Fighter
Base Class: Fighter

      .   

Dragon Egg Bond

At 3rd Level, A dragon egg comes into your possession, causing a bond that gives life to dormant magic deep within you. A lofty feeling pulls you skyward as you yearn to soar in the sky. You gain a dragon egg of a type of your choosing, or at random, that has 20 AC and 10 HP. In addition, you can speak Draconic

The Black Dragon

Black Dragons are the rarest bonds but also the most challenging. It's been said that they are the cruelest of all the dragons with a temper that shouldn't be tested. The only known people to calm their dragons are the dragon riders.  It will alter your elemental damage to acid, teaching you the Acid Splash cantrip. 

The Blue Dragon

Blue dragons, also known as storm dragons, are among the vainest and prideful of an arrogant race. They take great pleasure in wielding their power, engaging in combat or lording over humanoids and other lesser creatures to prove that they can do so, rather than out of any real desire for results. A blue dragon might forgive insults, but it reacts with rage to any insinuation that it is weak or inferior. It will alter your elemental damage to lightening, teaching you the Shocking Grasp cantrip. 

The Brass Dragon

Brass dragons were the weakest of the metallic dragons, and also one of the most benign of all species of dragon. They loved to talk, to the exclusion of most else. They loved to engage friends and foes alike in hours of long-winded conversation. It was not unusual for a brass dragon to be fluent in several hundred different languages, although they obviously preferred to converse in Draconic whenever possible. This egg holds the ancient brass dragon, altering your elemental damage to fire and teaching you the firebolt cantrip.

The Bronze Dragon

Bronze dragons were the third most powerful of the metallic dragons. These dragons possessed the ability to alter their form, assuming the appearance of any type of animal or humanoid creature they choose. As such, many could have encountered a bronze dragon without ever being the wiser. This dragon egg holds one of the last few Bronze Dragons. It will alter your elemental damage to lightening and teach you the Shocking Grasp cantrip.

The Copper Dragon

Copper dragons were the second weakest of the metallic dragons. They were born tricksters and jokesters. They were quite devious and clever, but their intent was purely benign. They did not seek to harm 'lesser' creatures but merely wished to impress them with superior intelligence and wit, and to fool them with clever pranks. A visitor to a copper dragon's lair would have expected to be entertained at length, although the dragon would become angry if the visitor did not appear impressed with its tricks, riddles, and stories. This dragon egg holds a copper dragon which will altering your elemental damage to acid and teaches you the Acid Splash cantrip.

The Gold Dragon

Gold dragons were the strongest and most majestic of the metallic dragons and were considered the apex of the draconic race. Graceful and wise, they were relentless and dedicated foes of evil, injustice, and foul play. While respected for their fairness and knowledge, they were also grim and reserved, and usually avoided casual contact with other dragons. This egg holds the rarest of all dragons-the gold dragon. With this, your elemental damage changes to fire and you learn the firebolt cantrip.

The Green Dragon

Green dragons were master manipulators who reveled in corrupting lesser creatures and hoarding them like possessions. This egg holds an ancient green dragon and alters your elemental damage to poison and teaches you the cantrip Poison Spray.

The Red Dragon

Red dragons were covetous, evil creatures, interested only in their own well-being, vanity and the extension of their treasure hoards. They were supremely confident of their own abilities and were prone to making snap decisions without any forethought.

They were the most fearsome and cruel of the chromatic dragons, they breathed a cone of fire. These dragons delighted in ruin, death and destruction.

An ancient red dragon resides in this egg and allters your elemental damage to fire. You also learn the Firebolt cantrip.

The Silver Dragon

This egg holds the ancient silver dragon and changes your elemental damage to cold. It also teaches you the Ray of frost cantrip.

The White Dragon

This egg holds a white dragon and changes your elemental damage to cold. You will learn the cantrip Ray of Frost.

Spellcasting

When you reach 3rd level, you bond with a dragon’s egg, allowing you some minor spellcasting ability. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. In addition, any elemental damage type specified in a spell’s description is replaced with a damage type dependent on the type of dragon egg in your possession. (Note: The change of element does not update on the character sheet currently, not sure if it can be, so just remember for now. If you know how it can be, please let me know.)

Cantrips

You learn one cantrip, dependent on the type of dragon egg:

Dragon

Spell Damage Type

Cantrip

Black

Acid

Acid Splash

Blue

Lightning

Shocking Grasp

Brass

Fire

Fire Bolt

Bronze

Lightning

Shocking Grasp

Copper

Acid

AAcid Splash

Gold

Fire

Fire Bolt

Green

Poison

Poison Spray

Red

Fire

Fire Bolt

Silver

Cold

Ray of Frost

White

Cold

Ray of Frost

Spell Slots (Note: The current character sheet does not support the following mechanic, just ignore the spell slots as written and track Bond Points in your 'Notes - Other' section)

Rather than spell slots, Dragon Rider's have a number of Bond Points with their dragon, based on their level, with which the Dragon Rider spends to create spell slots, then casts a spell. The table below summarizes the cost in Bond Points of slots from 1st to 4th. Cantrips don’t require slots and therefore don’t require Bond Points. You can’t reduce your Bond Points less than 0, and you regain all your spent Bond Points when you finish a long rest.

