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. 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.
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 hatchling or juvenile wyvern. You can spend 24 hours bonding with a juvenile 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.
- In combat, the wyvern acts independently of you, but it always obeys your command. In combat, it rolls initiative and acts on its own turn. It can't attack without your command to do so, but it can take other actions as normal. You can command your wyvern to attack as an action on your turn.
- A juvenile wyvern can be used as a mount, costing half your movement to mount or dismount. A Hatchling wyvern cannot be used as a mount.
- The initiative of a mounted wyvern changes to match yours when you mount it.
- While mounted, you can only use your movement to dismount.
- While mounted, your wyvern moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge (at 10th level, you can use a bonus action to allow a bonded mount can use one stat block action) A mounted wyvern can move and act even on the turn that you mount it.
- While mounted, a juvenile wyvern is unable to fly, but it can use its wings to aid its jump, doubling its jump height. Adult and greater wyverns can fly while mounted.
- Any spells that target yourself will also affect your wyvern while you are mounted.
Additionally, your wyvern gains the following benefits:
- Its hit point total becomes your Constitution modifier + 5 times your level (the wyvern has a number of hit dice [d8s] equal to your level).
- It can use your proficiency bonus instead of its own for attack rolls and ability checks.
- While mounted, your wyvern can still use its reaction to make an opportunity attack, at your command.
Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Description
A hatchling wyvern is the size of a large cat. It walks on four limbs, runs on two and is a surprisingly agile flyer.
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 11 (1d8 + 3) piercing damage.
Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage. A medium or smaller target must make a DC 12 Strength saving throw or be knocked prone.
Description
Cousins to the great dragons, wyverns have two scaly legs, leathery wings, and a sinewy tail. Juvenile wyverns are not as large and do not have the poisoned stinger that adult wyverns do.
Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Description
Cousins to the great dragons, wyverns have two scaly legs, leathery wings, and a sinewy tail topped with a poison stinger that can kill a creature in seconds.
Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 18 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Draconic Breath. The Greater Wyvern exhales a breath weapon in a 60 foot cone. Each creature in that area must make a DC 18 Dexterity (or Constitution for poison damage) saving throw, taking 44 (8d10) acid, cold, fire, lightning or poison damage on a failed save, or half as much damage on a successful one.
Draconic Resistance. The greater wyvern has resistance to the damage type of its draconic origin.
(Both breath weapon and resistance must be the same damage type).
Description
Cousins to the great dragons, wyverns have two scaly legs, leathery wings, and a sinewy tail topped with a poison stinger that can kill a creature in seconds.
Greater wyverns are larger than adult wyverns and more closely resemble and have a form of breath weapon associated with the type of chromatic dragon of their lineage.
Note on age
While not as long-lived as their greater dragon relatives, wyvern's take several years to age from juvenile status to adulthood, and several more to mature to greater wyvern status. This character subclass will likely require long periods of downtime to progress.
Note on bonding with a new wyvern
If your wyvern dies and cannot be revived or leaves, you have the ability to bond with another wyvern of the maturity level your level allows. Bonding with a hatchling or juvenile wyvern takes only DC 15 Wisdom (Animal Handling) check at advantage due to your experience and connection with its draconic spirit. However, it will take many years for it to mature to adult and greater wyvern status.
- At birth, it is a hatchling wyvern.
- After 1 year, it is a juvenile wyvern and tame enough to be ridden as a mount.
- After 2 years, due to your training and experience and your connection to its draconic spirit, the juvenile wyvern, physically matures faster than it would normally, and is considered an adult wyvern
- After 5 years, it attains greater wyvern status.
If you attempt to bond with an untamed adult or greater wyvern, you must make a DC 20 Wisdom (Animal Handling) check. If you fail, you cannot attempt to do so with the same wyvern for a month. If you fail three times, you can never bond with that particular wyvern.
Sacrifice of Scale
You and your bonded wyvern can protect each other from harm. While you are within 10 feet of each other, when you or your wyvern take damage, you can use a reaction each take half of the damage.
Poisonous Sting
At 7th level, your wyvern has developed the glands to produce venom. A creature that takes damage from the attack with the stinger of the wyvern must make a Constitution saving throw. The saving throw to resist the poison is equal 8 + your proficiency bonus + the wyvern's Constitution modifier.
On a failed save, the target takes poison damage equal to 3d6, or half as much on a successful save. This feature can be used a number of times equal to your wyvern's Constitution modifier (minimum once). Once the wyvern has spent all his uses of this feature, it cannot do so again until you finish a long rest.
