The Dragonrider The silent calm of a hydra's lair is shattered by a dragon's roar as the giant beast dives toward the monster. Seated on his back, a half-orc clad in cast-off dragon scales readies his lance.

An army marches across a field, in their center a commander sits atop a great red wyrm. He barks a quick order, and the ranks of the army close around him, bristling with spears. Gnolls roll across a town destroying everything they see. An elven woman stands in front of the town chapel, gripping her sword tightly. She glances at her companion, a young silver dragon, knowing that if they fall, nothing will be left to protect the townspeople huddled inside the building. No matter what a Dragonrider fights for, they are fearsome foes. Few can equal their ferocity on the battlefield, and fewer still can claim to have such a close bond with a creature as awesome and powerful as a dragon. The Unbreakable Bond Dragonriders are heroic figures with the power to bond with dragons, gaining lifelong steeds, companions and allies. This bond is more than simply a close friendship, it is a mystic connection between dragonrider and dragon, creating a permanent link fueled by the arcane power inherent to all true dragons. The bond does not come easily. Every dragonrider recieves a dragon egg, which they hatch and raise. The dragon grows up with the rider, and over the years the bond is woven, either through a mutual trust and friendship, or through intimidation. Even before the bond is fully formed, it becomes apparent that the dragon and rider have marked each other. Though it varies from rider to rider, typically humanoids who bond with a dragon see their lifespan increase, and an unnaturally high fortitude. Random Dragonrider Quirks d6 Dragonrider Quirk 1 I can't resist the shine of gold. I love to amass wealth. 2 I love the thrill of the hunt, and the joy of killing. 3 I need to have my way. I don't like to take orders. 4 I love the sun. My free time is spent basking outside. 5 All eyes are on me. I make sure of that. 6 Conversation is my lifeblood. I love to talk. Random Physical Quirks d6 Pysical Quirk 1 My eyes have taken the color of my bonded dragon. 2 My teeth have become subtly sharper. 3 My hair is streaked or colored like my dragon. 4 I rarely blink, and my eyes are open when I sleep. 5 I don't feel cold, Even on the darkest winter nights. 6 My blood takes the properites of my dragon's element. A Life of War and Honor In many societies, Dragonriders are treated as lesser nobility, much like knights. They act with dignity and decorum, following the proud heritage of their ancestors. Many of these riders have been trained from a young age, serving as squires to more experienced knights. In other lands however, a darker reflection of the Dragonriders exists. Treated with fear rather than respect, these riders serve as elite cavalry for the darkest armies. With the might of dragons at their behest, these riders care little of others opinions, using their power to take whatever they want. Even rarer still, some Dragonriders are results of impossible circumstance. As a young child they stumble upon the lost egg of a dragon, forming an unlikely friendship with the great beast. Though their origins are humble, these riders rarely stay unnoticed for long. Their unique bond often forces them into the public eye. Riders of this type are often treated with mistrust in their homeland, where dragonriders are scarce and all dragons are treated as monsters. Creating a Dragonrider When creating a Dragonrider, consider your relationship with your bonded dragon. How did the two of you meet? Were you raised at birth to ride and was your companion chosen for you? Did a dragon offer you its services after tragedy beset your village? Secondly, consider your relationship with the rest of the world. Do the people around you fear or respect you? How do you feel about opinions of you? Do you lean into people's preconceived conceptions of you, or do you try to prove them wrong? Finally, consider the long-term goals of you and your dragon. Why did you choose a life of adventure? Do you seek fame, fortune, or power? Or is adventuring a byproduct of your relationship with the dragon? Quick Build It is possible to quickly make a dragon by following these guidelines. Firstly, make Strength your highest ability score, followed by Constitution. Then take either the Noble or Folk Hero background. Finally, choose either a Gold or Red dragon as your bonded dragon. 1

The Dragonrider Level Proficiency Bonus Features Dragon Points Breath Dice 1st +2 Bonded Dragon, Focus ─ ─ 2nd +2 Dragon Points, Fighting Style 2 4d6 3rd +2 Dragon Archetype 3 4d6 4th +2 Ability Score Improvement 4 4d6 5th +3 Improved Focus 5 5d6 6th +3 Draconic Velocity, Magic Claws 6 5d6 7th +3 Dragon Archetype Feature 7 5d6 8th +3 Ability Score Improvement 8 5d6 9th +4 True Flight 9 6d6 10th +4 Dragon Archetype Feature 10 6d6 11th +4 Elemental Mastery 11 6d6 12th +4 Ability Score Improvement 12 6d6 13th +5 Altitude Acclimation 13 7d6 14th +5 Boundless Loyalty 14 7d6 15th +5 Dragon Archetype Feature 15 7d6 16th +5 Ability Score Improvement 16 7d6 17th +6 Bonded Telepathy 17 8d6 18th +6 Dragon Archetype Feature 18 8d6 19th +6 Ability Score Improvement 19 8d6 20th +6 True Dragon 20 8d6 Class Features As a Dragonrider, you gain the following class features. Hit Points Hit Dice: 1d8 per Dragonrider Level

