Dragon Knight

A heavily clad knight walks through the town. The townsfolk make way with fear in their eyes. She hears a scream in the middle of the town and she rushes to the source. A man, the governor, just executed another man for stumbling before him; eyes of rage burn behind her intimidating helmet. She leaps and strikes at the governor; he retracts and tries to cast his spells, to no avail. She grabs the man by the neck, and her cloak spreads out, shifting into wings as she launches into the air. She calls out to the wind, then throws the man downwards; as he falls his last sight is the maw of an ancient dragon. She lands upon her companion, then departs.

Atop a misty mountain, a group of refugees cower as the man before them, an elf, battles the blue dragon that has destroyed their town. He lunges and spews out a massive bolt of lightning, taking out the dragon's eye; He walks to the injured creature. The enslaved child of his enemy lands at his feet. He waves his hand commanding it to protect the villagers. It shields them with its body. In a last ditch effort, a crack of lightning is expelled from the downed foe, directly at the knight. He falls, and for a moment the dragon sees victory. The knight slowly rises. Renewed by the assault, he commands his subject to merge with himself; he crackles with lightning and flies at his foe, caught in a death embrace, as they both fall to their doom.

Among a horde of demons are a warrior and his trusted friend, a scarred silver dragon. He spins his lance around, hitting several of his enemies, to little avail, and as a last ditch effort he expels a wave of ice all around him, killing several of them; he then commands his dragon to brutally assault the remaining demons. Their destruction grants them a small reprieve. He pulls out his axe, takes a deep breath, soars up into the sky with his trusted steed, then jumps to what seems to be certain doom. As he lands, the earth shakes and his enemies fall to the ground. He rises up and looks to the army charging them; he looks back and sees his friend's nest: the last of the silver dragons, not yet even born. He looks to his friend once more, and smiles.

Envoy of The Dragon

Not many deserve to rule over dragons, and fewer still can ever accomplish such a feat, but those who do mostly become Dragon Knights, an ancient order who once devoted their lives to protecting the eggs of dragons. These warriors would lay down their lives in exchange for the dragon to watch over their race. Occasionally a wyrmling would see the devotion of these knights and would then devote their lives to protecting the one who they owed their chance at life to, but with the dwindling numbers of the dragons, this order simply faded into history. Occasionally a mortal might become a Dragon Knight by raising a dragon, although many have found ways to enslave dragons to their own ends. Neither good nor evil prevents a Dragon Knight from taking form, all it takes is devotion.

The Magic of Symbiosis

Many dragons possess powers that not even they are aware of. A Dragon Knight knows the ancient arts required in artificial aging and power extraction, and by forging a soul connection with the dragon, either willing or forced, creates a symbiotic relationship between the two, although the knight tends to take more than it gives in the terms of power. Those that act in the best interest of the dragon can benefit their companion to a great degree, accomplishing tasks that would be impossible by themselves alone. Naturally charismatic, Dragon Knights, although usually feared, are called upon to accomplish tasks that not even armies can perform, and are known as great saviors, or villains; it is rare for a Dragon Knight to not be known throughout the land. Their courage is boundless, their strength magnificent, and their leadership awe inspiring.

Creating a Dragon Knight

When your create your dragon knight, ask yourself a couple of questions: How did you become a dragon knight? You have a master or you learn all by yourself? Maybe you have captured your dragon and enslave him as a wyrmling. You could, instead, found an abandoned dragon egg, and decided to take care of that, bonding with the dragon along the way.

Quick Build

You can make a dragon knight quickly by following these suggestions. First, choose between Strength or Dexterity to be your highest score, depending on the type of weapons and fighting style you intend to adopt, followed by Charisma. Constitution is a good ability third option, to ensure a high number of hit points. Second, choose the knight background. Third, choose the explorer's pack, a martial weapon and shield, the scale mail armor, and 5 javelins.

Class Features

As a Dragon Knight you gain the following class features.

Hit Points

Hit Dice: 1d8 per Dragon Knight level

Hit Points at 1st Level: 8 + Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Dragon Knight level after 1st

Proficiencies

Armor: All armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Constitution, Charisma

Skills: Choose two from Arcana, Animal Handling, Athletics, Investigation, Intimidation, Nature, Perception, Performance, or Survival

Equipment

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

Dragon Sense

At 1st level, you can use your action to focus your awareness on the region around you. By spending an uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any creature with the dragon type are present within 3 miles of you. This feature doesn't reveal the creatures's number, only their general direction.

