Base Class: Ranger
In the lands of Kalthurn, the most skilled, proven warriors ascend to become a Dragon Rider. Indoctrinated at an early age, young riders must make a name for themselves within Xanzuri before ascending further along within the creed. For this purpose, along with their renowned power, every single civilization across Xanzuri knows of the Dragon Riders. And more likely than not, have at some point in their history had battles decided based upon this fact. Most respect the Dragon Riders, even fear them. Others, those who were on the losing side of a war, harbor deep hatred for them.
Disciplines
The Dragon Rider's have a few core disciplines, which are followed by the members to the letter. Failure to follow can result in a variety of punishments, from going down on the Kxanghul to death.
Till the End Respect is due to those above yourself in society. Any words spoken by a member above yourself on the Kxanghul is a direct command. Repeals and rebuttals can be offered, but they have the final say.
Withstanding the Tide No battle can be fled from unless all battle compatriots agree upon the necessity of a retreat.
Wickedness Shall Fear A Dragon Rider will never turn down an opportunity to end an evil or wickedness, no matter how insignificant or overwhelming, easy or difficult.
Honor in Death The dead shall be honored, and to be undead is a violation of the natural law. Undead must be purged from the realm and the desecration of a tomb or burial place is strictly forbidden.
Pieces of a Puzzle All types of warriors are treasured in Dragon Riders, whether they play a small or major role in a battle. Those who heal, those who attack from the shadows, and those who tend to stay towards the backs of battles are all valued members of a fight.
Kxanghul
Kxanghul is the commonized version of the draconic word for hierarchy, hence why they refer to their hierarchy as Kxanghul.
Vox Draconis
There can only be one at a time, and they rule until their death. At the top of the Kxanghul, the Vox Draconis is the most skilled, battle-hardened, versatile, level-headed, and lethal warrior to come out of the Dragon Riders. Within their creed, the only ones worthy of taming and riding an ancient dragon is the Vox Draconis. Subsequently, they are often referred to as the Ancient Rider. They lead the Dragon Riders, and they, alongside their chosen advisors, attend the Concord.
Arch-Champion
There can only be four at a time, one from each draconic ancestry. They are elected leaders, often the most skilled or powerful riders. They must all have the highest possible dragon for their draconic ancestry. When the Vox Draconis is killed, they convene to elect the new Vox Draconis, typically from among their own ranks.
Draconic Champion
Draconic Champions are skilled combatants, and often have a variety of skills and attributes that have gotten them to where they are. The restrictions on these are a bit looser, but there tend to not be more than seven Draconic Champions from each Draconic Ancestry. These tend to be the best in individual crafts, whether that be healing, strategy, hand-to-hand combat, dueling, etc.
Draconic Knight
The most Dragon Riders are Draconic Knights. No longer apprenticed to a Draconic Champion, Draconic Knights are free to explore the world, fight evils, and bring good to the lands of Xanzuri. With a singular condition: if the need arises, they must drop whatever quest they are doing and return to Infernia to be conscripted for war. Only the Vox Draconis can call upon them, but most tend to return if the Arch-Champion of their chosen Draconic Ancestry needs their assistance.
Cavalier
Here is where true specialization occurs. Each Cavalier, after having spent adequate time with the Draconic Champions, must choose to apprentice a Draconic Champion. That Draconic Champion is to be their teacher, and give quests and trials for their apprentices to accomplish while they each diverge on their own quests as well. Cavalier's bond with a dragon of their chosen Draconic Ancestry, and take it with them on their adventures.
Apprentice
The least amount of time is spent in the Apprentice rank, as each apprentice is to spend time with a Draconic Champion of each Ancestry until all the champions deem them worthy of progression to Cavalier.
Initiates
Initiates are the newest to enter the creed, and often have little to no combat experience. They receive basic training in weapons, hand-to-hand combat, and minor spellcasting from Draconic Champions. People often stay in this rank for years on end, reaching well past their adulthood as Initiates.
Draconic Ancestry
At 3rd level, you gain one of the following paths of your choice.
Bahamut
Bahamut is a deity of good dragons, metallic dragons, wisdom, and enlightened justice (justice tempered with mercy and punishment with forgiveness). Followers of Bahamut often took quests to oppose the schemes of Tiamat and to stop or destroy her followers. They were allies of worshipers of Torm, Moradin, Yondalla, and other lawful good deities.
Starting when you choose this Conclave at level 3, you gain half-proficiency (rounded up) in Animal Handling and half-proficiency (rounded down) in Acrobatics. Additionally, your draconic companion will be a wyvern, which will begin as a Wyvern Hatchling.
Starting at 7th level, when a creature successfully makes a melee or ranged attack against you, if you're mounted, you can spend a hit die to use your reaction to move up 30 feet in any direction. This movement does not provoke attacks of opportunity. If this movement goes through the space of another creature, that creature must make a Dexterity Saving Throw (against your spell save DC), or be knocked prone.
