Base Class: Fighter
You have formed a mystical bond with a dragon egg, caring for it till it hatched. Upon hatching, the dragon wyrmling instantly imprinted upon you, now magically linking the two of you together for the rest of your souls' existence. The dragon can be any type of true dragon and is a loyal companion on your adventures and serves as your mount once it gets large enough. This dragon is special, even though it appears as a normal true dragon, being a special breed of dragon. This type of dragons has been bred by dragon mages, alchemists, and others obsessed with dragons for centuries, granting them a greater ability to bond with others, becoming perfect servants to the knights of the realms. This bond extends beyond the grave, causing the dragon to grow as its rider becomes more experienced and skilled.
The dragon is sentient and will only remain your companion if you treat it as an equal. It is the same alignment as you, but has its own wants and needs. It will gladly be partners in battle with its Dragon Rider who they consider a great friend and ally. The most powerful Dragon Riders and their Draconic Companions will act as one creature in purpose and being, never willingly leaving each others' presence unless absolutely necessary. A Dragon Rider's life is linked to the life of their Draconic Companion, giving them both magical abilities.
Spellcasting
At level 3, your bond with your Draconic Companion has granted you the power to use magic. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips
You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots
The Dragon Rider Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level sorcerer spells of your choice, two of which you must choose from the transmutation and evocation spells on the sorcerer spell list.
The Spells Known column of the Dragon Rider Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an transmutation or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an transmutation or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
---|---|---|---|---|---|---|
1st |
2nd |
3rd |
4th |
|||
3rd |
2 |
3 |
2 |
— |
— |
— |
4th |
2 |
4 |
3 |
— |
— |
— |
5th |
2 |
4 |
3 |
— |
— |
— |
6th |
2 |
4 |
3 |
— |
— |
— |
7th |
2 |
5 |
4 |
2 |
— |
— |
8th |
2 |
6 |
4 |
2 |
— |
— |
9th |
2 |
6 |
4 |
2 |
— |
— |
10th |
3 |
7 |
4 |
3 |
— |
— |
11th |
3 |
8 |
4 |
3 |
— |
— |
12th |
3 |
8 |
4 |
3 |
— |
— |
13th |
3 |
9 |
4 |
3 |
2 |
— |
14th |
3 |
10 |
4 |
3 |
2 |
— |
15th |
3 |
10 |
4 |
3 |
2 |
— |
16th |
3 |
11 |
4 |
3 |
3 |
— |
17th |
3 |
11 |
4 |
3 |
3 |
— |
18th |
3 |
11 |
4 |
3 |
3 |
— |
19th |
3 |
12 |
4 |
3 |
3 |
1 |
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Draconic Companion
When you choose this archetype at 3rd level, you have formed a permanent bond with a true dragon hatchling. You can telepathically communicate with each other while not unconscious and on the same plane of existence. The companion gets more powerful and larger as you get to higher levels. See the creature's statistics in the Draconic Companion Wyrmling stat block. At level 7 in this class, the draconic companion has a sudden growth spurt, becoming a Young Draconic Companion, using that stat block instead of the Draconic Companion Wyrmling stat block. At level 15 in this class, the draconic companion grows for a final time, becoming an Adult Draconic Companion and using that stat block.
You choose their Draconic Type, which will determine their appearance, breath weapon, and damage immunity.
Draconic Type |
Damage Type |
Breath Weapon |
---|---|---|
Amethyst | Psychic | Constitution saving throw, cone |
Black |
Acid |
Dexterity saving throw, line |
Blue |
Lightning |
Dexterity saving throw, line |
Brass |
Fire |
Dexterity saving throw, line |
Bronze |
Lightning |
Dexterity saving throw, line |
Copper |
Acid |
Dexterity saving throw, line |
Crystal | Radiant | Wisdom saving throw, cone |
Emerald | Thunder | Constitution saving throw, cone |
Gold |
Fire |
Dexterity saving throw, cone |
Green |
Poison |
Constitution saving throw, cone |
Obsidian | Fire | Dexterity saving throw, cone |
Red |
Fire |
Dexterity saving throw, cone |
Sapphire | Thunder | Constitution saving throw, cone |
Silver |
Cold |
Constitution saving throw, cone |
Topaz | Necrotic | Constitution saving throw, cone |
White |
Cold |
Constitution saving throw, cone |
In combat, the draconic companion 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 one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. The draconic companion counts as an independent mount while you are mounted on it.
When you regain hit points during a short rest or from your Second Wind feature, the draconic companion regains hit points equal to the amount you regain. The draconic companion makes death saving throws at advantage while you are within 30 feet of it. If you are within 5 feet of the draconic companion while it is at 0 hit points, you may use a bonus action to expend a hit die, roll the hit die and cause the draconic companion to regain an amount of hit points equal to the number rolled + your Charisma modifier (minimum of one hit point).
If your draconic companion dies, its soul still remains connected to you. It may be raised from the dead by spells such as revivify and resurrection as normal, but can also be brought back to life by inhabiting the body of a true dragon. If you cannot raise your draconic companion through resurrection magic, you must seek out a true dragon that is near death. The dragon may be of any draconic type, but must be the same maturity as your draconic companion. When you find such a dragon, while it is at 0 hit points and stable, you may perform a 1 hour ritual as part of a short rest while within 5 feet of the body of the unconscious dragon to call the soul of your draconic companion into the body of the unconscious dragon, permanently reducing your hit point maximum by your proficiency bonus. As long as the ritual continues, the dragon cannot regain consciousness, and at the end of the ritual the true dragon is magically transformed into your draconic companion. After completing the ritual, the dragon becomes identical to your draconic companion and has the same statistics as it had before, including its draconic type.