Dragon Companion

Starting at 1st level, you gain a dragon companion. It is friendly to you and your companions, and it will listen to your commands as best it can. Your dragon ages magically, growing in power and size as you gain levels in this class. See the dragon's game statistics detailed in the section Creating Your Dragon below.

In combat, the dragon shares your initiative, taking its turn immediately after yours. The dragon can move and use on it's own, but the only action it takes on its turn is the Dodge action, unless you use your action to command it to take one action describe in his stat block. In order to command your dragon, you need to be able to communicate with it. If you are incapacitated, absent or unable to give commands, your dragon acts on its own.

When you take the Attack action on your turn, you can chose to forgo your attacks to command the dragon to attack instead. You make this choice for each attack. Your dragon cannot use the same natural weapon more than once in each of its turns, no matter the number of attacks you can make.

The dragon knight can communicate telepathically with his dragon, up to a range of 100 feet.

In addition, you can read, write and speak in draconic. If you already know this language, your dragon learn one of the languages you know.

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 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.

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 result, 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.

Two-Weapon Fighting

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

Unarmed Fighting (UA)

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.

When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Lord's Direction

At 2nd level, your command over your dragon companion improves. Whenever you hit a creature within 5 feet of your dragon with an attack, you can command him to make an attack using your reaction.

In addition, whenever a creature moves out of your dragon's range, you can use your reaction and command him to make an opportunity attack.

Dragon Lord

At 3rd level you choose the type of dragon lord you shall become. Choose Blood Lord, Dragon Slayer, or Dragoon, detailed at the end of the class description.

The Lord you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th.

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. As normal, you can't increase an ability score above 20 when using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Heart of The Dragon

Beginning at 6th level, you become resistant to the damage type related to your dragon, as shown in the Dragon Type table on the Creating Your Dragon section. If you are already resistant to that damage type, you can become immune to it.

Bellow of Fear

When you reach 9th level, as an action, you may let out a fearsome roar that rivals those of dragons. Each hostile creature within 60 feet of you must succeed on a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier, or become frightened of you for one minute. At the end each of its turns, a frightened creature's turn they may make another Wisdom saving throw, ending the effect on a success. You can use this feature a number of times equal to your Charisma modifier. After spending all your uses, you can't do it again, until you complete a long rest.

After a successful save, a creature become immune to this feature for 24 hours.

Art of The Knight

When you reach 11th level, your dragon is strong enough to become a mount, and now you can be truly considered a knight. Whenever you are riding your dragon and decide to use the rules for controlled mount. The initiative of your dragon changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage and Dodge. Your dragon can move and act at the same turn you mount it. All the other rules for mounted combat apply.

While mounted, you have advantage on attack rolls against any unmounted creatures smaller than your dragon. Also, you can add half of your proficiency modifier as a bonus to your attack and damage rolls, when making weapon attacks while riding your dragon.

In addition, if your dragon is targeted by an attack, you can force the attack to target you instead.

Dragon's Legacy

Starting at 13th level, you share a portion of the dragon's famed lifespan. You no longer suffer the effects of aging, and you age at a slower rate. For every 20 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Draconic Fortitude

At 13th level when you make a Strength or Constitution saving throw, you can give yourself advantage to that check. Once you use this feature, you can't use it again until you complete a short or a long rest.

Dragon's Assault

Starting at 14th level, you can use your bonus action to allow your dragon to make an additional attack. While making the assault, your dragon can move without provoking attacks of opportunity. You can use this feature once, being unable to use it again until you complete a short or a long rest.

Legendary Resistance

At 17th level, if you or your dragon fail a saving throw, you can chose to succeed instead. Both you and your dragon have one use of the legendary resistance. Once you and your dragon have used this feature, you can't do it again until you complete a long rest.

Draconic Likeness

At 20th level, you become able to polymorph into dragon-like hybrid creature. As a bonus action, you can manifest two of the following draconic traits: claws, scales, wings or tail. You keep manifesting the traits until you change to conceal them or change for two another traits, with a bonus action.

