Ranger - Dragon Master Archetype

by SpacePickel

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Ranger Archetype: Dragon Master

A small farming village is under attack by an army of hellish fiends. The crops are pillaged, and the houses destroyed. At the mercy of their invaders, the villagers have no other choice but to surrender and flee from the raging inferno that was once their homes. Suddenly, a distant roar echoes through the valley and reaches the hopeful ears of the helpless villagers, as a congress of dragon emerges from the clouds above. The drakes, seemingly working together, pluck at the fiendish creatures until none remain, saving the village from the flames. As the winged beasts descend from the sky, they reveal themselves to be equipped with saddles and armor, with dragon riders dismounting their steeds to assist the village and tend to the wounded.

Chromatic Colour

The world is filled with all kinds of dragons and their familiars, with some being much larger and powerful than others. Many dragons you will encounter during your adventures are highly intelligent creatures that cannot be controlled by the likes of mere mortals. Dragon Masters are usually drawn toward a specific breed of dragons, that tend to be less intelligent, but that still make for fearful predators. These trainable dragons can become much more obedient and make the perfect companions for hunters. Much like ancient chromatic dragons, there exists a variety of different colours to these dragons, with each their own unique abilities.

d6 Chromatic Colour
1 A red dragon with coal like scales and a fiery breath.
2 A blue dragon that dwells in the oceans and conducts electricity.
3 A green dragon that thrives on toxic matter found in swamps.
4 A white dragon that lives on the highest peaks of the coldest mountains.
5 A black dragon with protruding spinal bones that reeks of death.
6 A rare golden dragon that radiates with a powerful aura of divinity.

Beginning of a Partnership

According to the ancient traditions, a Dragon Master must go on a quest to find their dragon companion, but not all of them come to meet their partner by such outdated ways. A Dragon Master and their dragon companion’s first meeting is not always epic, and it has a great influence on how their relationship will develop. Some raise their dragon companion as their own child, after finding it abandoned by its parents in the middle of nowhere. This kind of encounter may lead to an overwhelming amount of trust from their companion, as it will consider them to be like a parental figure. On the other hand, one may rescue a dragon from a mistreating collector, finding it in an extremely weak and malnourished state. Such circumstances may cause the dragon to be distrustful, disobedient, and even violent toward its new master, despite their good intentions.

d6 Beginning of a Partnership
1 You venture into the depths of a dark cavern and stumble across the carcass of a dead dragon. As you inspect the corpse more closely, you find under the flesh and bones an unhatched egg that seems to have survived the attack of whatever killed its parent.
2 As you wander through the heavy woods to find the ideal spot for a picnic, your basket of food gets stolen by a tiny creature, but you manage to catch up to what appears to be a whelp. Seeing the young dragon clearly starving, you offer it some of the food and decide to adopt it.
3 On a mission to hunt down the creature that has been killing your village’s livestock, you stumble across a defenseless dragon that is being attacked by a werewolf. Fearing the worse for the flying reptile, you take up your bow and strike down its attacker. As you slowly approach the injured dragon, you extend your hand. The dragon carefully comes closer to smell you, then faints from the wounds it suffered, falling into your arms.
4 You find a shady animal dealer in a dark corner at the local bazaar. You see dozens of cages, each holding hostage a different creature. Your attention is drawn to a tiny ill-looking dragon, that seems to have scars all over its body. In a momentary fit of rage, you slit the merchant’s throat, release the creatures from their cages, and take the sickly dragon under your wing.
5 On the morning of the Winter’s Crest Festival, your father surprises you with a present. Within the wooden box, you find coiled up in a ball a tiny dragon sleeping. You take it up into your arms and immediately decide to make it your new best friend.
6 You wake up in the middle of the night, in a place that is unknown to you. Suddenly, you hear footsteps approaching, and a guttural growl, as a dragon appears from the shadows. Standing on its hind legs in front of you, it spreads its wings, and you begin to hear a voice inside your head that says: “You have been chosen.”
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Dragon Riders

Dragon Masters, also known as Dragon Riders, are skilled hunters who form close bonds with dragons. Starting at a very young age, they are put through various strenuous trainings until they finally come of age, when an ancient ritual is performed to determine the colour of their future dragon companion. The Dragon Masters in the making must then go on a quest to find and tame such dragon, for the pair to become partners. As their dragon companion grows, they also become stronger, acquire new abilities, and develop a bond that can only be obtained through years of hunting and adventuring as a team. When their dragon becomes large and trusting enough, they can finally mount their companion and fly together through the clouds, making them fully accomplished Dragon Masters.