1d8 per Dragonrider Level Hit Points at First Level: 8 + Constitution Modifier

8 + Constitution Modifier Hit Points at Higher Levels: 1d8 (5) + Constitution Modifier Starting Proficiencies Armor: Light Armor, Medium Armor, Shields

Light Armor, Medium Armor, Shields Weapons: Simple and Martial Weapons

Simple and Martial Weapons Tools: None

None Saving Throws: Strength and Constitution

Strength and Constitution Skills: Pick two from Acrobatics, Animal Handling, Arcana, Athletics, Nature, Perception, and Survival Equipment You start the game with the following equipment, in addition to any equipment granted by your background: Either (a) One Martial Weapon and a Shield or (b) Two Martial Weapons

Either (a) Five Javelins or (b) A Longbow and 20 Arrows

Either (a) a Dungeoneer's Pack or (b) an Explorer's Pack

Scale Mail and an Exotic Saddle

A Draconic Trinket Alternatively, you can start out with 5d4 x 10 GP to buy your own equipment. (Excluding an exotic saddle which you should already have.) Bonded Dragon At 1st level, your dragon and you have developed a bond that goes far deeper than friendship. This causes a dragon to change size, adopting the stat block later in this document. Additionally, it loses many of the standard dragon features, as the magic that fuels them is used to facilitate the bond between rider and dragon. Additionally, you may select a color for your dragon, or have your DM determine the color for you. This choice will affect certain class abilities later on, and cannot be changed. Focus At 1st level, the bond between you and your dragon has deepened allowing you to fight as one unit in combat. The bond is limiting however, and requires effort to maintain. You and your bonded dragon share the same initiative, rolled by the player. During combat both you and the dragon share an action. For example, if you take the attack action on your turn, your companion can move, but not attack. 2

Dragon Points At 2nd level, you've begun to unlock the true arcane potential of your dragon. This potential is represented by a pool of points, and increases as you gain levels in this class (detailed on the class table). You regain all points upon completion of a long rest. Some abilities require saving throws. The DC for these saving throws is equal to 8 + your companion's Constitution modifier + its proficiency bonus.

You also gain the following Dragon Point options: Breath Weapon: As an action, your dragon can expend 2 points, expelling elemental energy. The nature of the breath weapon varies by dragon type, and the exact details of the ability are detailed in each dragon's stat block. Regardless of the type, however, a successful saving throw reduces the damage by half.

As an action, your dragon can expend 2 points, expelling elemental energy. The nature of the breath weapon varies by dragon type, and the exact details of the ability are detailed in each dragon's stat block. Regardless of the type, however, a successful saving throw reduces the damage by half. Spread Wings: As a reaction while your companion is falling, it can expend 1 point to reduce the falling damage by 200ft as its wings spread, catching the air. As part of the same reaction, the dragon can catch up to 2 creatures of Medium size or smaller, reducing the damage to them by the same amount.

As a reaction while your companion is falling, it can expend 1 point to reduce the falling damage by 200ft as its wings spread, catching the air. As part of the same reaction, the dragon can catch up to 2 creatures of Medium size or smaller, reducing the damage to them by the same amount. Peerless Athletics: Whenever you or your companion make an Athletics or Acrobatics check, you can expend 1 point, rolling the check with advantage. If the check is to make a long or high jump, your jump distance is doubled. Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling 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 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. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Dragon Archetype At 3rd level, you select one of the following options: Fell Rider or Protector, representing the specialized training you and your companion have gone through. This selection grants you special abilities at 3rd, 7th, 10th, 15th, and 18th levels. Ability Score Improvement When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. Additionally, your dragon also gains an ability score increase when you do, and can choose to take a feat, at the DM's approval. Improved Focus When you reach 5th level, your bond with your dragon has deepened, and the two of you move and fight as one unit more easily. On your turn your dragon can act independently of you, regardless of the actions you take on your turn. Draconic Velocity At 6th level, your mystic bond has strengthened your dragon. It gains an additional movement type, determined by the dragon's color. Additionally, mounting or dismounting your dragon costs only 5ft of movement, and if you fall 15ft or less off your mount, you take no damage and land on your feet. Magic Claws At 6th level, your bonded dragon's natural weapon attacks count as magical for the purpose of overcoming damage resistances. True Flight At 9th level, your bond with your dragon has empowered its wings, allowing the two of you to achieve flight. Your companion gains a flying speed equal to double its walking speed. Elemental Mastery At 11th level, you've adapted to resist the primal elemental powers of your companion. Shimmering, translucent scales begin to appear on your arms and neck, mimicing the color of your dragon. You gain resistance to the damage type of your companion's breath weapon. In addition, your (and your companion's) weapon attacks deal an additional 1d6 damage of the same type you have resistance to. 3