You can make attacks with your natural weapons as part of your Attack action, using your dragon's damage die for its medium size. Any draconic traits applied to the dragon claw, scale, wing or tail also apply to your manifestation of them. They grant you the following benefits:

Claws. Your fingernails turn into claws. The claws are considered light weapons you are proficient with.

Scales. Scales grow on your body, increasing your AC by 2.

Wing. Wings sprout from your back. You gain fly movement equal to your dragon flying movement speed.

Tails. You grow a powerful dragon tail. You can make attacks with your tail as part of your attack action.

Dragon Lords

Dragon Knights rule their dragons in very unique ways. Typically categorized by their connection with their subject, they are each able to channel the spirit of a dragon in powerful ways.

Blood Lord

A Blood Lord has mixed their blood with that of their dragon, granting them a deeper connection with the dragon and allowing them to take on some of their traits. Many sorcerers can trace their lineage to an ancient Blood Lord Dragon Knight.

Power Of Blood

At 3rd level, a Blood Lord gains an increased fortitude, gaining 6 more hit points. Every time you level past this, you gain 2 additional hit point.

Draconic Expulsion

Starting at 7th level, you are capable of using your dragon's breath attack as an action. Your recharge die have the same size from your dragon's one, but the recharge rate is separate from your dragon's.

Dragon Scales

When you reach the 10th level, you begin growing scales over your back and arms that match your dragon's. Your AC increases by 1 and you gain resistance to your damage type associated with your dragon.

Mythical Flight

At 15th level your connection with your dragon allows you to enchant a cloak and transform it into dragon wings. Transforming it requires a bonus action. The cloak still retains its features and is still somewhat recognizable from its original form. You may only have 1 enchanted cloak at a time. If it sustains too much direct damage it becomes unusable as wings. You may create these wings with a ritual lasting 4 hours. Your flight speed equals your dragon's flying speed, but you may only fly for 1 hour before retracting your wings for 10 minutes.

Dragon Fury

At 18th level you may use an action to merge your dragon's spirit with yourself for 1 minute. While merged, you crackle with elemental energy, and all of your attacks gain an extra 2d10 damage of your dragon's damage type, you gain one additional attack when you take the Attack action , and you ignore resistance and immunities to your melee and ranged weapon attacks.

While in this form, you gain temporary hit points equal to half your dragon's number of hit points. If your temporary hit points are reduced to 0, the fusion ends and your dragon falls unconscious, with 0 hit points.

You can chose to end this fusion spontaneously, with an action. When you revert back, the dragon have a number of hit points equal to the double of the remaining temporary health points. You may use this feature once, and regain the ability to do so after the completion of a long rest.

Dragon Slayer

A Dragon Slayer is not born, it is made. Slayers forcefully control the magic of their subject to grant them abilities specifically crafted to desolate dragons. There is only one creature a dragon fears, and that is a Dragon Slayer.

Fuel of the Slayer

At 3rd level, you learn the spell absorb elements. You can cast this spell at will, as a 1st-level spell. Charisma is your spellcasting ability for this spell.

Strike of Antimagic

Starting at 7th level, when you damage a target, you can make them perform a Constitution saving throw (DC 8 + proficiency bonus + Strength or Dexterity modifier). On a failed save, the target can only use one of the following actions on its turn: Dash, Dodge, Hide, Help or Disengage. The target can take the Attack action, but only to make melee weapon attacks or ranged weapon attacks.

The effect lasts until the end of its next turn. You may use this feature once, being unable to do so until you complete a short or a long rest.

You gain more uses of this feature at 13th level (2) and at 17th level (3).

Unequaled Intensity

When you reach 10th level, when you or your dragon deal damage from the type associated with your dragon or with your Fuel of the Slayer feature, this damage ignore resistance and treat immunities as resistances.

When you reach the 18th level, you also ignore immunity to this damage type.

Legendary Interference

Starting at 15th level, when a creature within 30 feet of you uses a legendary action or its resistance comes into effect, you may use a reaction to cancel it out. After using this ability you may not use it again until finishing a short or a long rest.

Dragon Blade

Starting at 18th level, you can channel the elemental power of your dragon into your strikes. While you are within 30 feet of your dragon, once in each of your turns, your weapon attacks deal additional damage equal to 3d4, from the damage type associated with your dragon.

