Dragon Bonded The injured Human soldier walks further into the cave, only to encounter a Large Silver dragon. Both mortally wounded and wanting revenge, the two of them form a deal to defy the fate before them. Together, they glide out of the cave as one and a blur of movements between the two of them leaves the giant hoard frozen and lifeless. The half-orc travelling between towns encounters a deadly group of bandits out for blood or money, the Half-orc lashes out in a fluid but aggressive set of blows to fend them off. As the numbers begin to overwhelm him, a fearsome roar is unleashed from the Half-orc, sending a wave of fear through the group. As they compose themselves, they hear the beating of large wings, only then did they realise the roar was not for them. A Stout Halfling idly flicks magical sparks off of their hands while waiting for their next collection of fine hand crafted items. Practicing their new innate spellcasting through harmless sparks as their soul forged companion reads a book on the foundation of magic. The two had shared many years in their library together, after 300 years of building their collection they figured it was time to relax. The Dragon Bonded each walk different paths, some accept their companion and befriend them, others run from it and decide to pull on the power for them selves. The Dragon Bonded share their soul with a dragon. Through this they have access to many forms of power, it's up to them how they use it. The Soul Forge The act of forging two souls together is a dangerous and frowned upon act. To make a pact with a creature uses old forbidden magic that even the gods have tried to obfuscate. Very few beings left know of this ritual, any that do are too ancient and powerful to risk linking their power to that of a lesser being. One of the few creature left that see the humanoid races as things to admire are the dragons. Creating a bond of souls has several benefits as well as its share of costs. Immediately, both creatures gain a new lease on life, what was once a mortal wound becomes a faint scar within moments. Through their soul bond, they may find new skills and knowledge, as well as a deep companionship. The costs come in two forms: the Pact Cost and the life link. The pact cost is paid by the humanoid as their soul is too weak to hold the power of a dragon. This causes them to lose the aspect of themselves they treasure most in order to strengthen the bond. Once forged the souls are entwined forever, should one soul falter and its host perishes, so shall the other. This means protecting the dragon in its weaker forms, but as time pass the role of protector will swap. There are many reasons to form a Soul forge and be bonded forever. For some, it is to conquer a common foe whose power is too great for the individuals. For others, it's to stave off mortal wounds or diseases that would overwise be incurable. Many take the pact to gain power for themselves, both parties must be careful before making the pact as to be sure this is what they want, as once done, there is no way to undo it.



The Twin-Fated The Dragon Bonded are a rare, unresearched aspect of magic, that very few have even seen. Their potential is unknown, allowing them to not only surprise thier enemies but even thier allies. Many took the pact out of self-preservation or the persuit of power. For this reason, many do not handle the new pact well and this often cause friction between the two, leading to deadly results. Any Dragon bonded adventurer needs to have their own way of dealing with the bond. Many befriend the dragon and together they may learn to manipulate the force that holds them together. Others may accept that they will never see eye-to-eye and take a more independant route to thier abilities. In either case, they commonly keep close to one another to avoid an unknowing demise. People who adventure with a Dragon Bond are often very driven and have a set purpose in life. They brought themselves beyond the point of redemption with thier pact and thus had a good reason for it. Should anything stand in that way, they will do anything to remove it. Creating a Dragon Bonded When creating a Dragon Bonded, there are a few major features to think about. To start with: Why did your character forge a pact with a dragon? This can be a deep part of your backstory or might be introduced after you start if you wish to multiclass (talk to your DM about roleplaying this aspect of multiclassing). Your reason will most likely be a pivotal moment for your character and will affect the relationship you have with your dragon. Next, you choose what colour dragon you made the bond with. This will effect several aspects of both mechanics and roleplay. Each type of dragon has its own quirks and personalities. For a Good character would primarily picking a metallic dragon as they are the good dragons that follow Bahamut, while evil characters would mostly make pacts with chromatic dragons. Lastly, you have to decide what aspect of your character they lost as part of the pact cost. You may choose any aspect of your character, both personality or physical. This may lead to fun possibilities such as a blind rider that relies on their dragon to see or a humourless adventurer with a puny dragon companion. Quick Build You can make a Dragon Bonded quickly by following these suggestions. First, put your highest ability in Strength or Dexterity depending on what weapon type you want to use, or Wisdom if you wish to take the Draconic Channeler, followed by Constitution. second, choose the outlander background. 1

The Dragon Bonded Level Proficiency Bonus Features 1st +2 Soul-Bound Companion 2nd +2 Fighting Style, Draconic Sense 3rd +2 Dragon Bonded Archetype 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Draconic Sense Improvement 7th +3 Archetype Feature 8th +3 Ability Score Improvement 9th +4 Soul Driven 10th +4 Shape Change 11th +4 Archetype Feature 12th +4 Ability Score Improvement 13th +5 Draconic Sense Improvement 14th +5 Soul Driven (2) 15th +5 Archetype Feature 16th +5 Ability Score Improvement 17th +6 Entiwned Life 18th +6 Archetype Feature 19th +6 Ability Score Improvement, