Dragon Rider

by Etschbeijer

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Dragon Rider
Art by

Omar Samy

Inspiration

Some abilities are taken inspired by, and taken over from Dragon Knight v8

Dragon Rider

Riding atop mighty dragons, dragon riders resemble the ideal of a mounted combatant by riding atop a flying creature that is very dangerous. In order to utilize this combination an efficient training and raising of dragons. This is often hard for many because it requires a lot of resources and specific knowledge that is only available to few groups which hide and protect this knowledge. As a result there exist only a few dragon riders.

Many Dragons

In contrast to their name dragon riders usually do not ride on true dragons because they are sentient creatures that either allow somebody to ride them or must be enslaved. Dragon riders usually ride either drakes, wyverns or quoatls, other dragons that are not as big, powerful and intelligent as dragons but can be trained and raised as loyal companies. Usually one group of dragon riders has only the knowledge to raise one kind of dragon and some riders seek ways to raise new creatures.

Winged Drakes resemble the closest thing of a true dragon that is ridden by dragon riders. They look a bit like a wyvern, a powerful body with large wings and two short legs but they are more slender with less powerful claws and a tail to navigate the air, not to kill prey. In contrast to wyverns, drakes have access to elemental power that grants it immunity against that element and enable it to hurl destructive energy waves, like a wave of fire or acid. Drakes are hard to raise as a result of this and bonds with the first creature they see after hatching until it dice. Drake marriage is a brutal tradition by which one kills the rider of a drake, so that it can bond anew.

Wyverns are the most common mounts of dragon riders and that can be found almost everywhere in the world. A wyvern has a powerful body that is propelled through the air by giant wings. Its body stands atop two short legs that end in powerful claws to move on the ground and more often carry away its prey. The most potent weapon of a wyvern is its long flexible tail with a poisonous stinger and the spikes it can throw at enemies far away. They are the most common mount because they are the easiest to raise and a wyvern can be ridden by different people, even though it has its preferred riders. Easy to raise still means that many would be trainers and even experts die but the lack of aoe weapons limits their destructive power.

Quoatls are giant flying snakes, some with feathered and some with bat like wings. They have a potent poison, which doesn't kill their prey like the one of wyverns but reduces their mobility up to the point they become unconscious. In addition to this poison they are capable to grapple and constrict their prey. While these abilities are useful on their own, their trumpcard is their magical ability that enables them to manipulate the fate of others and the weather. Only a few dragon riders mount these creatures because quoatls don't breed in stables and have to be released into the wilds in order to lay eggs. The parents return with their children when they are old enough but in the meantime the rider lacks a mount to ride.

Unknown

Creating a Dragon Rider

When creating your dragon rider, there's one question you should consider before all others; how did you get your dragon? Did you grow up in a village of dragon riders? Are you part of a chosen elite to obtain a dragon or did you find an egg or hatchling and try to work it out?

All dragon riders go through the bonding ceremony, which is where they form a close bond with their dragon, establishing each other as allies and protectors. Was your dragon willing in this ceremony, or was it raised to serve you? Or did your dragon actually perform the ceremony, and you had absolutely no clue as to what was going on?

Something else you must consider is your character's martial abilities. All dragon riders are skilled in combat, and how your character is too is something that will need to be considered. Perhaps they where a student at a military academy, or a guard-in-training at their home village?

Quick Build

You can make a dragon rider quickly by following these suggestions. First, make either Strength or Dexterity your highest ability score, depending on the type of weapons you want to use. Your next highest ability score should be Constitution if you plan to focus on melee combat, or Charisma if you want to improve your overall subclass features. Second, choose the Folk Hero or Knight background.

Class Features

As a dragon rider, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per dragon rider level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per dragon rider level after 1st

Proficiencies


  • Armour: light armour, medium armour, and shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Athletics, Deception, Intimidation, Perception and Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon, and a shield, or (b) two martial weapons
  • (a) scale mail, or (b) leather armour
  • (a) a light crossbow and 20 bolts, or (b) a longbow and a quiver of 20 arrows, or (c) five javelins
  • (a) a dungeoneer's pack or (b) an explorer's pack

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Dragon Rider
Level Proficiency Bonus Features
1st +2 Dragon Companion, Accomplished Rider
2nd +2 Fighting Style, Dragon Trainer
3rd +2 Dragon Wing, Eye for Detail
4th +2 Ability Score Improvement
5th +3 Draconic Fury
6th +3 Draconic Growth
7th +3 Dragon Wing Feature
8th +3 Ability Score Improvement
9th +4 Draconic Advancement, Draconic Rider
10th +4 Dragon Wing Feature
11th +4 Draconic Nature
12th +4 Ability Score Improvement
13th +5 Titanic Roar
14th +5 Draconic Legacy
15th +5 Dragon Wing Feature
16th +5 Ability Score Improvement
17th +6 Ancient Resistance
18th +6 Dragon Wing Feature
19th +6 Ability Score Improvement
20th +6 Soulbond

Accomplished Rider

Starting at 1st level your mastery of riding is already visible. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 ft., you can land on your ft. if you’re not incapacitated.

Additionally, mounting or dismounting a creature costs you only 5 ft. of movement, rather than half your speed.

Dragon Companion

Starting at 1st level, you have created a bond based on primal magic with a dragon. The dragon is friendly to you and your companions and obeys your commands. Choose one of the following dragon types described at the end of the class: Drake, Wyver, or Quoatl. Each of them uses uses your proficiency bonus (PB) in several places and gains new features as you gain levels in this class. You can determine the cosmetic characteristics of the dragon, such as its color, its scale texture, or any other visible effects; your choice has no effect on its game statistics. You also learn to speak, read, and write Draconic or one other language of your choice when you already know draconic.

In combat, the dragon acts during your turn. It can move and use its reaction on its own, but the only action it takes 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 other than multiattack or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the dragon to take the Attack action. If you are incapacitated, the dragon can take any action of its choice, not just Dodge.

When another one than you is riding your dragon, you can decide whether your dragon acts as a controlled mount or as an independent mount, acting during your turn. When you are riding your dragon, it is an independent mount.

Whenever you gain the Ability Score Improvement class feature, your dragon's abilities also improve. Your dragon can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your dragon can't increase an ability score above 20 using this feature. Your dragon companion can't take feats.

When you die, your dragon also dies after a number of hours equal to your dragon rider level. If your dragon companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work, you can call forth your companion's spirit and use your magic to create a new body for it. You can return a dragon companion to life in this manner even if you do not possess any part of its body. Alternatively you can perform an 8 hour long ritual to bond with another dragon. If you already have a dragon from this feature, it leaves your side when the bonw with the new dragon is formed.

Saving Throws. Some of your and your dragons features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Dragon Rider Save DC = 8 + your proficiency bonus +

your Charisma modifier

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a fighting style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Duelling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Dragon Trainer

Starting at 2nd level you have trained your dragon to wear armour and perform a special set of attacks with additional effects. Your dragon gains proficiency with light, medium and heavy armour. When your dragon is wearing armour, it can't use its natural armour. Your dragon can use one of the following effects in order to enhance one of its attacks or as an action:

Powerful Bite

When your dragon hit a creature with a bite attack, the target takes an extra 1d6 damage. This extra damage increases to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level. The type of damage is based on the dragon type of your dragon companion. Drakes deal extra damage based on their elemental essence, wyverns and quoatls deal extra poison damage.

Tail Sweep

When your dragon hits a creature with a tail attack, the target and must succeed on a Strength saving throw or be knocked prone. At 10th level, you can choose a one additional creature within 10 ft. of the original target that must make a Strength saving throw or be knocked prone. At 14th level, you can choose up to two additional creatures within 15 ft. of the original target that must make a Strength saving throw or be knocked prone.

Wing Attack

Rather than making an attack, your dragon can beat its wings. Creatures of your choice within 5 ft. of your dragon must make a Strength saving throw. On a failed save, a creature is pushed 5 ft. away from the dragon. The range of the push and distance a creature is pushed on a failed save increase by 5 ft. at 6th level, 10th level, and 14th level. Immediately after making this special attack, your dragon can move up to half its flying speed.

Your dragon can use these options a number of time equal to your Proficiency Bonus. It regains all uses when it finishes a short or long rest.

Dragon Wing

At 3rd level, you can choose a Dragon Wing, a set of teachings and training methods that defines your role on the battle field and way you life with your dragon. You can choose between the Winged Hunter, Winged Guardian, Winged Shaman or Winged Shadow. These practices are detailed at the end of the class description.

Your choice grants you features when you choose it at 3rd level and again at 7th, 10th, 15th, and 18th level.