Dragoon

Based on the game "The Legend of Dragoon"

A Dragoon commands the power of a dragon and focuses on the ancient spellcasting abilities of dragons. Dragoons typically seek the power of dragons or are granted a dragon's strength if it deems them worthy to rule over dragons.

Art of War

Starting at 3rd level, you gain training in two techniques, that can be used with specific weapon categories. Once in each of your turns, you can gain one of the following benefits, depending on the chosen technique:

Crush Dance (maces and hammers): When you hit an attack with the weapon, you may make a secondary attack with disadvantage against the same target with the same weapon. You do not add your modifier to the damage of this attack.

When you hit an attack with the weapon, you may make a secondary attack with disadvantage against the same target with the same weapon. You do not add your modifier to the damage of this attack. Cross Slash (swords and axes): When you hit a creature with an attack, you can make a second attack against another creature within 5 feet of you. You suffer a -5 penalty to that attack, and you don't add your ability modifier to this attack.

When you hit a creature with an attack, you can make a second attack against another creature within 5 feet of you. You suffer a -5 penalty to that attack, and you don't add your ability modifier to this attack. Spinning Cane (staffs and polearms): You can make an additional attacks when you use the attack action. You do not add your modifier to these attack or damage rolls, and you must move at least 5 feet between each attack.

You can make an additional attacks when you use the attack action. You do not add your modifier to these attack or damage rolls, and you must move at least 5 feet between each attack. Pinning Shot (ranged weapons): When you take the attack action, you can chose to suffer a -5 of penalty to the attack roll. On a success, the target must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Dexterity modifier. On a failed save, you pin the target to the floor or a nearby surface, becoming restrained, requiring it to spend its action to free itself.

When you take the attack action, you can chose to suffer a -5 of penalty to the attack roll. On a success, the target must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Dexterity modifier. On a failed save, you pin the target to the floor or a nearby surface, becoming restrained, requiring it to spend its action to free itself. Flurry of Styx (unarmed strikes) : When you make an unarmed strike while taking the Attack action, you can make an extra unarmed strike (no action required). If both attacks are successful, you push the target 10 feet away from you.

: When you make an unarmed strike while taking the Attack action, you can make an extra unarmed strike (no action required). If both attacks are successful, you push the target 10 feet away from you. Bone Crusher (two-handed weapons): When you score maximum damage on a damage roll or roll a critical hit, you add 1d6 to the damage of your weapon and your target is knocked prone. This damage is added after the multipliers of a critical hit.

Dragon Magic

When you reach 7th level, you can access ancestral dragon magic based on your dragon type. When you are within 30 feet of your dragon, you may use an action to use your dragon magic. Once you use this feature, you can't do it again until you complete a long rest.

Your save DC = 8 + your proficiency bonus + your Charisma modifier.

Flame Shot (Red, Brass and Gold): You swirl fire into a concentrated ball then hurl it in a line 5-foot wide and 120-foot long, you deal 4d6 + Charisma modifier fire damage to all creatures in the line, and an additional 2d6 force damage to the first target. A successful Dexterity saving throw reduces the damage to half.

Astral Drain (Shadow): Shadows surround your weapon; you then make an attack (you may throw a weapon without the thrown property at a range of 20/60), and if your attack connects the target takes damage as normal, then takes 3d6 + Charisma modifier necrotic damage, and you regain a number of hit points equal to the necrotic damage.

Moonlight (Platinum): Moonlight shines directly on you and radiates with a radius of 30 feet (must be in a dark area or at night to use this). Every creature you choose regain 3d8 + your Charisma modifier hit points, and if any undead are within the moonlight, they take 2d8 radiant damage.

Thunder God (Blue and Bronze): Your body glows with lightning energy as lightning strikes come from you several times. Your movement speed doubles, and you can make 3 melee attacks. You deal an extra 1d6 + your Charisma modifier lightning damage, and your movement doesn't provoke attacks of opportunity.

Diamond Dust (White and Silver): The air in the area becomes frigid and extinguishes all flames. Ice builds up around you and you throw out a wave of cold: each creature within a 30-foot radius of you makes a Constitution saving throw. On a failed save, they take 4d6 + your Charisma modifier cold damage and are restrained until the start of your next turn. On a successful one, they take half damage and are not restrained.