Archetype Features

You gain the following features at the Ranger levels listed.

Features
Ranger Level Features
3rd Dragon Companion, Dragon Master Magic
7th Aerial Predator
11th Hunter's Bond
15th Cloud Drifter

Dragon Companion

At 3rd level, your winged companion has grown enough to act on its own, and you have strengthened the bond you share with it.

Like any creature, the dragon can spend Hit Dice during a short rest. The dragon obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command it where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, or Help action. The dragon will continue to perform the last task it was ordered to do, moving on to the next target if its current one falls unconscious. If you do not issue a command, it takes the Dodge action. While traveling through your favored terrain with only your companion, you can move stealthily at a normal pace.

When you use your bonus action to issue a command to your companion, while you may still take an action on your turn, you cannot use the Extra Attack feature. Therefore, you could only make a single attack as an action.

If you are incapacitated or absent, the dragon acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.

If your flying companion dies, you can obtain another one by spending 8 hours magically bonding with another dragon that is not hostile to you. It can be of the same or of a different colour than the previous one.

Dragon Master Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Dragon Master Spells table below. The spell counts as a ranger spell for you, but it does not count against the number of ranger spells you know.

Ranger Level Spells
3rd Hunter's Mark
5th Gust of Wind
9th Haste
13th Freedom of Movement
17th Control Winds

Aerial Predator

Beginning at 7th level, your dragonling has sharpened its hunter’s instincts, allowing it to track and strike preys from the skies.

Your companion gains advantage on Stealth (Dexterity) and Survival (Wisdom) checks when tracking a target. Additionally, it gains an ability that is specific to its colour, which is described in the Chromatic Benefits section.

Hunter's Bond

Starting at 11th level, the bond you have formed with your growing fledgling transcends the limitations of your physical bodies.

You can take 1 minute to meditate and focus, allowing you to see through your companion’s eyes. You gain the benefits of the Beast Sense spell without having to use a spell slot, as long as you maintain concentration, for up to 1 hour, and as long as your companion stays within 1 mile of your position. Additionally, when you cast Hunter’s Mark on a creature, your companion also gains the benefits of the spell. Finally, it gains an ability that is specific to its colour, which is described in the Chromatic Benefits section.

Cloud Drifter

Beginning at 15th level, the culmination of all your training has allowed you to mount your companion and ride together headfirst into battle.

As long as you are at least one size smaller than your dragon, you can mount and fully control it as it flies through the air. Normal rules for controlling your mount apply as usual. It moves as you direct it, can fly using its normal flying speed, and you can command it to take the Dash, Disengage, or Dodge action (no action required by you). Alternatively, you may command your dragon to Attack as an action, but issuing the command requires a bonus action. Additionally, if your dragon uses its 7th level ability described in the Chromatic Benefits section while you are riding it, you must succeed a Strength Saving Throw in order to stay on your mount. Finally, it gains an ability that is specific to its colour, which is described in the Chromatic Benefits section.

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Dragon's Growth

As you level up, your dragon companion also grows alongside you. Its attacks deal more damage, it gains more health and becomes faster. The dragon’s progression is subdivided in five main stages, as it grows from a tiny whelp to an adult dragon. At each stage of its development, notably at 3rd, 7th, 11th, 15th and 19th level, its stats and abilities change, as described in the following table. A creature stat sheet is available for each of these five stages. You may also refer to the Chromatic Benefits section to see what abilities your companion gains that are specific to its colour.