Eye for Detail

Also at 3rd level, you gain a part of the horting desires of a dragon. You can easily discern the value and rarity of gems, art pieces, and magical items. You can spend 1 minute studying a gem or art piece, after which you learn it's exact value. Additionally, if it is a gemstone, you learn what kind of gemstone it is. If it's an art piece, you learn how old it is.

Furthermore, you can cast the Identify spell, but only as a ritual. You don't require material components for the spell when you cast it this way.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.

Draconic Fury

At 5th level, you gain one of the following features of your choice:

  • Extra Attack. You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Draconic Fury. When you command your dragon companion to take the Attack action, the dragon can make two attacks, or it can take the Multiattack action if it has that action.

Draconic Growth

At 6th level your dragon grows. Your dragons flying speed is increased by 20 ft. and its walking speed by 10 ft. Additionally, your dragon companion's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Finally, your dragons abilities depending on its dragon type develop further.

Drake

Breath Weapon. The breath weapon of your drake covers a cone of 30 ft now. The damage of the breath weapon increases from d6s to d8s.

Elemental Burst. Each creature within a 15-foot sphere-radius centered on that point is affected by the elemental Burst. Additionally, the damage of the elemental burst increases from d6s to d8s.

Additionally, your drake can use its exhale energy two times and regains all uses when it finishes a short or long rest.

Wyver

Stinger. The poison damage of the stinger increases from d6s to d8s. Additionally, your stinger deals half its poison damage when the target succeeds on a saving throw.

Aggressive Defender. When a creature moves within melee range of your wyver, it can use its reaction and make a bite attack against the target.

Quoatl

Powerful Magic. Your quoatl can cast Bless and Bane two times each. It can also cast Gust of Wind and Shatter, requiring no components. Your quoatl regains the ability to cast these spells in this way when you finish a long rest.

Powerful Constrictor. Your quoatl has advantage on Strength (Athletics) checks to create or maintain grapples with its tail. Additionally, its constrictor damage is increased by 1d6.

Draconic Advancement

At 9th level, your dragon companion matures. Your dragon companion's size is now large. It loses the Draconic Mount Ability and gains the Dragon Mount ability instead. All attacks of your dragon deal an additional 1d6 damage.

Additionally, as long as your dragon companion can see or hear you, it has advantage on all saving throws.

Dragon Mount. Your mount is able to fly without landing when a creature rides it and it has another creature grappled.

Draconic Rider

At 9th level, you have masterd the riding your dragon. While riding your dragon companion you can move freely on top of it. Additionally, when you are knocked prone of it in mid air and are not incapacitated or paralyzed, you take no falling damage for 30 ft.

Draconic Nature

At 11th level, you have been blessed with a dragon's extended lifespan and physical aspects of a dragon manifest in your body. For every 10 years that pass, your body ages only 1 year and cannot be aged magically. Additionally, your eyes become sharp and focused. You gain a darkvision of 60 ft. and proficiency in the Perception or Investigation skills if you aren't already.

When you already possess darkvision, its range is increased by 30 ft.

Titanic Roar

Starting at 13th level, your dragon can let loose a vicious roar, filling nearby creatures with dread.

As an action on its turn, your dragon can roar. Any number of creatures of your choice within 20 ft. of the dragon must make a Wisdom saving throw against your dragon rider DC. On a failed save, creatures are frightened of the dragon for 1 minute. The creature can repeat the saving throw at the end each of their turns, ending the effect on a success.

Once your dragon has used this ability, it can't do so again until you finish a long rest.

Legacy of the Dragon

At 14th level your dragon grows even further, towering over others of its kind. Your dragons flying speed is increased by 20 ft. and its walking speed by 10 ft.

Finally, your dragons abilities depending on its dragon type develop further.

Drake

Breath Weapon. The breath weapon of your drake covers a cone of 60 ft now. Additionally, the breath weapon of your dragon deals a number of d8s damage equal to your Proficiency bonus + 2.

Elemental Burst. Each creature within a 20-foot sphere-radius centered on that point is affected by the elemental Burst. Additionally, the breath weapon of your dragon deals a number of d8s damage equal to your Proficiency bonus + 2.

Wyver

Longing Death. The reach of your Wyvers melee weapons is increased by 5 ft. on its turn.

Stinger. The poison damage of the stinger deals a number of d10s damage equal to your Proficiency bonus + 2. Your potent poison ignores poison resistance.