Rainbow Breath (Black, Green and Copper): You breathe in deeply, then exhale in a 60-foot cone: each creature within the cone must make a Dexterity saving throw or take 4d6 + your Charisma modifier acid damage on a failed save, or half that damage on a successful one. Any target that have failed the saving throw must then make a Constitution saving throw or take 2d4 poison damage and become poisoned for 1 minute on a failed save. A poisoned target can make another check at the end of its turns to end the effect. On a success, the targets take half damage and are not poisoned.

Armor of Yore

At 10th level, you may spend 8 hours infusing your armor with ancient dragon magic. While you wear this armor, you become immune to poison and fear effects, and cannot be stunned. You can only have one armor enchanted at time. If you enchant another one, the original loses this property. Other creatures who wear the armor are not affected.

Channel Dragon's Might

Beginning at 15th level, as an action, you can channel your dragon's strength through your body. For the 1 minute, your attacks deal additional damage equal to your Charisma modifier.

You can use this feature a number of times equal to your Charisma modifier (minimum once), and you regain these uses after the completion of a long rest.

Dragoon's Calling

When you reach 18th level, you may use one of your dragon's magical spells, major, and minor traits, a number of times equal to your Charisma modifier.You regain theses uses after you take a short or long rest.

Creating Your Dragon

This section will address the main feature of this class: the dragon companion. Your dragon is a second character that you play, and as such, give to him traits and characteristics that can make him unique.

Dragon's Stat Block

The dragon's statistics are presented in the following stat block, containing the general aspects of the dragon companion.

Dragon Type

The first step on the creation of your dragon companion is choosing its type. You must chose between the metallic and the chromatic. Then, decide between one of the following elemental associations.

Dragon Type Damage Type Breath Weapon Saving Throw Black and Cooper Acid Line Dexterity Gold, Red and Brass Fire Cone Dexterity Blue and Bronze Lighting Line Dexterity Silver and White Cold Cone Constitution Green Poison Cone Constitution Shadow Necrotic Line Dexterity Platinum Radiant Cone Dexterity

Dragon Growth

Your dragon companion have this special class, called dragon class. Whenever you gain a level in the dragon knight class, your dragon also gains a level on its dragon class. Your dragon evolves thanks to the adventures you live together and the training you make him pass through.

Whenever your dragon gains a level, and it gains one Hit Die, which is a d8, that increases its hit point maximum accordingly. To determine the amount of the increase, roll the Hit Die and add its Constitution modifier. Your dragon gains a minimum of 1 hit point per level.

Your dragon companion has its proficiency bonus determined by its level in the dragon class, as shown in the class table. When the dragon proficiency bonus increases by 1, add 1 to the hit modifier of all the attacks in its stat block, and increase the DCs in its stat block by 1.

Your dragon companion gains proficiency in two skills of your choice. It also becomes proficient with one saving throw of the following: Dexterity or Constitution.

Your dragon can wear any armor you are proficient with, but it must be specifically designed for it. An armor designed for a dragon costs four times the normal price, but has the same characteristics as the normal equipment.

Whenever the dragon gains the Ability Score Improvement class feature, adjust anything in its stat block that relies on that ability modifier, that you increase with the feature.

Breath Weapon

Beginning at 3rd level, your dragon learn how to use its body to generate a breath attack. After having used the breath weapon, at the start of each of your turns, roll a 1d12. On a 12, the breath weapon recharges and the dragon can use it again. After recharging the breath weapon, you can't recharge it again until you complete a short or long rest.

The recharge becomes faster as your dragon ages. When you use your recharge die, the number of your die increases. When you finally recharge the breath weapon on a d12, you can't use it again until you finish a short or a long rest.

For example, if your recharge die is a d10, when you roll a 10, the dragon's breath weapon recharges and the die becomes a d12. When the recharge die becomes a d12, if your roll a 12, you can't use the recharge die until you complete a short or a long rest.

The shape of the breath weapon is either a cone or a 5-foot wide line, depending on the dragons type, and increases in size as you gain level on this class, as shown in the dragon table.

Traits

Beginning at 3rd level, your dragon learn traits, that can be used to enhance their abilities in some ways. The minor and major traits are described on the section bellow.