Altitude Acclimation At 13th level, you've grown more accustomed to the highest altitudes your companion can reach. You become acclimated to high altitude, including elevations above 20,000 feet. You also adapt to cold climates, as described in chapter 5 of the Dungeon Master's Guide. Boundless Loyalty At 14th level, the loyalty between you and your dragon is strong, and only the most powerful effects can tear you apart. While you and your companion can see each other, you have advantage on saving throws against effects that cause the charmed or frightened conditions. If either you or your companion is blinded, that creature is unable to benefit from this ability. Bonded Telepathy At 17th level, your companion taps into the bond between the two of you connecting your minds. While you are both on the same plane of existence, you can communicate telepathically. Additionally, as an action you can tap into the mind of your companion, gaining the benefits of its senses until the start of your next turn. True Dragon At 20th level, your bond with your companion is almost unbreakable, forged over years of companionship. When either you or your companion is subjected to an effect that requires you to make a saving throw and fails, you can choose to instead succeed. Once you use this ability, you must complete a long rest before you use it again. Dragon Archetypes On the surface, every dragonrider is the same. It's a dragon and its rider, with a bond fueled by arcane power. However, much like a fighter, every dragonrider chooses different areas of expertise, which are represented by the 3 Dragon Archetypes. Fell Rider Dragons are fearsome beasts, and the mere sight of a dragon is enough to strike fear into the hearts of even the most resilient warriors. Fell Riders use this to their advantage, relying on the speed and power of their dragons to win them the day. Draconic Aggression Upon reaching 3rd level, you gain additional Dragon Point options, representing your commitment to the aggressive nature of your dragon. Unyielding Aggression: When you hit a creature with a weapon attack on your turn, you can expend 1 Dragon Point to grant advantage to the next attack roll against the creature. This advantage is lost at the end of your next turn.

When you hit a creature with a weapon attack on your turn, you can expend 1 Dragon Point to grant advantage to the next attack roll against the creature. This advantage is lost at the end of your next turn. Terrifying Presence: As an action you can expend 1 Dragon Point, causing your companion to let out a terrifying roar, causing all enemies within 30ft to make a Wisdom saving throw. On a failure, the target is frightened of your dragon for 1 minute. At the start of every turn, an affected creature can repeat the saving throw, ending the effect on a success. Fearsome Aspects At 7th level, tales of your deeds are beginning to spread, and even a passing commoner can see you're not to be trifled with. You gain proficiency in the Intimidation skill. If you already had proficiency in this skill, you gain proficiency in another Charisma-based skill. In addition, you can use an action to capture the attention of any number of creatures that can see and hear you. Make an Intimidation check, contested by each affected target's Insight check. On a failure, the target has disadvantage on Wisdom checks against targets other than you and your companion. This effect lasts for 10 minutes, and ends early if you leave the target's line of sight, or if the target takes any damage. Flurry of Claw and Teeth At 10th level, your dragon taps into the animalistic savagery of its ancestors, allowing it to make two attacks whenever it takes the attack action. The second attack must be a different natural weapon than the first. Lingering Breath At 15th level, your dragon's breath weapon has become a terrible force, its effects felt even after the blast disperses. When a creature fails its saving throw on your companion’s breath weapon, the elemental energy lingers on them causing an extra 1d6 damage at the start of their turn. This damage repeats for a number of rounds equal to your companion's Constitution modifier (minimum 1), and the target can end the effect early by repeating the saving throw as an action. Apex Predator At 18th level, the ferocity of your dragon is unrivaled even among other dragons. Whenever you or your companion scores a critical hit or reduces a creature to 0 Hit Points, you regain 1 Dragon Point. 4

Protector While chromatic dragons are remembered as fearsome tyrants, metallic dragons are often seen as kind champions of the weak, protecting those who are unable to do it themselves. Dragonriders who take up this mantle seek to do the same, channeling the awesome power of their companion to shield their allies. Steel Bastions Upon reaching 3rd level, both you and your companion have trained in heavy armor, to better protect yourselves on the battlefield. You gain proficiency in heavy armor, and your companion gains proficiency in medium and heavy draconic barding, which is detailed later in this document. Unwavering Protection When you reach 3rd level, you gain additional Dragon Point options, representing your commitment to the protection of your companions. Fearless Parry: When an ally within 5ft of you or your companion is hit with an attack, either of you can expend 1 Dragon Point as a reaction, attempting to knock the blow aside. The damage of the attack is reduced by 1d10 + the Strength modifier of whoever expended their reaction.

When an ally within 5ft of you or your companion is hit with an attack, either of you can expend 1 Dragon Point as a reaction, attempting to knock the blow aside. The damage of the attack is reduced by 1d10 + the Strength modifier of whoever expended their reaction. Warning Shout: When an ally within 60ft of you is subjected to an effect that requires them to make a Dexterity saving throw, you can expend your 1 Dragon Point as a reaction, granting them advantage on the saving throw. You must be able to see the effect, and the target must be able to hear you. Calm Under Pressure At 7th level, your reliability on the battlefield has granted you composure in all aspects of life. You gain proficiency in the Insight skill. If you already had proficiency in this skill, you can choose proficiency in a different Wisdom-based skill. Vigilance At 10th level, you and your companion have committed to the protection of others, even at your own expense. When an ally you can see is targeted with an attack, you or your companion can expend its reaction to attempt to interpose youself between the attacker and the target. Your companion moves up to its speed, and either you or your dragon can become the target of the attack if you end your movement within 5ft of the target of the attack. Elemental Sanctuary At 15th level, the elemental protection afforded by your arcane bond has expanded, protecting those near you. An aura extends from your companion, and any ally within 10ft of your dragon gains the same damage resistance you gained from the Elemental Mastery class ability. True Hero At 18th level, your heroic sacrifices are unparalleled, even among the bravest warriors. Whenever you or your companion is subjected to a critical hit or takes more than 30 damage from a single attack, you regain 1 Dragon Point. Dragoon Wherever you find Dragonriders, you inevitably find war. Some dragonriders accept the life of war, turning it into a profession. These Dragoons often find themselves at the heads of armies, rallying soldiers behind thier fearsome companions. Martial Experience When you reach 3rd level, you gain additional Dragon Point options, representing your commitment to the tenets of combat. Repositioning Call - When you roll initiative you can expend one Dragon Point, you can select up to 6 willing creatures within 60ft, allowing them to move up to half their speed. This movement doesn’t provoke attacks of opportunity.

- When you roll initiative you can expend one Dragon Point, you can select up to 6 willing creatures within 60ft, allowing them to move up to half their speed. This movement doesn’t provoke attacks of opportunity. Maneuvering Offense - When you or your bonded dragon hits with a weapon attack, you can spend a Dragon Point to add one of the following effects: Stumbling Strike - The target must make a Strength saving throw, or be knocked prone. Disarming Attack - The target must make a Strength or Dexterity saving throw. On a failure, they drop one item they are holding. Sudden Grapple - If you bonded dragon is within 10ft of the target, it can spend its reaction to immediately attempt to grapple the creature.

- When you or your bonded dragon hits with a weapon attack, you can spend a Dragon Point to add one of the following effects: Warrior’s Training At 3rd level, you’ve committed yourself to the way of the warrior, and armed yourself accordingly. Your companion gains proficiency in medium barding (detailed later in the document). Tactical Acumen At 7th level, your experience in battle has sharpened your mind and reactions. You gain advantage on Initiative rolls. In addition, if you roll initiative and are within 5ft of your bonded dragon, you can immediately move up to half your speed and mount your companion. 5

Dragon Vice At 10th level, your dragon’s grapple has become stronger, disabling even the quickest of foes. If your bonded dragon starts its turn grappling a creature, it can use its action to impose the restrained condition on the creature. When the grapple ends, so does this condition. Additionally, if your bonded dragon is grappling one creature of medium size or smaller, it’s speed is not halved while dragging it. Elemental Aura At 15th level, the elemental power of your dragon extends around you like a ward. Whenever a hostile creature starts their turn within 5ft of your mount or moves within 5ft of it, your mount can spend its reaction to deal damage to the creature equal to your proficiency bonus. The damage is the same type as the elemental resistance of your bonded dragon. Scaled Champion At 18th level, your battlefield experience has granted you increased insight, helping you press advantages and recover from devastating blows more easily. Whenever you or your mount land a critical hit or are subjected to a critical hit, you regain one Dragon Point. Losing Your Companion Death The bond between you and your dragon runs deep. It's more than a friendship, and it's deeper that a familial connection. In a sense, the bond irreperably connects the two of you, making you one entity. When the bond is finalized, the rider is given a gift by the dragon. The exact nature of the gift varies from dragon to dragon, but it typically takes the form of a phyical picece of the dragon, such as a scale or tooth. In the traditions of the dragon knights, this is often part of a grand ritual where a squire is knighted, and thier training is completed. Should the dragon fall in battle, the dragon's soul enters the gift. Many arcane scholars have theorized as to exactly how this happens, and the possibility of resurrection. It's proven difficult to study, however, because the destrution of the bond between rider and dragon leads to the rapid deterioration of the rider's mental state. When the dragon dies, the rider immediately suffers the effects of Indefinate Madness, and gains the bond, "I am hollow without my dragon. Without them I cannot continue." The toll the death takes on the rider is usually deadly. In attepts to resurrect their companion or fill the void in thier soul, dragonless riders take increasingly dangerous and desperate risks, which more often than not lead to thier deaths. Even the mighty dragons are not immune to the effects of losing a companion. Should a bonded rider be killed in battle, the dragon must make a DC 15 Wisdom saving throw. Upon failure, the dragon goes berserk, violently lashing out at any creatures within it's range. For the next hour, the dragon is unable to distinguish friend from foe, and attacks any creature it can see. At the end of the hour, the dragon gains one level of exhaustion, which cannotbe removed through normal means. The saving throw is repeated every 24 hours, until the dragon dies or the rider is resurrected. Breaking the Bond Sometimes, you lose your dragon due to more sinister circumstances. Perhaps you mistreated a chromatic dragon, and now it resents you, wishing to break the bond. Regardless of the reason, sometimes one party wishes to break the bond. Doing so requires the breaker to spend 1 hour concentrating on the bond, after which the bond is broken. Breaking the bond is an arduous task, and takes a lot out of both parties. Upon completing the breaking of the bond, both the dragon and the rider suffer two levels of exhaustion, that are removed like normal exhaustion. Additionally, both the dragon and the rider must make a DC 15 Wisdom saving throw. Upon failure, the creature is subjected to a form of Long-Term Madness (As per the DMG). After a year and a day, the bonded dragon grows to its true size once again, and regains its old statblock. The new age of the dragon is typically adult, but may vary depending on what level you were when the bond was broken. Dragons who break the bond, especially evil ones, often resent thier old riders. In such cases, the dragons often return, seeking vengeance on the rider who wronged them. 6

Dragon Stats Bonded Dragon Large Dragon, Any Alignment Armor Class 14 + Proficiency (Natural)

14 + Proficiency (Natural) Hit Dice 1d10 + Constitiution (10 on 1st Level)

1d10 + Constitiution (10 on 1st Level) Speed 30ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 12 (+1) 10 (+0) 14 (+2) Saving Throws Strength, Constitution

Strength, Constitution Skills Athletics, Intimidation, Survival

Athletics, Intimidation, Survival Condition Immunities None

None Damage Resistances determined by type

determined by type Senses passive Perception 10, Darkvision 60ft

passive Perception 10, Darkvision 60ft Languages Common, Draconic

Common, Draconic Challenge N/A Gold Eater. A dragon's second stomach is specifically designed for holding treasure. It can hold up to 5 cubic feet of material. Consuming an item requires an action, and retrieving an item requires the dragon to empty its entire stomach, which takes 1 minute. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d10 + 3) Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d6 + 3) Tail. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 8 (1d8 + 3) Rolling Your Stats The above statblock details the average stats for a bonded dragon, but is by no means the end-all of the dragon's stats. At your DM's approval, you can change the allocation of the stats, or even choose to roll the stats as if it was an actual player character. It is recommended that you create a second character sheet for the dragon, essentially treating it like an extra player for the purposes of book keeping. Dragon Options Each dragon option represents a different type of metallic or chromatic dragon. Your choice cannot be changed unless the dragon dies, and it effects your breath weapon, damage resistances, and movement options. Brass Dragon Brass dragons are the most social of all the dragons, and they are the most likely to strike up a conversation with you. They prefer warm, dry climates and bright sunlight. Brass dragons gain the following abilities: Damage Resistance: Fire

Fire Breath Weapon: 60-foot Line, Dexterity Saving Throw, Fire Damage

60-foot Line, Dexterity Saving Throw, Fire Damage Movement Increase: Burrow 30ft

Burrow 30ft Fly Speed: 60ft Copper Dragon Copper dragons are habitual prankster and joke tellers. They are generally friendly, and prefer to roost in hills and rocky uplands. Copper dragons gain the following abilities: Damage Resistance: Acid

Acid Breath Weapon: 60-foot Line, Dexterity Saving Throw, Acid Damage

60-foot Line, Dexterity Saving Throw, Acid Damage Movement Increase: Climb 30ft

Climb 30ft Fly Speed: 60ft Bronze Dragon Bronze dragons are the most militaristic of the chromatic dragons. They typically dwell in costal regions, but they'll gladly move to take up arms for a just cause. Bronze dragons gain the following abilities: Damage Resistance: Lightning

Lightning Breath Weapon: 60-foot Line, Dexterity Saving Throw, Lightning Damage

60-foot Line, Dexterity Saving Throw, Lightning Damage Movement Increase: Swim 30ft, Amphibious (Can breathe air and water)

Swim 30ft, Amphibious (Can breathe air and water) Fly Speed: 60ft Silver Dragon Silver dragons are the most amicable dragons, and are defined by thier love of people. Many silver dragons live out thier lives among humanoids, polymorphed into mortal forms. They have no preferred climate, and can be found just about anywhere. Silver dragons gain the following abilities: Damage Resistance: Cold

Cold Breath Weapon: 30-foot Cone, Constitution Saving Throw, Cold Damage

30-foot Cone, Constitution Saving Throw, Cold Damage Movement Increase: +10ft Move Speed

+10ft Move Speed Fly Speed: 80ft 7

Gold Dragon Gold dragons are solitary creatures, often preferring the silence of ancient ruins, lonely islands, and hidden caves. When provoked, however, they bring a fury that few dragons can match. Gold dragons gain the following abilities: Damage Resistance: Fire

Fire Breath Weapon: 30-foot Cone, Dexterity Saving Throw, Fire Damage

30-foot Cone, Dexterity Saving Throw, Fire Damage Movement Increase: Swim 30ft, Amphibious (Can breathe air and water)

Swim 30ft, Amphibious (Can breathe air and water) Fly Speed: 60ft White Dragon White dragons are the least intelligent of all dragons. What they lack in mental acuity, however, they make up for in pure savagery. They prefer frigid climates, like cold tundras and icy mountains. White dragons gain the following abilities: Damage Resistance: Cold

Cold Breath Weapon: 30-foot Cone, Constitution Saving Throw, Cold Damage

30-foot Cone, Constitution Saving Throw, Cold Damage Movement Increase: Climb 30ft, Ice Walk (Ignores icy terrain)

Climb 30ft, Ice Walk (Ignores icy terrain) Fly Speed: 60ft Black Dragon Black dragons are the vilest of all the chromatic dragons, reveling in the destruction of humanoid societies. They make their homes in fetid swamps and crumbling ruins. Black dragons gain the following abilities: Damage Resistance: Acid

Acid Breath Weapon: 60-foot Line, Dexterity Saving Throw, Acid Damage

60-foot Line, Dexterity Saving Throw, Acid Damage Movement Increase: Swim 30ft, Amphibious (Can breathe air and water)

Swim 30ft, Amphibious (Can breathe air and water) Fly Speed: 60ft Green Dragon Green dragons are manipulative and treacherous, and they take great pleasure in corrupting the good-hearted. They prefer to reside in dense forests, where they can scheme unnoticed by prying eyes. Green dragons gain the following abilities: Damage Resistance: Poison, Poisoned Condition

Poison, Poisoned Condition Breath Weapon: 30-foot Cone, Constitution Saving Throw, Poison Damage

30-foot Cone, Constitution Saving Throw, Poison Damage Movement Increase: Swim 30ft, Amphibious (Can breathe air and water)

Swim 30ft, Amphibious (Can breathe air and water) Fly Speed: 60ft Blue Dragon Blue dragons are vain creatures, taking insults to their appearance or power very personally. Residing in desert climates, they are patient hunters, often waiting weeks for the right time to strike. Blue dragons gain the following abilities: Damage Resistance: Lightning

Lightning Breath Weapon: 60-foot Line, Dexterity Saving Throw, Lightning Damage

60-foot Line, Dexterity Saving Throw, Lightning Damage Movement Increase: Burrow 30ft

Burrow 30ft Fly Speed: 60ft Red Dragon Red dragons are covetous and proud beasts, always seeking treasure to build their hoards. They prefer high mountains, and places where they can find high purchases to survey their domain from. Red dragons gain the following abilities: Damage Resistance: Fire

Fire Breath Weapon: 30-foot Cone, Dexterity Saving Throw, Fire Damage

30-foot Cone, Dexterity Saving Throw, Fire Damage Movement Increase: Climb 30ft

Climb 30ft Fly Speed: 60ft Chromatic vs Metallic When creating your dragonrider, consider the motivations behind your dragon entering into a bond with you. While the above text can give you some ideas into the personality and goals of your bonded dragon, they are by no means hard rules. While most metallic dragons are good aligned and chromatic one’s evil, it's entirely possible that a dragon can have any personality or alignment, regardless of color. Controlling the Dragon Additionally, when playing your dragonrider, keep in mind that your dragon is not a mindless beast like a ranger's animal companion. They have thoughts and feelings, likes and dislikes. A dragon won't blindly follow along with your orders, especially if your actions directly contradict their ethos. For the most part, the player has control of the dragon. However, in extreme cases, such as radical personality shifts or effects that would disrupt the bond it may be prudent for the DM to set a course of action for the dragon. 8