Volley. Your wyver use its action to make a ranged attack with its tail spike against any number of creatures any number of creatures within 10 ft. of a point it can see within its tail spike’s range. It must have ammunition for each target, as normal, and it makes a separate attack roll for each target.

Quoatl

Weather Master. Your quoatl can cast Gust of Wind and Shatter two times each. Your quoatl cast Shatter as a 5th level spell slot. Additionally, it can cast Control Weather, requiring no components. Your quoatl regains the ability to cast this spell in this way when you finish a long rest.

Paralyzing Poison. When a creature fails the saving throw it is unconscious for one minute. Another creature can use an action shake the target awake.

Ancient Resistance

At 17th level, you can shrug off even the most dangerous effects. Whenever you or your dragon fail a saving throw, you can choose to turn that failure into a success.

Once you use this feature, you can't do so again until you finish a long rest.

Soulbond

At 20th level, you and your dragon share hit points, the total of which is equal to your hit point maximum + your dragon’s hit point maximum. Whenever one of you takes damage, that damage is subtracted from your combined hit point maximum. When this hit point maximum hits 0, both you and your dragon fall unconscious, but only you make death saving throws. If you become stable or die, so does your dragon. If you receive any healing, both you and your dragon return to consciousness. When you spend hit dice during a short rest, you can use both your hit dice and your dragon’s hit dice to restore hit points.

Dragon Wings

All dragon riders grow up with certain traditions that are often based on one of the dragon wings. When they reach a certain level of experience, they often seek a deeper understanding of these traditions or one that fits their style better.

The winged hunter focuses on their fighting prowess, natural abilities of their dragon, and teamwork to take their prey down swiftly. The Winged guardians utilize their mobility and sturdiness to protect their comrades across the battlefield. Winged shadows move fast, unseen and eliminate targets far behind enemy lines with the help of shadow magic. Winged shamans use the primal magic of their dragons to use magical power for different manners.

Clément Blum

Winged Hunter

Winged Hunters utilize their mobility, combat prowess, natural abilities of their dragons, and teamwork to defeat their prey swiftly and go to their next target. They can be found roaming the wilds but many are also bounty or monster hunters or work as mercenaries.

Hunter Duo

Beginning at 3rd level, you and your dragon gain proficiency with the survival skill. When you are already proficient with the survival skill, you gain proficiency with another skill of your choice.

Dedicated Target

Beginning at 3rd level, you and your dragon learn to work together to take down powerful prey. You can use a bonus action and mark a target within 120 ft. of you that you can see. Additionally, your dragon can use its attack and multiattack action against the marked target without you commanding it to do so. You and your dragon have advantage on attack rolls against the marked target and advantage on Wisdom (Perception, Survival) checks against the target. The marking lasts until the target dice or you mark a new target.

You must finish a short or long rest before you can use this feature again.

Shared Senses

At 7th level, you, and your dragon share your sensual impressions with one another, enabling you to react faster to danger. You add your Charisma modifier to your initiative. Additionally, while you or your dragon is awake, both of you cannot be surprised.

Draconic Training

At 7th level, you have trained your dragon to follow more complex commands. When you command your dragon, you can give it one of the commands below:

Dragons Fang

Once per turn, the damage of one of your dragons attacks is increased by your PB.

Air Blast

As an action your dragon flaps its wings together and creates a powerful stream of air in a 15 ft. cone from its position. Each creature in the area must make a Strength saving throw against your dragon rider DC, being pushed 5 ft. away from your dragon on a failed save. At 14th level the cone increases to 30 ft. and the targets are pushed 10 ft. away.

Additionally, the air blast disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

Dragon Rush

Your dragon can move up to half its movement or flying speed as a bonus action.

Superior Fury

At 10th level, when you do not have the Extra Attack feature, you gain it. When you have the Extra Attack Feature, you dragon gains the Draconic Fury feature.

Prey

At 10th level, when you have taken down your marked target, you and your dragon gain temporary hit points equal to your PB + Charisma modifier.

Draconic Fury

Beginning at 15th level, your dragon can use an action to make a claw attack against any number of creatures within reach of its melee weapons, with a separate attack roll for each target. If you're within 5 ft. of your dragon when it rampages, you can use your reaction to make a melee weapon attack against each creature within your reach that was attacked by your dragon this turn. Your dragon must finish a short or long rest before it can use this feature.

Dragon's Presence

Starting at 18th level, the range of Titanic Roar is increased to 120 ft., creatures that are frightened of your dragon have a speed of 0, and when you or your dragon hit a creature that is frightened of your dragon with a weapon attack, the attack is considered a critical hit.

