Fighter
Base Class: Fighter

A small tribe of outcasts trained by the wood elf named Amara on how to ride and harness the powers of dragons.

Easier With Practice

Your finally able to mount your dragon. While carrying you, your dragon movement is cut in half. Mounting and Dismounting counts as 5 feet instead of half your movement. And gain Advantage against falling off your mount.

Jump Attack

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. Enemies have advantage on you when in this state. 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. You can do this equal to your Proficiency bonus a day.

Working As One

While riding mount gain additional 5 feet reach with melee attacks. And your mount now flies with full speed while carrying you.

Leap of Dragon

Making a jump from the back of your dragon, you gain a bonus equal to the dragons Strength modifier in feet for the distance of your jump.

Two Lungs, One Breath

You can share your companion's breath. You can use a bonus action to make a breath attack, that works exactly like your dragon's breath. This feature expends the dragon's breath charge.

Fight Like A Dragon

Your hit points maximum increases by 3 and goes up 1 for every level. Also while ridding your dragon, you have improved crit you can now crit when rolling a d20 and landing on 19-20.

Improved Jump Attack

You can initiate your Jump Strike from the back of your airborne dragon and make the attack in the same turn.

Forging Steel

As a bonus action, harness your dragon's breath into your weapon. The damage type from your dragon's breath is now absorbed into your sword causing 2d6 of that damage type on top of your normal melee damage until the end of your next turn.

Same Blood

Once per long rest, you may use an action to gain immunity to your dragon companions breath weapon damage type.

Can't Tell You Apart

You start to develop some draconic aspects, like horns, claws and maybe even a tail. You and your dragon can communicate telepathically with each other from any distance, as long as you are on the same plane. You also gain scales that protect you, granting you a bonus of 1 to your AC, and resistance to the damage type associated with your draco.

Dragon Soul

If you or your dragon gets reduced to 0 Hit Point or Die, you or your companion can use a reaction to reduce their Hit Point Maximum to prevent the other one from dying. The unconscious or dying individual receives hit point from the amount expended from the other. You or your companion has half their Hit Point Maximum until their next long rest.

Fixated Prey

Once a Day, as a bonus action. You can target a creature you can see, and your dragon companion becomes fixated on that target. While a creature is targeted this way, you and your companion have advantage and deal an additional weapon damage dice to the target.

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