Dragon Companion

Tiny dragon

Armor Class 13

Hit Points 6 (1d8 + Constitution modifier per level of the dragon knight)

Speed 30 ft.

STR 12 (+1) DEX 10 (+0) CON 12 (+1) INT 9 (-1) WIS 10 (+0) CHA 11 (+0)

Saving Throws Strength and chose one between Wisdom and Constitution.

Skills Chose two skills.

Damage Immunities The dragon is immune to the damage type associated with it.

Senses passive Perception 10

Languages draconic

Taming Abilty. The following numbers increase by 1 when your proficiency bonus increases by 1: the dragon's skill, saving throw bonuses and the bonuses to hit.

Telepathy. The dragon can communicate with his knight telepathically, up to a range of 100 feet.

3rd. Dragon's Growth. The dragon's size becomes Small. The Strength and Constitution of the dragon increase by 2. Its AC increase in 1. You can chose one minor and one major trait. Breath weapon recharge with a 12 on a d12.

5th. Medium Dragon. The dragon's size becomes Medium. The Strength and Constitution of the dragon increase by 2. Its AC increase in 1. You can chose one minor and one major trait. Breath weapon +20 feet (line) or +15 feet (cone). Breath weapon recharge with a 10 on a d10.

11th. Large Dragon. The dragon's size becomes Large. The Strength and Constitution of the dragon increase by 2. Its AC increase in 1. You can chose one minor and one major trait. Breath weapon +20 feet (line) or +15 feet (cone). Breath weapon recharge with a 8 on a d8.

17th. Huge Dragon. The dragon's size becomes Huge. The Strength and Constitution of the dragon increase by 2. Its AC increase in 1. You can chose one minor and one major trait. Breath weapon +20 feet (line) or +15 feet (cone). Breath weapon recharge with a 6 on a d6.

ACTIONS (Require your command)

Dragon's Attacks. The dragon is able to perform actions based on your commands. The attacks use the dragon knight proficiency bonus and the dragon Strength modifier:

Bite. Reach 5ft., one target you can see. Hit: 1d4 + dragon's Strength modifier. The damage die increases, becoming 1d6 at 3rd level, 1d8 at 5th level, a 1d10 at 11th and 2d6 at 17th level.

3rd. Breath Weapon. 20-foot long 5-foot wide line or long or 15-foot cone. Damage 4d6 on a failed save. The damage increases in +2d6 at 5th level (6d6), 11th level (8d6) and 17th level (10d6).

7th. Claw. Reach 5ft., two targets within 5 ft., each attack against a different target. Hit: 1d4 + dragon's Strength modifier. The damage die increases, becoming 1d6 at 11th and 1d8 at 17th level.

13th. Tail. Reach 10ft., 1d8 + dragon's Strength modifier bludgeoning damage. The damage die increases, becoming 1d10 at 17th level.

Traits

Bellow are the traits gained by your dragon.

Minor Traits

When your dragon gains access to a minor trait it may choose one of the following. If a trait requires a prerequisite, the dragon can chose the trait at the same time it meets the prerequisites for it.

Arcane Prowess

Your dragon gain the ability to cast prestidigitation. Charisma is its spellcasting ability.

Echoing Voice

The dragon can chose to make its voice bellow out and be heard up to a mile away.

Proficient

Your dragon may choose 1 skill of your choice to gain proficiency in. You can select this trait multiple times.

Language

Your dragon learn a new language, you may select this trait multiple times.

Draconic Sight

The dragon gains darkvision, up to a range of 60 feet.

Draconic Sense

Prerequisite: Draconic Sight

The dragon gains blindsight out to 10 feet.

Amphibious

Your dragon can breathe in water.

Ice Walk

The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally difficult terrain composed of ice or snow doesn't cost extra movement.

Quick

Your dragon's walking speed increases by 10 feet, you may select this trait multiple times.

Swimmer

Your dragon gains a swim speed equal to walking speed.

Flight

Prerequisite: 5th level

Your dragon gain the ability to fly at a speed equal to its movement speed. The dragon must end its turn on the ground, or will fall.

Burrow

Your dragon gains a burrow speed equal to its walking speed.

Resistant

Choose charmed, exhaustion, frightened, or paralyzed, your dragon gains advantage in checks to resist that condition. You can chose this trait multiple times.