Ranger Level Hit Points AC Size Speed/Fly Claw/Bite Attack Breath Attack
1st - - - - - -
2nd - - - - - -
3rd 12 11 Tiny 15ft. / 30ft. 1d4 + 2 2d4 + 2
4th 16 11 Tiny 15ft. / 30ft. 1d4 + 2 2d4 + 2
5th 20 11 Tiny 15ft. / 30ft. 1d4 + 2 2d4 + 2
6th 24 11 Tiny 15ft. / 30ft. 1d4 + 2 2d4 + 2
7th 28 12 Small 20ft. / 40ft. 1d6 + 3 2d6 + 3
8th 32 12 Small 20ft. / 40ft. 1d6 + 3 2d6 + 3
9th 36 12 Small 20ft. / 40ft. 1d6 + 3 2d6 + 3
10th 40 12 Small 20ft. / 40ft. 1d6 + 3 2d6 + 3
11th 45 13 Medium 25ft. / 50ft. 1d8 + 4 2d8 + 4
12th 50 13 Medium 25ft. / 50ft. 1d8 + 4 2d8 + 4
13th 55 13 Medium 25ft. / 50ft. 1d8 + 4 2d8 + 4
14th 60 13 Medium 25ft. / 50ft. 1d8 + 4 2d8 + 4
15th 65 14 Large 30ft. / 60ft. 1d10 + 5 2d10 + 5
16th 70 14 Large 30ft. / 60ft. 1d10 + 5 2d10 + 5
17th 75 14 Large 30ft. / 60ft. 1d10 + 5 2d10 + 5
18th 80 14 Large 30ft. / 60ft. 1d10 + 5 2d10 + 5
19th 85 15 Large (Adult) 30ft. / 80ft. 1d12 + 6 2d12 + 6
20th 90 15 Large (Adult) 30ft. / 80ft. 1d12 + 6 2d12 + 6
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Chromatic Benefits

When you reach certain Ranger levels, your dragon gains abilities that are specific to its colour. The damage type of your companion’s Breath attack is also dependant on its colour.

Red

Breath Type

Fire

7th Level

As its movement while it is flying, the Red Dragon may vanish into a cloud of smoke and reappear at a distance equal to half of its flying speed without causing any opportunity attacks.

11th Level

The Red Dragon is resistant to Fire damage.

15th Level

The Red Dragon’s Fire Breath can ignite flammable objects. Any creature who is carrying or wearing a burning object must make a Constitution Saving Throw with a DC equal to your Spell Casting DC at the start of each round, or upon attempting to touch a burning object. On a failure, they take 1d6 Fire damage.

Blue

Breath Type

Lightning

7th Level

The Blue Dragon has a swimming speed equal to half its flying speed.

11th Level

The Blue Dragon is resistant to Lightning damage.

15th Level

The Blue Dragon’s Lightning Breath can temporarily paralyse its target. A creature hit with this attack must make a Constitution Saving Throw with a DC equal to your Spell Casting DC. On a failure, the target must spend their next action to recover from the paralysis.

Green

Breath Type

Poison

7th Level

The Green Dragon has a burrowing speed equal to half its flying speed.

11th Level

The Green Dragon is resistant to Poison damage.

15th Level

The Green Dragon’s Poison Breath can temporarily poison its target. A creature hit with this attack must make a Constitution Saving Throw with a DC equal to your Spell Casting DC. On a failure, the target becomes Poisoned until they finish a long rest.

White

Breath Type

Cold

7th Level

The White Dragon has a climbing speed equal to half its flying speed.

11th Level

The White Dragon is resistant to Cold damage.

15th Level

The White Dragon’s Cold Breath can temporarily freeze its target. A creature hit with this attack must make a Constitution Saving Throw with a DC equal to your Spell Casting DC. On a failure, the target’s speed is reduced to 0 until the end of the round.

Black

Breath Type

Necrotic

7th Level

The Black Dragon is unaffected by magical and nonmagical difficult terrain.

11th Level

The Black Dragon is resistant to Necrotic damage.

15th Level

The Black Dragon’s Necrotic Breath can steal the life of its target. A creature hit with this attack must make a Constitution Saving Throw with a DC equal to your Spell Casting DC. On a failure, the creature’s maximum hit point is reduced by 1d6 and the Black Dragon regains that many hit points.

4

Tiny Whelp Companion

Tiny Dragon, Neutral good


  • Armor Class 11
  • Hit Points Ranger Level x4
  • Speed/Fly 15ft. / 30ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (0) 10 (0) 12 (+1) 10 (0)

  • Skills Perception +2, Acrobatics +2
  • Senses Passive Perception 13, Darkvision 30ft., Blindsight 10ft.