Draconic Items Gleaming gold coins, shining gems, and magical curiosities adorn the hoards of great dragons. Most dragonriders, and by extension their dragons, do not have the luxury of large caves of treasure to hoard. What they can collect however, are magical trinkets and baubles to help aid them in their quest. Below is a short collection of magical and mundane items, geared towards Dragonriders and their companions. Mundane Items Draconic Barding For a dragon, typical armor provides little to no benefit. Their hard scales grant them plenty of protection, and most armor would simply slow them down. Draconic barding, however, is a specially designed type of barding that covers vital points on a dragon’s body without sacrificing too much mobility. Barding Types Name AC Bonus Weight Cost Light Barding +1 40 lbs 400 gp Dragon Howdah +1 75 lbs 1000 gp Medium Barding +2 60 lbs 1200 gp Oiled Barding +2 50 lbs 2000 gp Heavy Barding +3 240 lbs 6000 gp Light Barding Light barding is typically composed of hardened leather pieces that cover the dragon's legs and face, providing a +1 bonus to its AC. Dragon Howdah A dragon howdah is a special type of light barding, designed to protect both the dragon and its rider. It consists of hardened leather protecting both the saddle and the dragon itself. Ceremonial versions of this armor often include a decorative canopy over the saddle and back of the dragon. This barding provides a +1 bonus to the AC of both the companion and whoever is sitting in the saddle. Because of its large size and heavy weight, a dragon howdah imposes disadvantage on Dexterity (Stealth) checks. Medium Barding Medium barding typically consists of sheets if chain mail or layers of metal scales that cover the dragon's legs and joints, typically with a metal helm. This barding provides a +2 bonus to AC, and imposes disadvantage on Dexterity (Stealth) checks. Oiled Barding Oiled barding is a special type of medium barding, designed for night missions. It is made up of leather pieces with metal plates or scales attached. The armor is oiled heavily, allowing heavier protection and quiet movements. This armor provides a +2 bonus to AC, and imposes no penalty on Dexterity (Stealth) checks. Heavy Barding Heavy barding is made up of heavy metal plates, layered over chain mail. The heaviest of all the barding, this armor provides a +3 bonus to the dragon's AC, and imposes disadvantage on Dexterity (stealth) checks. Dragon Weapons Many dragons would turn up their noses at the thought of using a weapon in battle. To some, it's seen as a sign of weakness and a source of shame. Practical dragonriders, however, would argue that in the heat of battle, the only thing that matters is your survival. Regardless of the controversial nature of draconic weapons, few can argue with the efficacy of these tools. Name Effect Weight Cost Tail Spike +1d4 4 lbs 100 gp Greater Tail Spike +1d10 8 lbs 1500 gp Chain Attachment Trip 8 lbs 500 gp Fell Claws +1d4 5 lbs 100 gp Greater Fell Claws +1d6 10 lbs 1000 gp Vicious Claws 19-20 Crit 4 lbs 800 gp Tail Spike A tail spike is a simple metal band that is fitted over the end of a dragon's tail, with somewhere between 1-4 spikes attached to it. Blows from a tail spike are terrible indeed, dealing an additional 1d4 damage, and changing the damage from bludgeoning to piercing. Only one attachment can be affixed to the tail at a time. Greater Tail Spike A greater tail spike is an improvement upon the standard version. Typically made with superior materials and 5-8 spikes, blows from a greater tail spike deal an additional 1d10 damage, and change the damage from bludgeoning to piercing. Only one attachment can be affixed to the tail at a time. Chain Attachment A chain attachment is a metal band with a length of chain attached to it. When the dragon's tail is swung, the chain wraps around the victim’s legs, knocking them prone. When a large or smaller target is hit by a dragon's tail attack, it must make a Strength saving throw or be knocked prone. The DC for this saving throw is equal to 8 + the dragon's Strength score + the dragon's proficiency bonus. 9

Fell Claws Fell claws are a set of 10 hollow metal claws, forged to fit tightly over the natural claws of a dragon. These claws add extra weight to a dragon's strikes, allowing them to tear through tough hide and puncture metal, dealing an additional 1d4 slashing damage. Greater Fell Claws Greater fell claws are a sharper and heavier version of the standard set of claws. Blows from greater fell claws deal an additional 1d6 slashing damage. Vicious Claws Vicious claws are an alternative version of the standard fell claws, designed to leave grievous wounds. Instead of focusing on weight or sharpness, fell claws are serrated or jagged, leaving huge tears in the flesh of a dragon's quarry. Vicious claws deal no additional damage, but they score a critical hit on a 19 or 20. Magic Items +1, +2, +3 Barding Any armor, rare, very rare, legendary

This magical barding provides a +1, +2, or +3 magical bonus to the dragon's AC, in addition to the standard bonus the barding provides. This armor magically resizes to fit its wearer. +1, +2, +3 Weapon Any weapon, uncommon, rare, very rare

These magical weapons proved a +1, +2, or +3 magical bonus to the dragon's attack and damage rolls with that natural attack. Damage from this attack also counts as magical for the purposes of overcoming damage resistances. Amulets of Summoning Wondrous item, uncommon (attunement)

This pair of golden amulets is etched with the image of a dragon's head in profile. When attuned by a dragon and its rider (both parties must be attuned), the face shifts to mimic that of the dragon. As an action, the rider can call his dragon's name and summon the dragon into the nearest unoccupied space. This summon automatically fails if the dragon is on a different plane of existence. The amulet can be used once, and regains its use at dawn. Armor of Basking Any armor, very rare (Requires attunement by a dragon)

Armor of basking is adorned with gold trimmings and designs of the sun. While attuned to this armor, a dragon is compelled to seek out sunlight to lay in whenever possible. If a dragon attuned to the armor is damaged while in an area of direct sunlight, the armor begins to radiate heat, and the dragon begins to regain 1 hit point at the start of every turn. Once the dragon has regained 50 hit points through this feature the armor cools down and becomes inactive once again. It gains the ability to regenerate once again when the sun sets that day. Armor of Jundrygg, the Stalwart Armor, legendary (Requires attunement by a dragon)

This set of gold-plated barding once belonged to an ancient gold dragon. Though he has been long forgotten, his armor still bears retains some of the magical essence of the long-deceased protector. Mechanically, this barding serves as +1 medium barding, and provides resistance to radiant and necrotic damage. The armor gently glows in the dark, bathing a 10ft area around it in dim light. As an action, the wearer of the armor can cast Daylight, centered on the armor. Any undead who enters the bright light of Daylight for the first time or starts its turn there take 5 radiant damage as holy light eats away at them. Once the light fades, the armor must bask in the light of the morning sun for 1 hour before it can be used again. Banner of Morale Wondrous item, uncommon (attunement)