Magic Claws

Prerequisite: 5th level

Your dragon's attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical damage.

Major Traits

When your dragon gains access to a major trait it may choose one of the following.

Immunity

Prerequisite: Resistant trait

You gain immunity in one condition you have chosen to benefit from the Resistant trait. You can chose this trait multiple times.

Feat

Your dragon gains a feat of that it qualifies for.

Saves

Your dragon gains proficiency in one of the following saving throws: Intelligence or Charisma.

Caster

Prerequisite: 3rd level, Arcane Prowess trait

Your dragon learn one spell from the sorcerer spell list. The spell must be a 1st level spell, and Charisma is the spellcasting ability for your dragon. Your dragon gain two 1st-level spell slots. The dragon regain the uses of its spell slots after complete a long rest.

The spell slots increase in level, becoming a 2nd-level spell slot at 7th level, a 3rd-level spell slot at 11th level and a 4th level spell slot at 17th level.

You can chose this trait multiple times. Every time you chose this trait you can chose a new spell your dragon has spell slots to cast, but it don't gain access to new spell slots.

Change Shape

Prerequisite: 5th level

As an action, the dragon can magically transforms into a humanoid or beast that has a CR no higher than 1/4 its knight's level, remaining in this new form for a number of hours equal to half the dragon knight level (rounded down). It remains in this form until it is reduced to 0 hit points or until change back to its dragon form, as a bonus action.

If the transformation ends as a result of being reduced to 0 hit points, the excess damage carries over to the normal form.

Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, resistances, and Intelligence, Wisdom, and Charisma scores, as well as this action.

Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

It can use this trait once, and regain the ability to do it again after complete a long rest.

Improved Flight

Prerequisite: Flight trait, 11th level

The dragon gain a flight speed equal to the double of its movement speed.

Hypnotic Speech

Prerequisite: 3rd level

As an action, your dragon can speak to a non-hostile creature, trying to hypnotize it. The target makes a Wisdom saving throw against a DC equal 8 + proficiency + the dragon's Charisma bonus. On a failed save, the target becomes charmed by the dragon for 24 hours, then become immune to this effect for 24 hours after it ends.

If a creature succeeds their saving throw they do not get charmed and become immune for 24 hours. The dragon has one use of this trait, and regains the use of this trait after the completion of a long rest.

Tail Spin

Prerequisite: 13th level

The tail attack sweeps around the dragon in a circle. All creatures in a 10-foot radius must make a Dexterity saving throw (DC 8 + the dragon's proficiency bonus + the dragon's Strength modifier Dexterity) or take the bludgeoning damage equal to the damage of the dragon tail.

Special Breath Attacks

Prerequisite: 3rd level

Some dragons have specialized breath attacks, these attacks do not deal damage, but cause different effects, these effects only take hold on a failed save. The effects that have a duration last for 1 minute.

Sleep: All creatures on the breath weapon area fall unconscious until the end of their next turn. This effect ends if the creature takes damage or a creature uses an action to wake it up.

All creatures on the breath weapon area fall unconscious until the end of their next turn. This effect ends if the creature takes damage or a creature uses an action to wake it up. Repulsion: All creatures on the breath weapon area are pushed away from the dragon, to the edge of the breath weapon area of effect, and knocked prone.

All creatures on the breath weapon area are pushed away from the dragon, to the edge of the breath weapon area of effect, and knocked prone. Slowing: All creatures on the breath weapon area can't use reactions, have their speed halved and can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. The effect lasts until the end of the target's next turn.

All creatures on the breath weapon area can't use reactions, have their speed halved and can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. The effect lasts until the end of the target's next turn. Weakening: All creatures on the breath weapon area have disadvantage on Strength based attack rolls, Strength checks, and Strength saving throws until the end of their next turn.

All creatures on the breath weapon area have disadvantage on Strength based attack rolls, Strength checks, and Strength saving throws until the end of their next turn. Paralyzing: All creatures on the breath weapon area are paralyzed until the end of their next turn.

Multiclassing

Prerequisites. To qualify for multiclassing into the dragon knight class, you must meet these prerequisites: Strength or Dexterity 13, and Charisma 13.

Proficiencies. When you multiclass into the dragon knight class, you gain the following proficiencies: all armor and shields.

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