Spider Climb (Sapphire Types Only). The draconic companion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Tunneler(Emerald and Sapphire Types Only). The draconic companion can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.
(Requires Your Bonus Action)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 + 3) piercing damage.
Breath Weapon (1/Short Rest). The dragon exhales either a line or cone of damaging energy, as shown on the Draconic Companion Type table. If the area of effect is a cone, it is a 15-foot-cone. If it is a line, it is a 20-foot-line that is 5 feet wide. Each creature in this area of effect must make a saving throw, the DC being 12. The saving throw is either Constitution or Dexterity, as shown on the Draconic Companion Type table depending on the draconic companion's type. On a failed save, a creature in this area takes 5d6 damage of the damage type associated with the draconic companion's type, or half as much damage on a successful save.
Magically Mounted
When you gain this feature at 7th level, your draconic companion wyrmling becomes a young draconic companion, now using that stat block in place of the previous one. Additionally, while you are mounted on top of your draconic companion, the melee weapon attacks that you and your draconic companion make count as magical weapons for the purpose of ignoring damage resistances and immunities.
Spider Climb (Sapphire Types Only). The draconic companion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Tunneler(Emerald and Sapphire Types Only). The draconic companion can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.
Multiattack. The draconic companion makes one Bite attack and one Claw attack. In order to use this action, you must take the Attack action on your turn and expend one attack to cause the draconic companion to use this action on their turn.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (2d10 + 5) piercing damage plus 1d6 damage of the type shown on the Draconic Companion Table.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d6 + 5 slashing damage.
Breath Weapons (2/Short Rest). The dragon exhales either a line or cone of damaging energy, as shown on the Draconic Companion Type table. If the area of effect is a cone, it is a 30-foot-cone. If it is a line, it is a 60-foot-line that is 5 feet wide. Each creature in this area of effect must make a saving throw, the DC being 14. The saving throw is either Constitution or Dexterity, as shown on the Draconic Companion Type table depending on the draconic companion's type. On a failed save, a creature in this area takes 8d6 damage of the damage type associated with the draconic companion's type, or half as much damage on a successful save.
Catch Rider. When a creature falls off of the draconic companion, it may make a Strength (Athletics) check, with the DC being the Armor Class of the creature that fell. On a success, the falling creature is grappled by the draconic companion.
Mark of the Dragon Rider
As an action while you are within 5 feet of your draconic companion, you may cause it to disappear and be magically channeled into a physical mark on your body, the positioning and appearance of which is determined when you gain this feature. When the draconic companion is hidden this way, you may still speak telepathically with each other, and it cannot be targeted by attacks, spells, and other effects. The draconic companion may remain in this mark until you use an action to summon it to an unoccupied space within 30 feet of you.
Draconic Bond
Your bond with your draconic companion also strengthens, allowing for you to hasten your mount. When you finish your turn mounted on your draconic companion, and you did not use any of your movement this turn, you may increase the flying speed of your draconic companion by your walking speed until the end of their next turn.
Additionally, when you use your Action Surge feature, on your draconic companion's next turn, they may take any action described in their stat block or listed in the Draconic Companion feature above, not requiring your bonus action to do so. You may still use your bonus action to command them when you use this feature.
Spider Climb (Sapphire Types Only). The draconic companion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Tunneler(Emerald and Sapphire Types Only). The draconic companion can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.
Multiattack (1). The draconic companion makes one bite, one claw and one tail attack. In order to use this action, you must take the Attack action on your turn and expend two attacks to cause the draconic companion to use this action on their turn.
Multiattack (2). The draconic companion makes one bite and one claw attack. In order to use this action, you must take the Attack action on your turn and expend one attack to cause the draconic companion to use this action on their turn.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 2d10 + 7 piercing damage plus 1d8 damage of the type shown on the Draconic Companion Table.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 2d6 + 7 slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 2d8 + 7 bludgeoning damage.
Breath Weapons (3/Short Rest). The dragon exhales either a line or cone of damaging energy, as shown on the Draconic Companion Type table. If the area of effect is a cone, it is a 60-foot-cone. If it is a line, it is a 90-foot-line that is 5 feet wide. Each creature in this area of effect must make a saving throw, the DC being 18. The saving throw is either Constitution or Dexterity, as shown on the Draconic Companion Type table depending on the draconic companion's type. On a failed save, a creature in this area takes 6d12 damage of the damage type associated with the draconic companion's type, or half as much damage on a successful save.
Catch Rider. When a creature falls off of the draconic companion, it may make a Strength (Athletics) check, with the DC being the Armor Class of the creature that fell. On a success, the draconic companion is grapples the falling creature.
Draconion Spirit
Your bond with your dragon has reached its peak. You can now merge with your dragon, becoming an even more powerful entity. If you are within at least 5 ft of your draconic companion, you may use and action to merge with it, taking the shape of an adult dragon. Your fusion grants you the following benefits:
- You take the shape of your Adult Draconic Companion.
- Your health point total is now equal to that of your draconic companion's added to your own.
- You gain the same damage and condition immunities as your companion.
- You gain the same damage resistances as your companion.
- All movements, special traits, actions, bonus actions and reactions of your Draconic Companion become your own.
- Your physical stats become that of the Draconic Companion's while you retain your mental stats.
Huge shout out to The_Leviathan_of_Levistus for the original concept. This is still a work in progress as I have a player looking to test it out in a few sessions. The subclass is quite over powered at the moment but that's what playtesting is for.