Sam Leung

Winged Guardian

Winged guardians are heavily armoured dragon riders that use their mobility and sturdiness to protect their comrades.

Battle Hardened

At 3rd level the dragon rider gains heavy armour proficiency.

Protective Sense

At 3rd level, you and your dragon gain the Protection fighting style. When you already know the protection fighting style, you can learn another fighting style.

Taunting Duo

At 3rd level, you and your dragon learn to fight together to gain the focus of your opponents. While both you and your dragon are within 5 ft. of a hostile creature, the creature has disadvantage on attack rolls that don't target you or your dragon.

Dragon Wing

Beginning at 7th level, your dragon has learned to move fast in order to protect those that would be armed with its powerful body. Your dragon gains the Draconic Interception feature.

Draconic Interception

When a creature you can see hits a target, other than you, within 30 feet of you with an attack, you can use your reaction to move to the target hit. When you finish your movement within 5ft of the target you can reduce the damage the target takes by 1d10 + your Charisma modifier + your dragon rider level. You take any damage left over. When your dragon rider is riding you, you have resistance against the left over damage.

You can use this feature a number of time equal to your PB and regain all uses when you finish a long rest.

Agri Karuniawan

Draconic Scales

Beginning at 10th level, the scales of your dragon have grown stronger and its primal magic imbues you further, giving you an enhanced resistance. You and your dragon gain resistance against bludgeoning, piercing and slashing damage from nonmagical weapons.

Frightening Defender

Beginning at 15th level, when your Dragon uses draconic interception and reduces the damage of an attacker that is afraid of your dragon, the damage is reduced to 0.

Overwhelming Defender

Beginning at 18th level, when you start a combat and have no uses of draconic Interception left, you regain 2 uses. Additionally, your dragon has 2 reactions per round.

Winged Shadow

Winged shadows are dragon riders that move silently in the shadows and avoid detection before they strike. Additionally, high ranking members learn to wield darkness itself as a weapon.

Trained Ambushers

At 3rd level, you and your dragon can use the hide action as a bonus action. Additionally, you and your dragon gain proficiency with the Stealth skill. When you are already proficient with the stealth skill, you gain proficiency with another skill.

Striking Shadow

Beginning at 3rd level, you and your dragon can strike down surprised foes more efficiently. When you or your dragon attack a creature that you are hidden from, you deal bonus necrotic damage equal to half your PB (rounded down).

Shadow Cloak

Beginning at 7th level, when you are in dim light or darkness you can use a bonus action to become invisible. When you are riding your dragon it also becomes invisible. You and your dragon remain invisible until one of you make an attack, cast a spell, or are in an area of bright light. Your dragon also becomes visible, when you dismount it.

Tandem Killers

Beginning at 10th level, when you are riding your dragon and used the striking shadow feature, your dragon can use its reaction to make an attack against the same target. Your dragon strikes simultaneously, being hidden, dealing the striking shadows bonus damage + your Charisma modifier necrotic damage.

Control Shadows

Beginning at 15th level you become one with the darkness. You can see in magical darkness and can cast the Darkness spell once. You must finish a short or long rest before you can cast the spell again.

Black Hole

At 15th level, your dragon can create a vortex of swirling darkness around itself as an action on your turn. Creatures of your choice within 30 feet of your dragon must make a Strength saving throw against your dragon rider save DC. On a failed save, creatures take necrotic damage and are pulled up to 15 feet towards your dragon. On a successful saving throw, creatures take half as much damage and aren't moved. The amount of damage dealt by this feature equals an amount of d10s equal to your PB.

Once you use this ability, you can't do so again until you finish a long rest.

Hungry Darkness

At 18th level, your dragons control over the darknes has improved further. The damage of your black hole is doubled against creatures that are in dim light and darkness. Additionally, creatures that are in dim light or darkness that are frightened of your dragon use their reaction to move away from it directly.

Tory Miles

Winged Shaman

The riders known as winged shamans learn to use the primal magic that is part of their dragon and are trained in the use of magic and wield it as a weapon to strike their foes, protect their comrades and navigate the land.

Spellcasting

When you reach 3rd level, you heighten your battle ferocity with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 of the Player's Handbook for the sorcerer spell list.

Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots. The Winged Shamans Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended slots when you finish a long rest.

