop you. You can be immune to one instance of each of the following statuses: Prone, Charmed, Sleep, Incapitated (excluding unconcsious), and Restrained (only before, this ability does not work while restrained, but can prevent being restrained). (If you choose to be immune to prone (by instantly getting back up), you can still be immune to Charmed, but are no longer immune to prone until your next long rest.) You cannot use this again until you complete a long rest.

Master of War

At level 18, you can always see where and when to strike, and how hard. You may double damage dealt to any enemy, this does not do damage to immune creatures unless you can do damage to them. This stacks with vulnerabilities.

Draconic Sense

At level 7, 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.

Draconic Protection

At level 10, 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.

Previous Versions

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