Keen Senses. The dragon has advantage on Perception (Wisdom) checks that rely on sight, hearing, or smell.

Airborne. The dragon gains a bonus to its AC equal to your Proficiency Bonus while it is flying.

Actions

Claw/Bite. Melee Attack: +4 to hit, reach 5ft., one target. Hit 1d4 + 2 Slashing/Piercing damage.

Breath (Recharge 5-6). Ranged Attack: +4 to hit, reach 10ft., one target. Hit 2d4 + 2 damage.





























Small Dragonling Companion

Small Dragon, Neutral good


  • Armor Class 12
  • Hit Points Ranger Level x4
  • Speed/Fly 20ft. / 40ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 10 (0) 14 (+2) 10 (0)

  • Skills Perception +3, Acrobatics +3
  • Senses Passive Perception 15, Darkvision 40ft., Blindsight 20ft.

Keen Senses. The dragon has advantage on Perception (Wisdom) checks that rely on sight, hearing, or smell.

Airborne. The dragon gains a bonus to its AC equal to your Proficiency Bonus while it is flying.

Actions

Claw/Bite. Melee Attack: +6 to hit, reach 5ft., one target. Hit 1d6 + 3 Slashing/Piercing damage.

Breath (Recharge 5-6). Ranged Attack: +6 to hit, reach 15ft., one target. Hit 2d6 + 3 damage.

5

Medium Fledgling Companion

Medium Dragon, Neutral good


  • Armor Class 13
  • Hit Points Ranger Level x5
  • Speed/Fly 25ft. / 50ft.

STR DEX CON INT WIS CHA
10 (0) 18 (+4) 14 (+2) 10 (0) 16 (+3) 10 (0)

  • Skills Perception +4, Acrobatics +4, Survival +4
  • Senses Passive Perception 17, Darkvision 50ft., Blindsight 30ft.

Keen Senses. The dragon has advantage on Perception (Wisdom) checks that rely on sight, hearing, or smell.

Airborne. The dragon gains a bonus to its AC equal to your Proficiency Bonus while it is flying.

Actions

Claw/Bite. Melee Attack: +8 to hit, reach 5ft., one target. Hit 1d8 + 4 Slashing/Piercing damage.

Breath (Recharge 5-6). Ranged Attack: +8 to hit, reach 20ft., one target. Hit 2d8 + 4 damage.


























Adolescent Dragon Companion

Large Dragon, Neutral good


  • Armor Class 14
  • Hit Points Ranger Level x5
  • Speed/Fly 30ft. / 60ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 16 (+3) 10 (0) 18 (+4) 10 (0)

  • Skills Perception +5, Acrobatics +5, Survival +5
  • Senses Passive Perception 19, Darkvision 60ft., Blindsight 40ft.

Keen Senses. The dragon has advantage on Perception (Wisdom) checks that rely on sight, hearing, or smell.

Airborne. The dragon gains a bonus to its AC equal to your Proficiency Bonus while it is flying.

Actions

Claw/Bite. Melee Attack: +10 to hit, reach 5ft., one target. Hit 1d10 + 5 Slashing/Piercing damage.

Breath (Recharge 5-6). Ranged Attack: +10 to hit, reach 30ft., one target. Hit 2d10 + 5 damage.

6


Adult Dragon Companion

Large Dragon, Neutral good


  • Armor Class 15
  • Hit Points Ranger Level x5
  • Speed/Fly 30ft. / 80ft.

STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 18 (+4) 10 (0) 20 (+5) 10 (0)

  • Skills Perception +6, Acrobatics +6, Survival +6, Intimidation +6
  • Senses Passive Perception 22, Darkvision 80 ft., Blindsight 50 ft.

Keen Senses. The dragon has advantage on Perception (Wisdom) checks that rely on sight, hearing, or smell.

Airborne. The dragon gains a bonus to its AC equal to your Proficiency Bonus while it is flying.

Actions

Claw/Bite. Melee Attack: +12 to hit, reach 5ft., one target. Hit 1d12 + 6 Slashing/Piercing damage.

Breath (Recharge 5-6). Ranged Attack: +12 to hit, reach 50ft., one target. Hit 2d12 + 6 damage.












































































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