For example, if you know the first level spell chromatic orb and have a 1st-level and 2nd-level spell slot available, you can cast chromatic orb using either slot.

Spells Known of 1st Level and Higher. You know two 1st-level sorcerer spells of your choice. Both must be from the enchantment and evocation spells on the sorcerer spell list.

The Spells Known column of the Elemental Spellcasting table shows when you can learn more sorcerer spells of 1st level or higher. Each of these spells must be an enchantment and evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st of 2nd level.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or enchantment spell.

Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since your magic draws from the power and dominance of dragons. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Elemental Powers

Beginning at 3rd level, when you choose this wing, choose one of the following damage types: acid, cold, fire, lightning, thunder, or poison. Some features oft this subclass are associated with this damage type.

Winged Shaman Spellcasting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 2 2
4th 2 3 3
5th 2 3 3
6th 2 3 3
7th 2 4 4 2
8th 2 5 4 2
9th 2 5 4 2
10th 3 6 4 3
11th 3 6 4 3
12th 3 7 4 3
13th 3 8 4 3 2
14th 3 9 4 3 2
15th 3 9 4 3 2
16th 3 10 4 3 3
17th 3 10 4 3 3
18th 3 10 4 3 3
19th 3 11 4 3 3 1
20th 3 12 4 3 3 1

Elemental Storm

At 3rd level, whenever you cast a spell of 1st level or higher, you can create a storm of elemental energy centered on you or your dragon (your choice). Each creature of your choice within a 10-foot-radius-sphere radius of the origin point must make a Constitution saving throw against your spell save DC, taking damage on a failed save or half as much on a successful one. The damage equals three times the level of the spell slot you have spend and is the damage type you have chosen with elemental powers.

Overwhelming Element

Beginning at 7th level, your elemental mastery allows you to overcome those that could resist it. Your cantips and spells ignore treat damage immunities against the damage type you have chosen with elemental powers as resistances.

Elemental Charge

Beginning at 10th level you can use your connection with your dragon to manipulate its position. When you cast a spell of 1st level or higher and your dragon is within 120 ft. of you, you can \columnbreak

it to an unoccupied space within 30 ft. of its original position. When you are riding it, you are teleported with it. You can teleport before or after the effect of elemental storm.

Elemental Assault

Beginning at 15th level, you have learned to take advantage of the fear of your foes. You have advantage on your spell attacks against creatures that are frightened by your dragon and creatures that are frightened by your dragon have disadvantage on saving throws against your spells.

Elemental Absorption

At 15th level, you and your dragon have learned to absorb the power of the elements to heal yourself. You and your Dragon gain the Elemental Absorption feature.

Elemental Absorption. when you are subjected to the damage type you have chosen with elemental powers, you can use your reaction. You do not take damage then and instead you regain a number of hit points equal to half the damage of the damage you have chosen with elemental powers dealt. You must finish a long rest before you can use this feature again.

Draconic Form

Beginning at 18th level, you learn to imbue yourself with the magic of your dragon. You can cast the True Polymorph spell once, without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. When you cast True Polymorph you can only target your dragon and it can only assume the form of a dragon whose breath weapon has the same damage type as your chosen damage type of elemental powers. After 1 hour, true polymorph ends automatically.

Bruce Glidewell



Drake

Medium, unaligned


  • Armor Class 10 + Dex mod + PB (natural armor)
  • Hit Points 6 + Con mod + six times your dragon rider level (the drake has a number of hit dice [d10s] equal to your dragon rider level)
  • Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 5 (-3) 14 (+2) 8 (-1)

  • Saving Throws Con mod plus PB, Wis mod plus PB
  • Skills Perception Wis mod + PB, Athletics Str mod + PB
  • Damage Immunities determined by the drake’s Elemental Essence trait
  • Senses darkvision 60 ft., passive Perception 10 + Perception
  • Languages -
  • Proficiency Bonus (PB) equals your bonus
  • Elemental Essence. When you choose the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage type of its Powerful Bite and Breath Weapon.

Draconic Mount. You can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it has to land at the end of its turn.

Actions

Bite. Melee Weapon Attack: Str mod plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus Str mod piercing damage.

Tail. Melee Weapon Attack: Str mod plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus Str mod bludgeoning damage.