This banner of red silk depicts a golden lion rearing on its hind legs. The banner has been dragged through many campaigns, and it's spattered with mud and blood that never seems to wash off. When the banner is hoisted as an action, up to three allies within 30ft of the user gain an additional 1d4 to one attack roll, ability check, or saving throw they make within the next minute. Once the banner has been hoisted, it cannot be used this way again until the next dawn. Deceiver’s Band Wondrous item, rare (Requires attunement by a dragon)

This band of green silk is tied around the leg of a dragon, and its black embroidery seems to constantly shift, taking new forms. When attuned to by a dragon, it allows them to cast the polymorph spell, targeting only themselves. This spell, however, can only be used to change the dragon into a humanoid, adopting the statblock of a noble (as per the Monster Manual). This spell can be cast up to 3 times, regaining all uses at midnight. 10

King's Banner Wondrous item, rare (attunement)

This banner, colored with purple dyes, depicts the seal of a long-broken kingdom. In order for the banner to function, it must be worn in a position where it can be easily seen, such as on a lance or saddle and ceases to function if the bearer falls unconscious. While the banner is hoisted, allied creatures within 30ft are immune to fear. Additionally, as an action you can lift the banner high, inspiring those around you. Up to 3 allies that can see and hear you within 60ft of you can repeat a saving throw against a spell that is currently affecting them, ending the spell on a success. Once this feature has been used, it cannot be used until the next dawn. Marching Banner Wondrous item, uncommon (attunement)

This pure-white banner bears the symbol of a bear. While the banner is affixed in a position where it can be easily seen, up to 50 creatures that can see the banner are empowered with magical endurance. While under the effects of the banner, a creature can double the normal distance while traveling, and they have advantage on Constitution saving throws against exhaustion from a forced march. Mosar's Etching Wondrous item, rare (requires attunement by a chromatic dragon)

This obsidian medallion once belonged to the ancient black dragon Mosar the Unyielding. When a chromatic dragon is attuned to the medallion, the air around them is charged with elemental energy. Whenever a creature other than the dragon's rider moves within 10ft of the dragon or starts their turn in this area, they take 1d6 damage of the type the dragon is resistant to. Necklace of Draconic Tyrants Wondrous item, rare (Requires attunement by a dragon or dragonborn)

This necklace seems to be forged from a blood-red metal of indeterminate origin. When attuned to by a dragon or dragonborn, elemental power springs up from deep within the dragon's body. The hues of their scales deepen, and elemental energy springs forth from their maw (Smoke and embers from the mouth of a red dragon, for example). This elemental energy empowers the dragon's breath weapon, allowing it to deal an additional 2d6 damage of the same type when used. In addition, the size of the dragon's breath weapon is doubled. A 30ft cone becomes a 60ft cone, and a 60ft line becomes a 120ft line. Necklace of Swiftness Wondrous item, rare (Requires attunement by a dragon)

This heavy silver chain is large, fit for only a dragon to wear. When attuned to by a dragon, it tightens comfortably around their neck, granting them blinding speed. While attuned to the necklace, a dragon's movement speeds are all increased by 30ft. Though the necklace is tight and unmoving while around the dragon's neck, it is never difficult to remove. Qindradynth's Claws Weapon (any claw weapon), very rare These metal claws have been cursed by the dracolich Qindradynth, staining them irreparably black. When a dragon attunes to these claws, the black begins creeping up the dragon’s forelegs, stopping just before the body. Weapon attacks from these claws deal an additional 1d4 necrotic damage, causing the flesh around the wounds to rot away quickly. Every time a target is hit with these claws after the first hit, the damage increases by 1d4. As an action, a creature affected by this can make a DC 15 Wisdom (Medicine) check. On a success, the damage resets to 1d4. Curse This weapon is cursed, and when the claws are fitted onto a dragon, the curse extends to it. Until the curse is broken by a Remove Curse spell or similar effect, the dragon is unwilling to part with the weapon, even to its own detrement. Whenever a dragon attuned to the item makes a death saving throw, the blackness of their legs flares up, imposing disadvantage on the saving throw. If the dragon should die because if this, the dragon will be raised as an undead creature in 7 days. Ruby of True Forms Wondrous item, artifact (Requires attunement by a dragon)

This deep crimson gemstone is said to contain the essence of an ancient dragon. If you stare deeply into the gem, you can just barely make out the shadowy, writhing form of a dragon trapped within. In order to attune to the gem, it must be placed between the dragon's eyes, where it becomes affixed until attunement ends. While attuned to the gem, a dragon can use its action to assume the form of an ancient dragon of its same color for 1 minute, as per the True Polymorph spell. Once the gem is used this way, it becomes inactive until a week passes. Most attempts to destroy the Ruby of True Forms fail, as weapons and spells simply bounce off the gem without dealing damage. The only way to truly destroy the gem is to subject it to the breath weapons of both an ancient gold and red dragon simultaneously, which cracks the gem and renders it powerless. 11