The poison damage increases by 1d6 when you reach 8th level (4d6), 11th level (5d6), 14th level (6d6) and 17th level (7d6).
Bonded Mount
The bond between you and your wyvern allows it to be considered a bonded mount.
A trained rider controlling a bonded war mount may use their bonus action to allow the mount to use any action in their stat block, including an attack.
Fearsome Presence
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.
Additionally, if you still have your originally bonded wyvern, and enough time has passed, it is now considered an adult wyvern.
Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Description
Cousins to the great dragons, wyverns have two scaly legs, leathery wings, and a sinewy tail topped with a poison stinger that can kill a creature in seconds.
Wyvern's Mark
Once per short rest, you can use your bonus action to choose a creature within 60 feet of your wyvern to mark for death. Your wyvern gains advantage on attack rolls against that target for 1 minute. The mark persists until the target dies or 1 minute passes.
Draconic Resistance
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, determined by your wyvern's draconic heritage). Additionally, if you still have your originally bonded wyvern and enough time has passed, it is considered a greater wyvern, and its hit point maximum now equals your own.
Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 18 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Draconic Breath (Recharge 5-6). The Greater Wyvern exhales a breath weapon in a 60 foot cone. Each creature in that area must make a DC 18 Dexterity (or Constitution for poison damage) saving throw, taking 44 (8d10) acid, cold, fire, lightning or poison damage on a failed save, or half as much damage on a successful one.
Draconic Resistance. The greater wyvern has resistance to the damage type of its draconic origin.
(Both breath weapon and resistance must be the same damage type).
Description
Cousins to the great dragons, wyverns have two scaly legs, leathery wings, and a sinewy tail topped with a poison stinger that can kill a creature in seconds.
Greater wyverns are larger than adult wyverns and more closely resemble and have a form of breath weapon associated with the type of chromatic dragon of their lineage.
Acid Resistance
You and your wyvern gain resistance to acid damage.
Cold Resistance
You and your wyvern gain resistance to cold damage.
Fire Resistance
You and your wyvern gain resistance to fire damage.
Lightning Resistance
You and your wyvern gain resistance to lightning damage.
Poison Resistance
You and your wyvern gain resistance to poison damage.
Draconic Breath
Your wyvern gains a breath weapon determined by its draconic heritage.
Once per long rest, you can use your action to order your wyvern use it as an attack, or your bonus action to use it while mounted.
Acid Breath Weapon
Your wyvern is descended from black dragons. Its breath weapon is acid.
Cold Breath Weapon
Your wyvern is descended from white dragons. Its breath weapon is cold.
Fire Breath Weapon
Your wyvern is descended from red dragons. Its breath weapon is fire.
Lightning Breath Weapon
Your wyvern is descended from blue dragons. Its breath weapon is lightning.
Poison Breath Weapon
Your wyvern is descended from green dragons. Its breath weapon is poison.
Draconic Immunity
You and your wyvern become immune to the damage type of your wyvern's draconic heritage.
Acid Immunity
You and your wyvern are now immune to the damage type of your wyvern's draconic heritage.
Cold Immunity
You and your wyvern are now immune to the damage type of your wyvern's draconic heritage.
Fire Immunity
You and your wyvern are now immune to the damage type of your wyvern's draconic heritage.
Lightning Immunity
You and your wyvern are now immune to the damage type of your wyvern's draconic heritage.
Poison Immunity
You and your wyvern are now immune to the damage type of your wyvern's draconic heritage.
Sentinel Command
At 18th level when a creature enters or leaves a space within 5 feet of your wyvern, you can command it to use its reaction to make an opportunity attack. You must be able to communicate the command to your wyvern, and this feature doesn't require you to take any action.
In addition, when an attacker that your wyvern can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
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WARNING! This subclass is not "balanced." It was created for a campaign featuring a dragon-riding knight. There's no way to properly balance that.
This is not a subclass that grants a little creature bonus attack like Beastmaster or Drakewarden ranger with a "fewy spirit" creature that is essentially immortal.
This subclass features a whole ass wyvern that has several attacks similar to dragons - including a breath weapon at high levels.
It's also HIGHLY impractical for most campaigns or one shots as it requires YEARS of downtime for a hatchling or juvenile wyvern to age to the point where it can "level up." Also...large and huge wyverns are not particularly easy to take around just anywhere. Cities, towns, tunnels, dungeons etc. may require the wyvern...this subclasses primary feature, to simply not be around. So don't complain about it. That's by design!