Fighter
Base Class: Fighter

Draconic Bond At 3rd level, you gain a dragon companion. You hatched the dragon from an egg, or you have stumbled across one in the wild. Either way, the dragon seeks to fight alongside you and do your will. If you do not already know draconic, you learn it through you bonding with this dragon. When your dragon is reduced to 0 hit points, it falls unconscious until the end of your next long rest. Choose your dragon from the options below:

Amethyst Dragon You gain an amethyst dragon wyrmling as a mount.

Black Dragon You gain a black dragon wyrmling as a mount. Blue Dragon

blue dragon You gain a blue dragon wyrmling as a mount.

Brass Dragon You gain a brass dragon wyrmling as a mount

. Bronze Dragon You gain a bronze dragon wyrmling as a mount.

Copper Dragon You gain a copper dragon wyrmling as a mount.

Crystal Dragon You gain a crystal dragon wyrmling as a mount.

Deep Dragon You gain a deep dragon wyrmling as a mount.

Dragon Turtle You gain a dragon turtle wyrmling as a mount.

Emerald Dragon You gain an emerald dragon wyrmling as a mount.

Gold Dragon You gain a gold dragon wyrmling as a mount.

Green Dragon You gain a green dragon wyrmling as a mount.

Lunar Dragon You gain a lunar dragon wyrmling as a mount

. Moonstone Dragon You gain a moonstone dragon wyrmling as a mount

. Red Dragon You gain a red dragon wyrmling as a mount.

Sapphire Dragon You gain a sapphire dragon wyrmling as a mount.

Silver Dragon You gain a silver dragon wyrmling as a mount.

Solar Dragon You gain a solar dragon wyrmling as a mount.

Topaz Dragon You gain a topaz dragon wyrmling as a mount

. White Dragon You gain a white dragon wyrmling as a mount

Mithral Dragon You gain a dragon Mithral Dragon wyrmling as a mount

cave dragon You gain a cave Dragon wyrmling as a mount

flame dragon You gain  flame Dragon wyrmling as a mount

sea dragon  You gain  sea Dragon wyrmling as a mount

time dragon  You gain  time Dragon wyrmling as a mount

wind dragon  You gain wind  Dragon wyrmling as a mount

void dragon  You gain void Dragon wyrmling as a mount

ender dragon  You gain ender Dragon wyrmling as a mount

dragon turtle  You gain  Dragon turtle  wyrmling as a mount

Faerie Dragon You gain Faerie Dragon wyrmling as a mount

 

 

 

 

 

 

Riding Bond

At 7th level, the bond with your dragon grows stronger, and you both begin to fight as a single entity. Instead of using half of your movement speed to mount/dismount your dragon, you only need to use 5 feet of movement speed. While you are mounted on your dragon, both you and your dragon gain a +1 to AC, and you have advantage on any saving throw that would cause you to dismount your dragon.

 

Breath Bond

Breath Bond At 15th level, after fighting alongside your dragon for a fairly long time, you have developed a breath weapon of your own. The damage of your breath weapon matches your dragon's breath weapon damage.

Acid Breath - Black You exhale acid in a 30-­foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 5d8 acid damage on a failed save, or half as much damage on a successful one.

Acid Breath - Copper You exhale acid in an 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 5d8 acid damage on a failed save, or half as much damage on a successful one.

Cold Breath - Lunar You exhale a blast of frost in a 15-foot cone. Each creature in the cone must make a DC 13 Constitution saving throw. On a failed save, the creature takes 5d8 cold damage, and its speed is halved until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced.

Cold Breath - Silver You exhale an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 5d8 cold damage on a failed save, or half as much damage on a successful one.

Cold Breath - White You exhale an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 5d8 cold damage on a failed save, or half as much damage on a successful one.

Debilitating Breath - Sapphire You exhale a pulse of high-pitched, nearly inaudible sound in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, the creature takes 5d8 thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.

Desiccating Breath - Topaz You exhale yellowish necrotic energy in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, the creature takes 5d8 necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.

Disorienting Breath - Emerald You exhale a wave of psychic dissonance in a 15-foot cone. Each creature in that area must make a DC 13 Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d4 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.

Dream Breath - Moonstone You exhale mist in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Fire Breath - Brass You exhale fire in an 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 5d8 fire damage on a failed save, or half as much damage on a successful one. Fire Breath -

Gold You exhale fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 5d8 fire damage on a failed save, or half as much damage on a successful one.

Fire Breath - Red The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 5d8 fire damage on a failed save, or half as much damage on a successful one

. Lightning Breath - Blue You exhale lightning in a 30-­foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 5d8 lightning damage on a failed save, or half as much damage on a successful one

.lightning Breath - Bronze You exhale lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 5d8 lightning damage on a failed save, or half as much damage on a successful one.

Moonlight Breath - Moonstone You exhale a beam of moonlight in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 13 Dexterity saving throw, taking 5d8 radiant damage on a failed save, or half as much damage on a successful one.

Nightmare Breath - Deep You exhale a cloud of spores in a 15-foot cone. Each creature in that area must make a DC 13 Wisdom saving throw. On a failed save, the creature takes 5d8 psychic damage, and it is frightened of you for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

. Paralyzing Breath - Silver You exhale paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

.Photonic Breath - Solar You exhale a flashing mote of radiant energy that travels to a point you can see within 90 feet of itself, then blossoms into a 10-foot-radius sphere centered on that point. Each creature in the sphere must make a DC 13 Constitution saving throw, taking 5d8 radiant damage on a failed save, or half as much damage on a successful one

. Poison Breath - Green You exhale poisonous gas in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 5d8 poison damage on a failed save, or half as much damage on a successful one.

Repulsion Breath - Bronze You exhale repulsion energy in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw. On a failed save, the creature is pushed 30 feet away from you.

Scintillating Breath - Crystal You exhale a burst of brilliant radiance in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 5d8 radiant damage on a failed save, or half as much damage on a successful one. You then gain 5 temporary hit points by absorbing a portion of the radiant energy.

Singularity Breath - Amethyst You create a shining bead of gravitational force in your mouth, then you release the energy in a 15-foot cone. Each creature in that area must make a DC 13 Strength saving throw. On a failed save, the creature takes 5d8 force damage, and its speed becomes 0 until the start of the dragon’s next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced.

Sleep Breath - Brass You exhale sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Slowing Breath - Copper You exhale gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Steam Breath - Dragon Turtle You exhale steam in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 5d8 fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage

. Weakening Breath - Gold You exhale gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

 

 

 

 

 

Evolutionary Bond

Evolutionary Bond At 18th level, your dragon matures from a wyrmling to a young dragon, gaining both power and intelligence. A young version of your dragon replaces your dragon's stat block.

dragon egg

you hach a dragon egg

Scale Bond

At 10th level, you begin to grow scales resembling that of your dragon's. You gain resistance to the damage type of your dragon's breath weapon. Additionally, if your dragon is no further than 500 feet away from you, you can communicate with it telepathically.

 

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