Exhale Elemental Energy. Your drake can exhale its elemental energy in two different ways, either as an elemental burst or breath weapon. The damage type of these actions is the same you have chosen as your drakes Elemental Essence. The amount of damage dealt by this actions equals an amount of d6s equal to your PB. Each creature in the affected area must make a Dexterity saving throw against your dragon rider save DC, taking damage on a failed save, or half as much damage on a successful one. The drake can use these Actions combined a number of times equal to your PB and regains all uses when it finishes a long rest.

Breath Weapon. You can exhale a 15-foot cone of damaging breath.

Elemental Burst. The drake hurls a gout of elemental energy at a point it can see within 60 ft of it and each creature in a 10-foot-radius-sphere centered on that point is affected

Unknown



Wyver

Medium, unaligned


  • Armor Class 10 + Dex mod + PB (natural armor)
  • Hit Points 6 + Con mod + six times your dragon rider level (the wyver has a number of hit dice [d10s] equal to your dragon rider level)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
16 (+2) 13 (+3) 15 (+2) 5 (-3) 12 (+1) 7 (-2)

  • Saving Throws Dex mod plus PB, Str mod plus PB
  • Skills Perception Wis mod + PB, Athletics Str mod + PB
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10 + Perception
  • Languages -
  • Proficiency Bonus (PB) equals your bonus

Tail Spike Regrowth. The wyver has twenty-four tail spikes. Used spikes regrow when the wyver finishes a long rest.

Draconic Mount. You can use the wyver as a mount if your size is Medium or smaller. While you are riding your wyver, it has to land at the end of its turn.

Actions

Multiattack. When your wyver is flying, it can make one attack with its stinger, bite and claws.

Bite. Melee Weapon Attack: Str mod plus PB to hit, reach 10 ft., one target. Hit: 1d8 plus Str mod piercing damage.

Claws. Melee Weapon Attack: Str mod plus PB to hit, reach 5 ft., one target. Hit: 2d6 plus Str mod slashing damage. Can only be used while flying.

Tail. Melee Weapon Attack: Str mod plus PB to hit, reach 10 ft., one target. Hit: 1d8 plus Str mod bludgeoning damage.

Stinger. Melee Weapon Attack: Str mod plus PB to hit, reach 10 ft., one target. Hit: 1d6 plus Str mod piercing damage. Once per round, the target must make a Constitution saving throw against your dragon rider DC, taking poison damage on a failed save, or no damage on a successful one. The amount of damage dealt by this feature equals an amount of d6s equal to your PB.

Tail Spike. Ranged Weapon Attack: Dex mod + PB to hit, range 100/200 ft., one target. Hit: 1d6 + Str mod piercing damage.

Jay Choi



Quoatl

Medium, unaligned


  • Armor Class 10 + Dex mod + PB (natural armor)
  • Hit Points 6 + Con mod + six times your dragon rider level (the quoatl has a number of hit dice [d10s] equal to your dragon rider level)
  • Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 5 (-3) 14 (+2) 8 (-1)

  • Saving Throws Dex mod plus PB, Str mod plus PB
  • Skills Perception Wis mod + PB, Athletics Str mod + PB
  • Damage Resistances lightning, thunder, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10 + Perception
  • Languages -
  • Proficiency Bonus (PB) equals your bonus

Innate Spellcasting. The quoatl's spellcasting uses your dragon rider save DC. It can innately cast the spells bless and bane, requiring no components. You use your dragon riders dragon rider save DC as your spell save DC. Your quoatl regains the ability to cast these spells in this way when you finish a long rest.

Draconic Mount. You can use the quoatl as a mount if your size is Medium or smaller. While you are riding your quoatl, it has to land at the end of its turn.

Actions

Bite. Melee Weapon Attack: Str or Dex mod plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus Str or Dex mod piercing damage. Once per round, the target must make a Constitution saving throw against your dragon rider DC. On a failed save, the target is poisoned for one minute. It can repeat the saving throw at the end of its turn to end it early.

Tail. Melee Weapon Attack: Str or Dex mod plus PB to hit, reach 10 ft., one target. Hit: 1d8 plus Str or Dex mod bludgeoning damage. When you hit a creature, you can use a bonus action to attempt to grapple the target.

Constrict. Melee Weapon Attack: Str mod plus PB to hit, reach 10 ft., one target. Hit: 2d6 plus Str mod bludgeoning damage and the target is restrained. You can use this attack only against a creature grappled with your tail.

Lightning Strike. Ranged Weapon Attack: Dex mod + PB to hit, range 100/200 ft., one target. Hit: 1d6 + Dex mod lightning damage.

Jon Neimeister

 

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