Ranger
Base Class: Ranger

You have been touched by draconic power in some way, whether that be through a dragon's egg or a true ancient dragon, giving you the knowledge to perform a ritual to summon a Drake capable of being infused with pure draconic energy. 

Drakewarden Magic

3rd-level Drakewarden feature

You learn an additional spell when you reach certain levels in this class, as shown in the Drakewarden Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Drakewarden Spells

RANGER LEVEL SPELL
3rd feather fall
5th dragon's breath
9th fear
13th elemental bane
17th dominate person

Draconic Gift

3rd-level Drakewarden feature

The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:

  • If you can’t already, you learn to speak, read, and write Draconic.
  • If you don't already, you gain proficiency in the (Persuasion) skill.
  • You obtain a piece of a dragon infused with magic that is used to and becomes the core of your drake when summoned. When the drake vanishes the dragon piece is left behind in the space that it occupied. You do not need this specific piece to summon a drake, but you do if you want to summon your drake (i.e. each dragon piece summons a different drake rather than the same one; this changes nothing mechanically about the subclass). You may have already had this piece on you before reaching level 3 or it may have appeared without your knowledge. Talk to your DM about the special characteristics of the piece and how it came to you.

Drake Companion

3rd-level Drakewarden feature

You can magically summon the drake bound to you during a long rest using a piece of a dragon and completing a ritual lasting 2 hours, at the end of which your Drake appears. You can perform this ritual on your drake while already summoned to change its draconic essence type and later features.

The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.

As an action, while the drake is within 30 feet of you, it regains all of its hit points and you can change the draconic essence and later features of your drake. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher.

In combat, the drake 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 or absent, it can take any action of its choice, not just Dodge.

The drake vanishes if you die or if the drake is reduced to 0 hit points and can be re-summoned with the ritual during a long rest. If the drake is reduced to 0 hit points within 30 feet of you, you can use a reaction to expend a 1st level or higher spell slot and revive it at half its hit point maximum. Anything the drake was wearing or carrying is left behind when the drake vanishes, including the dragon piece used to summon it.

DRAKE COMPANION

Armor Class 14 + PB (natural armor)

Hit Points 5 + five times your ranger level (the drake has a number of hit dice [d10s] equal to your ranger level)

Speed 40 ft.

STR
16(+3)
DEX
12(+1)
CON
15(+2)
INT
8(−1)
WIS
14(+2)
CHA
8(−1)

Saving Throws Dex +1 plus PB, Wis +2 plus PB

Damage Immunities determined by the drake’s Draconic Essence trait

Senses darkvision 60 ft., passive Perception 12

Languages Draconic

Challenge — Proficiency Bonus (PB) equals your bonus

Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity, the damage of its bite, and the damage of its Infused Strikes trait. At 15th level, you can choose from these additional damage types: force, radiant, psychic, thunder, and necrotic.

Actions

Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 piercing damage plus PB damage of a type determined by the drake’s Draconic Essence.

Reactions

Infused Strikes. When another creature within 30 feet of the drake that it can see hits with a weapon attack, the drake infuses the strike with its essence, causing the attack to deal an extra 1d6 damage of the type determined by its Draconic Essence.

Bond of Fang and Scale

7th-level Drakewarden feature

The bond you share with your drake intensifies, protecting you and stoking the drake’s fury. While your drake is summoned, you and the drake gain the following benefits:

  • You gain resistance to the damage type chosen for the drake’s Draconic Essence.
  • The drake’s bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.
  • When you summon the drake choose one of the following: the drake gains a swimming speed of 40 feet and, both you and it, can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet, or the drake's scales harden giving it a +2 to AC.
  • As a bonus action, you can increase the size of your drake to medium or large for 1 hour, once per long rest. At 11th level, the duration increases to 1 + your Wisdom modifier hours (minimum of 2) and you can change its size twice per long rest. At 15th level, you can change your drake's size to tiny, medium, or large three times per long rest and the change lasts for 2 + your Wisdom modifier hours (minimum of 3) or until you use this feature again. This ability ends early if the drake drops to 0 hit points or if you choose to end it (no action). You regain all expended uses of this feature at the end of a long rest.

Drake’s Breath

11th-level Drakewarden feature

As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.

This damage increases to 8d6 when you reach 15th level in this class and you can choose from these additional damage types: force, radiant, psychic, thunder, and necrotic.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

Perfected Bond

15th-level Drakewarden feature

Your bond to your drake reaches the pinnacle of its power. As an action, if your drake has vanished or is more than 1000 feet away from you, you can summon your drake regardless of whether or not you have a dragon piece on you. Once you summon the drake this way, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to summon it.

While your drake is summoned, you and the drake gain the following benefits:

  • You can choose from these additional damage types for the drake's Draconic Essence and Drake's Breath: force, radiant, psychic, thunder, and necrotic.
  • The drake’s bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).
  • The drake's walking, flying, and swimming speeds increase to 60 feet. If the drake has the additional +2 AC, it gains resistance to non-magical bludgeoning, slashing, and piercing damage.
  • When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.
  • You can telepathically communicate with your Drake as long as you remain on the same plane of existence. Additionally, as an action, you can see through your drake's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses, gaining the benefits of any special senses that the drake has.

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