Base Class: Fighter
Those who practice mounted combat gain a new level of skill upon training with a flying mount. Employing a variety of martial techniques, they often showcase their superiority in the air through swift movements and devastating blows. Wyvern Knights feel most free in the air and in open spaces. Not all Wyvern Knights choose to focus on the air, some choose to fight on the ground side by side with their wyvern. Though a true knight uses all the skills at their disposal to excel.
Level 3: Wyvern Gambits
Your experience on the battlefield has refined your fighting techniques. You learn gambits that are fueled by special dice called Maneuver Dice.
Gambits. You learn three gambits of your choice. Many gambits enhance an attack in some way. You can use only one gambit per attack.
You learn two additional gambits of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new gambits, you can also replace one gambit you know with a different one.
Maneuver Dice. You have four Maneuver Dice, which are d6s. A Maneuver Die is expended when you use it. You regain all expended Maneuver Dice when you finish a Short or Long Rest.
You gain an additional Maneuver Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total).
Saving Throws. If a gambit requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Level 3: Draconic Researcher
You learn to read and write Draconic, and one other language of your choice.
Wyvern Companion
At 3rd level, as an action, you can summon the wyvern that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.
The wyvern is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Wyvern Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the wyvern, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the wyvern, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.
In combat, the wyvern 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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the wyvern can take any action of its choice, not just Dodge.
The wyvern remains until it is reduced to 0 hit points, until you use this feature to summon the wyvern again, or until you die. Anything the wyvern was wearing or carrying is left behind when the wyvern vanishes.
When you use your second wind feature your wyvern regains the same number of hit points. Additionally, when you use your action surge feature your wyvern can take an additional action.
Once you summon the wyvern, you can’t do so again until you finish a short or long rest.
Wyvern companion
Medium dragon
Armor Class 12 + PB (natural armor)
Hit Points 5 + your constitution modifier + five times your fighter level (the wyvern has a number of Hit Dice [d10s] equal to your fighter llevel)
Speed 40 ft. (walking and flying)
Saving Throws Dex +1 plus PB, Wis +2 plus PB
Damage Immunities determined by the wyvern's Draconic Essence trait
Senses darkvision 60 ft., passive Perception 14
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Draconic Essence When you summon the Wyvern, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the wyvern's damage immunity and the damage of its Infused Strikes trait.
Actions
Bite. Melee Weapon Attack: +3 + PB to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB piercing damage.
Reaction
Infused Strikes. When another creature within 30 feet of the wyvern that it can see hits a target with a weapon attack, the wyvern infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.
Level 7: Darting Blow
When attacking a creature that is on a lower plane of elevation than you, you then gain advantage on your attack rolls against them for as long as you are above them.
You must be at least 5ft. above the target for this feature to take effect.
Level 10: Knightly Bond
You have formed a special connection with your wyvern, whilst your wyvern is summoned you both gain the following benefits,
Draconic Scales. You gain resistance to fire damage.
Shared Saves. Whenever an effect causes you and your wyvern to make a Dexterity or Strength saving throw and only one of you succeeds, you can cause both of you to succeed instead.
Level 15: Superior Bond
Your wyvern grows to Large size and you are now able to use its flying speed whilst you are riding it.
Level 18: Defiant Critical
Whenever your Hit Points are at or under 1/4th of your maximum Hit Points, you can now score a Critical Hit on a roll of 16-20 on a d20.
The effect goes away once you go above 1/4th of your maximum Hit Points.
Level 3: Gambit Options
The Gambits are presented here in alphabetical order.
Aegis
As a Bonus Action, you can expend one Superiority Die and force ranged weapon attacks to be made at disadvantage against you until the start of your next turn.
Agility
When you make a Dexterity (acrobatics) check or Initiative roll, you can expend one Maneuver Die and add the die to the roll, unless you have the Incapacitated condition.
Eagle Eyes
When you make an Intelligence (Investigation) check or a Wisdom (perception) check, you can expend one Maneuver Die and add the die to the roll, unless you have the Incapacitated condition.
Flyby
As a bonus action, you can expend a maneuver die, and until the start of your next turn you don't provoke opportunity attacks.
Gale Wings
As a Bonus Action you can expend a Maneuver Die and force a creature within 30ft to make a Dexterity saving throw. If they fail the saving throw they are knocked prone.
Grappling Strike
When you hit a creature with an attack roll, you can expend one Maneuver Die and add the die to the attack’s damage roll. You can then attempt to grapple the target as part of the same attack action.
Piercing Strike
When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Maneuver Die to attempt to damage another creature. If there is another creature within 5 feet directly behind the original target. If the original attack roll would hit the second creature, it takes damage equal to half the damage that hit the original target. The damage is of the same type dealt by the original attack.
Poison Strike
When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Maneuver Die to poison the target. The target then has the poisoned condition and while poisoned this way it takes 1d4 poison damage at the start of its turn, it can make a con save at the end of its turn to end the poisoned condition.
Reposition
When you’re within 5ft of a creature on your turn. You can expend a Maneuver die and move that creature to another space within 5ft of you, provided that the creature is willing and doesn’t have the incapacitated condition. This movement does not provoke opportunity attacks.
Seal Movement
When you hit a creature with an attack roll, you can expend one Maneuver Die to attempt to lock the target in place. Add the Maneuver Die roll to the attack’s damage roll. The target must succeed on a Dexterity saving throw or have its movement set to 0 until the end of its next turn.
Stabilize
If your or your mount fail a saving throw that would cause you to fall off your mount, you can expend a Maneuver die to stay atop your mount instead.
Stride
As a Bonus Action, you can expend a Maneuver die and triple your movement speed until the end of your turn.
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