Kereska
Kereska was the dragon god of magic, and was revered by dragons of all kinds, although those adept with magic were especially devoted to her. Dragons researching new spells often invoked her name in hopes she would imbue them with her power.
Starting when you choose this Conclave at level 3, you gain proficiency in Arcana. Additionally, your draconic companion will be a dragon, which will begin as a Dragon Hatchling.
Starting at 7th level, if you're mounted, you may use your reaction to expend a hit die, in order to give yourself proficiency in Wisdom and Intelligence Saving Throws. This proficiency lasts until the start of your next turn. You must choose to do this before rolling the Saving Throw.
Lendys
Lendys is the god of justice and the judge of dragons in life instead of after death. Any trial for justice counted as a rite to Lendys. The duty of finding the truth in a trial was taken seriously by his clergy. Although the god often focused his judgement exclusively on dragons, other races who worshiped him usually generalized any act of justice as an honor.
Starting when you choose this Conclave at level 3, you gain proficiency in Athletics. Additionally, your draconic companion will be a hydra, which will begin as a Drake Hatchling.
Starting at 7th level, when a creature enters your threatened range, if you are mounted, you can use your reaction and expend a hit die to make a melee attack against the target. If you choose to do so, your dragon can use its reaction to make a melee attack against a creature within 5 feet of it.
Tamara
Tamara was the neutral good dragon goddess of life, light, mercy, and forgiveness. The preservation of life and happiness was all to Tamara. She believed in mercy, both in life and death, and as such she not only healed the sick and tended the injured but also delivered a merciful end to those dragons nearing the end of their natural lives. She detested fiercely those who artificially prolonged the life of a dragon, even more so when it was against the dragon's will.
Starting when you choose this Conclave at level 3, you gain proficiency in Medicine. Additionally, your draconic companion will be a wyrm, which will begin as a Wyrm Hatchling.
Starting at 7th level, if you're mounted, you may use your reaction and expend one hit dice in order to roll a d10, and do one of the following effects:
- Add the result to a Saving Throw made by an ally within 30 feet of you. You can do this after the roll is made, but before the outcome is known.
- Subtract the result from damage done in a single attack to yourself or an ally within 30 feet of you.
- Allow an ally within 30 feet of you to regain the amount rolled in hit points.
Draconic Companion
Your draconic companion gains a variety of benefits while it is linked to you.
The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
When using your Natural Explorer feature, you and your draconic companion can also move stealthily at a normal pace.
Your draconic companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”
Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.
d6 Trait
1 I’m dauntless in the face of adversity.
2 Threaten my friends, threaten me.
3 I stay on alert so others can rest.
4 People see a terrifying creature. I use that to my advantage.
5 I have a knack for never leaving my ranger's side.
6 I put my friends’ needs before my own in all things.
d6 Flaw
1 If there’s food left unattended, I’ll eat it.
2 I growl at strangers, and all people except my ranger are strangers to me.
3 Any time is a good time for a belly rub.
4 I’m deathly afraid of water.
5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them how much I love them.
Draconic Ancestry Feature
At 7th level, your chosen Draconic Ancestry gives you an additional feature.
Aggressive Tactics
Starting at 7th level, when a creature enters your threatened range, if you are mounted, you can use your reaction and expend a hit die to make a melee attack against the target. If you choose to do so, your dragon can use its reaction to make a melee attack against a creature within 5 feet of it.
Healing Salves
Starting at 7th level, if you're mounted, you may use your reaction and expend one hit dice in order to roll a d10, and do one of the following effects:
- Add the result to a Saving Throw made by an ally within 30 feet of you. You can do this after the roll is made, but before the outcome is known.
- Subtract the result from damage done in a single attack to yourself or an ally within 30 feet of you.
- Allow an ally within 30 feet of you to regain the amount rolled in hit points.
Knowledge Unbound
Starting at 7th level, if you're mounted, you may use your reaction to expend a hit die, in order to give yourself proficiency in Wisdom and Intelligence Saving Throws. This proficiency lasts until the start of your next turn. You must choose to do this before rolling the Saving Throw.
Trained Rider
Starting at 7th level, when a creature successfully makes a melee or ranged attack against you, if you're mounted, you can spend a hit die to use your reaction to move up 30 feet in any direction. This movement does not provoke attacks of opportunity. If this movement goes through the space of another creature, that creature must make a Dexterity Saving Throw (against your spell save DC), or be knocked prone.
Tested Bond
At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.
Additionally, while your companion can see you, it has advantage on all saving throws.
Draconic Bond
Starting at 15th level, the presence of your dragon brings warmth to your heart, and strength to your bones. While mounted, you gain the following two benefits:
- Whenever you or your companion takes the attack action on their turn, the other may also take an attack action on their turn.
- While mounted, you cannot be forcefully dismounted by taking damage, and are immune to the frightened, grappled, incapacitated, and restrained conditions.
Previous Versions
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10/7/2022 4:31:34 PM
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Posted Oct 22, 2022You should buff Aggressive Tactics. Like, make it the mount's reaction *or* the rider's. I'm an unbiased third party.