Base Class: Fighter
When creating a Dragon Rider character, consider the relationship with their Dragon Companion as an integral part of their story. Have they always wanted to be a Dragon Rider, or was this something thrust upon them unexpectedly? What was the process of receiving or choosing the Companion? Discuss with your GM the role Dragon Riders play in the World; how common they are, what organizations they may be a part of, etc. Refer to the Dragon Companion section for more information on choosing your Rider Companion.
Novice Rider
You are granted a Dragon Companion, chosen from the Companion selection. You may communicate with your companion telepathically within 1 mile.
Rider of Land
Riders of Land, roam the land and the under with their trusted companions. With experts rumored to command roaming forts on their companions backs.
Riders of the Sky
Riders of the Sky, roam the skies unrestrained by the limitations of the land. With Experts said to have made deals with their mounts and soar the skies on ancient dragons.
Riders of water
Riders of water, guard important waterways with their trusted companions. With experts rumored to have mounts as powerful as Armadas or serve as high guardians for important locations
Dragon Maneuvers
Starting at 3ird LV you gain 3 Dragon Maneuvers from the Maneuvers Section. If the Maneuver requires a target to make a saving throw, the DC equals 8+ Companion Strength Mod+Your Proficiency bonus, unless specified otherwise. You learn an additional maneuver at 6th, 10th, 14th, and 18th level. You can only use one Maneuver Per Turn.
Bolstered Defense (Yourself)
Your bond with your Companion enhances your natural defenses. As a Bonus Action increase your AC by an amount equal to your Dragon's Constitution Modifier until the beginning of your next turn.
Coordinated Flank
(1 Point) As a bonus action while unmounted, you and your dragon flank a single opponent; within 5 feet of the target you both have advantage until the beginning of your next turn.
Diving Strike
As an action you leap off of your Companion in mid air and make an attack with advantage against an opponent in your path to the ground. if the attack hits it deals normal dmg and additional dmg equal to the fall dmg of your fall (1d8 for every 10 feet to a maximum of 20d8). When you land you must make a DEX Save, on a success you take no fall dmg on a fail you split the fall dmg between yourself and your target. Save DC 11+ 1 for every additional 10 feet.
Dragon Mount Charge
As an action and while mounted, your Dragon Companion charges forward, and you make a Melee Weapon Attack. If the Dragon moves at least 10 feet in a straight line towards a target and the attack hits, that strike does an additional 2d8 damage. If it Hits that creature needs to make a Strength Save against the Dragon's save DC or fall prone.
Dragon Tail Swipe
As a bonus action, you may command your Companion to make a Tail Attack against a target up to one size larger than it. If it hits, the target takes damage from the Tail Attack and must make a Strength Save against the Dragon's DC, on a Failure they are knocked prone.
Evasive Maneuvers
As a Bonus Action and while riding your dragon, you can take the Dodge Action, applying the effect to both yourself and companion.
Full Manifestation
Your Draconic Connection is closer than mere companions, this Bond allows you to manifest the full physical form of your Dragon Companion as an Action for 1 minute. For a permanent change spend 1 day focusing on your Bond and then you have become the same species as your companion.
Fury Strikes
As an Action, your Dragon Companion unleashes 1 Bite and 2 Claw attacks in a flurry. If all 3 attacks hit you may use a second DIFFERENT Maneuver.
Grappled Maw
if your Companion makes a bite attack against a creature of the same size or smaller and hits, that creature is grappled and restrained with its mouth, must user an Action Strength Save against the Dragon's DC to be free. While Grappled your companion has half of it's movement speed and can release the creature with a Bonus Action.
Isolated Prey
You may use a bonus action to target a creature you can see, and your Dragon Companion becomes fixated on that target. While targeted all attacks by you and your companion are with advantage and deal an extra weapon die. Also opportunity attacks against that creature no longer cost a reaction, but are still limited to one attack. Isolated Prey last for 1 minute or till the target is killed.
Manifestation Arm
Your Draconic Connection allows you to manifest the physical form of the dragon's arm. As a Bonus Action you strike with the draconic arm dealing 1d10+Strength modifier+ 1d8 Dragon Elemental type.
Manifestation Head
Your Draconic Connection allows you to manifest the physical form of the dragon's Mouth. As an action you breath your dragon's modified breath weapon, all creatures in a 15 ft cone in front of you make a saving throw against your Dragon's Breath Weapon Attack, dealing 4d8 on a Failure or half on a success. You may use up more attack actions to increase the damage by 1d8.
Manifestation Wings
Your draconic connection allows you to manifest the physical form of the dragon's wings on your body. As a Bonus Action you gain a flying speed equal to your companion for 1 minute.
Ravage
After using Grappled Maw, on your next turn your Companion can shake their mouth while biting. The target must make a Con Save against your Companion's Save DC, taking 10d6 slashing on failure or half on success.
Recharge
You use an action to funnel some of the draconic energy from your Bond back to your Companion to immediately recharge their Breath Attack.
Release
As an Action, you release the Bond which connects you to your Dragon Companion, causing your Companion to enter a primal rage lasting for 1 minute. Roll a new initiative for your Companion, and can make 2 attacks that deal and additional elemental dmg, and your Companion's Breath Weapon recharges on a 4,5, or 6 from a d6. After that minute your companion cannot use their Breath Weapon till after a long rest and you must make a DC 15 Animal Handling Check or your Companion becomes hostile towards you and your allies until you use an action to succeed on the Animal Handling Check.
Take a Hit
AS a reaction when you or your companion is hit by an attack you can redirect it to yourself or companion.
Adept Rider
At 7th Level, you have become extremely comfortable on the back of your Companion and may now ride it while it flies. In Addition, each of your attacks deals +1 damage while mounted. Your Companion also increases in one age level.
Knighthood- Scaled Armor Skin
You focus on the sheer force and might that your companion brings to the bond. Starting with your Health, you gain 7 HP and 1 HP for each level in Dragon Rider.
Strength of Scale
Whenever you roll a Strength Check or Saving Throw, you may add a d6 to the total.
Tooth and Claw
When you deal damage to a creature, you may deal additional damage equal to your Dragon Rider Level once per turn.
Draconic Ability
Your Bond with your Companion enhances your fortitude beyond natural capabilities. Choose either Strength of Constitution, that ability's maximum is increased to 22.
Expert Rider
You have nearly perfected aerial combat. While mounted, each of your attacks deals +2 additional dmg and you score a critical hit on a 19 or higher d20 roll. Your Companion increases in one age Level
Aura of Dominance
You have become a bulwark of Draconic power. You may use an action to gain resistance to all types of damage for one minute. during that time, all of your weapon attacks also deals dmg equal to half of your companion's Breath Attack. Aura of Dominance recharges on a Long Rest.







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