Base Class: Ranger
Dragon Riders form a bond not with the beasts of the natural world, but with the primal and ancient power of dragonkind. You have forged a connection with the spirit of a draconic ally, a bond that allows you to summon this companion to your side. Together, you are a force of aerial supremacy, a hunter that rules both the land and the sky.
Level 3: Dragon Companion
You can summon a dragon to fight alongside you. As an action, you can expend a spell slot of 1st level or higher to summon your Wyrmling Companion. It appears in an unoccupied space of your choice that you can see within 30 feet of you.
The wyrmling is friendly to you and your companions and obeys your commands. See its game statistics in the Wyrmling Companion stat block, which uses your proficiency bonus (PB) in several places.
When you summon the wyrmling, choose a damage type from the following: Acid, Cold, Fire, Lightning, or Poison. The wyrmling's Draconic Essence trait grants it immunity to this damage type, which its Elemental Maw attack also uses.
In combat, the wyrmling 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 use your bonus action on your turn to command it to take one of the actions in its stat block (listed as "Command Actions") or the Dash, Disengage, or Help action.
If you die, the wyrmling vanishes.
Restoring or Replacing the Dragon. If the dragon has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The dragon returns to life after 1 minute with all its Hit Points restored.
Whenever you finish a Long Rest, you can summon a different dragon, which appears in an unoccupied space within 5 feet of you. You choose its stat block attributes and appearance. If you already have a dragon from this feature, the old one vanishes when the new one appears.
Dragon Companion
Dragon Wyrmling
Medium (Large at Ranger Level 7) Dragon, Neutral
AC 13 plus your Proficiency Bonus
HP 5 plus five times your Ranger level (the dragon has a number of Hit Dice [d8s] equal to your Ranger level)
Speed. 30 ft., Climb 30 ft., Fly 40 ft. (At Ranger Level 7)
STR 16 (+3)
DEX 12 (+1)
CON 15 (+2)
INT 8 (-1)
WIS 14 (+2)
CHA 10 (+0)
Senses. Darkvision 60 ft.; Passive Perception 12
Languages. Draconic, understands the languages you speak
Draconic Essensce. When you summon the wyrmling, choose one: Acide, Cold, Fire, Lightning, or Poison. The wyrmling has immunity to the chosen damage type.
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Draconic Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Command Actions
Elemental Maw. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. (10 ft. when Large) Hit: 1d8 plus your PB plus your Wisdom modifier Slashing damage plus 1d4 damage of the chosen type for Draconic Essensce. At Ranger Level 11, it deals 1d10 element damage instead of 1d4 and at Ranger Level 15 the additional element damage becomes 2d10 instead of 1d10.
Breath Weapon. As an action, you can command your wyrmling to exhale a 30-foot cone of destructive energy. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes damage equal to 1d8 + PB of your wyrmling's Essence type on a failed save, or half as much damage on a successful one. This feature can be used a number of times equal to your Wisdom modifier (a minimum of once) per long rest.
Every three levels the breath Weapon increases by 1d8. Level 6 becomes 2d8, Level 9 becomes 3d8, Level 12 becomes 4d8, Level 15 becomes 5d8, and Level 18 becomes 6d8.
Fear (Ranger Level 11). As an action at your command, the dragon activates it's fear effect forcing all enemies within 60 feet to make a Wisdom saving throw DC (8+ PB+ your Wisdom modifier). On a failed save they become frightened of the dragon and you for 1 minute. They can repeat this save at the end of their turns to end the effect early. Once they succeed on this save they can not be affected by this dragon's fear again for 24 hours.
Dragon Rider Magic
You learn the Draconic language. You also learn an additional spell when you reach certain levels in this class, as shown in the Dragon Rider Spells table. Each spell counts as a ranger spell for you, and it is always prepared.
Dragon Rider Spells
Ranger Level Spell
3rd Chromatic Orb
5th Dragon's Breath
9th Fly
13th Fire Shield
17th Summon Dragon
Level 7: Aerial Bond
Your bond with your companion deepens, allowing it to claim its aerial dominion. Your Wyrmling Companion gains the following benefits:
Size. The wyrmling's size becomes Large.
True Mount. The wyrmling can now be used as a mount by you or other creatures of Medium size or smaller.
Wings. The wyrmling gains a flying speed of 40 feet.
Elemental Resistance. While your wyrmling is summoned, you have resistance to the damage type chosen for its Draconic Essence.
Level 11: Sky-Lord's Fury
You and your companion attack as one, dominating the battlefield with draconic might. You gain the following benefits:
Improved Maul. Your wyrmling's Elemental Maul attack now deals an additional 1d6 damage of its chosen Essence type (for a total of 1d8 slashing plus 1d10 elemental damage).
Fear. As an action at your command, the dragon activates a fear effect forcing all enemies within 60 feet to make a Wisdom saving throw DC (8+ PB+ your Wisdom modifier). On a failed save they become frightened of the dragon and you for 1 minute. They can repeat this save at the end of their turns to end the effect early. Once they succeed on this save they can not be affected by this dragon's fear again for 24 hours.
Level 15: Perfected Bond
Your bond with your dragon is absolute, making you a seamless fighting unit. You gain the following benefits:
Rider's Evasion. When you or your Wyrmling Companion are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to grant both yourself and your wyrmling the benefits of the Evasion feature. On a successful save, you both take no damage, and on a failed save, you both take only half damage.
Overwhelming Force. Your wyrmling's Elemental Maul attack deals an additional 1d6 elemental damage (for a total of 1d8 slashing plus 2d10 elemental damage).
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