Spell Level

Point Cost

1st

2

2nd

3

3rd

5

4th

6

Spells Known of 1st-Level and Higher

You know one first level wizard spell of your choice, it must be an evocation, abjuration, or enchantment spell on the wizard 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 evocation, abjuration, or enchantment spell of your choice, and must be of a level of which you can cast.

The spells you learn at 8th, 14th, and 20th level can be from any school of magic.

Whenever you gain a level in this class, you can replace a wizard spell that you know with another spell of your choice from the wizard spell list. The new spell must be of a level that which you can cast, and must be evocation, abjuration, or enchantment, unless you’re replacing a spell you gained at 8th, 14th, and 20th level.

Spellcasting Ability

Charisma is your spell casting ability for your wizard spells, since you access these spells through a magical bond with your dragon. 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 wizard 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

Dragon Rider Spellcasting

Fighter Level

Bond Points

Max Spell Level

Spells Known

3rd

4

1st

1

4th

6

1st

2

5th

6

1st

3

6th

6

1st

4

7th

14

2nd

5

8th

14

2nd

6

9th

14

2nd

6

10th

17

2nd

7

11th

17

2nd

8

12th

17

2nd

8

13th

27

3rd

9

14th

27

3rd

10

15th

27

3rd

10

16th

32

3rd

11

17th

32

3rd

11

18th

32

3rd

11

19th

38

4th

12

20th

38

4th

13

Jump Strike

At 3rd Level, as an action on your turn, you may spring straight into the air to a height equal to your move speed and remain there until the start of your next turn. If you would be knocked prone, you fall straight to the ground and suffer the applicable fall damage. At the start of your next turn, you may use your action to land anywhere within half your move speed of the point you jumped from, making one melee attack against a target. If successful, this attack is a critical hit, and knocks the target prone.

At the start of your turn, you may instead use your bonus action to land safely on the ground without an attack. You can use this feature again after a long rest.

 

Dragon Hatchling

At 7th level, your dragon egg hatches into a dragon hatchling with the following stat block. Although the it will try to stay by your side, the DM controls the actions of the dragon hatchling; However, you can influence these actions with a successful Handle Animal check.

STR:

DEX:

CON:

INT:

WIS:

CHA:

6(-2)

12(+1)

8(1)

8(-1)

8(-1)

10(+0)

HP:

AC:

Size:

Speed:

 

 

20

13

Tiny

20ft., 30ft. fly

 

 

For other skills (See Wyrmling in Monster Manual)

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 0ft., one target. Hit: 2 (1d4) piercing damage.

Dragon Wrymling

At 10th level, the hatchling has matured into a 'Dragon Wyrmling', as described in the Monster Manual. The Dragon Rider now has control over the dragon wyrmling, rather than the DM.

The dragon wyrmling is now a companion that accompanies you on your adventures and is trained to fight alongside you. The type of wyrmling corresponds to the chosen dragon egg. Add your proficiency bonus to the wyrmling’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your fighter level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

The wyrmling obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the wyrmling where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the wyrmling to take the Attack action.

If you are incapacitated or absent, the wyrmling acts on its own, focusing on protecting you and itself. The wyrmling never requires your command to use its reaction, such as when making an opportunity attack.

Young Dragon

At 15th level, the wyrmling has matured into a 'Young Dragon', as described in the Monster Manual; use these stat blocks to replace the dragon wyrmling from the Dragon Wyrmling class feature. The type of young dragon must remain the same. You gain the benefit of the Mounted Combatant feat.

 

Master Dragon Rider

Starting at 18th level, you can initiate your Jump Strike from the back of your airborne dragon, and make the attack in the same turn.

Dragon Deaths

Should your dragon (or egg) perish, the link you had with it disappears after 48 hours, relieving you of your magic and Jump Strike feature; However, the magic remains dormant inside you, ready to be awakened once more. You may bond with a new dragon, at an age equal to what is currently available to you (An egg at level 3, hatchling at level 7, wyrmling at level 10, and young dragon at level 15).

The magic pulling within in you, let’s you sense the direction of the nearest compatible dragon. The difficulty of this task is the DM's decision.

Alternatively:

Should your dragon perish, the link you had with it disappears after 48 hours, relieving you of your magic and Jump Strike feature; However, the magic remains dormant inside you, ready to be awakened once more. You may revive your dragon companion with this magic, raising it beside you as if after a long rest.

To perform this ritual, you must have rare components of the DMs discretion, perhaps rare gems or magical weapons, totaling at least 50,000g in value. The ritual requires 8 hours of intense focus and concentration. If the ritual fails or is interrupted, a dracolich is formed, using one of the items from the ritual as its phylactery. If a dracolich is formed, make a Charisma save, DC 20. If succeeded, the dracolich acts as your new companion dragon though it no longer ages or grows, if failed, the dracolich is hostile.

The magic pulling within in you, let’s you sense the direction of the nearest components. The difficulty of this task is the DM's decision.

 

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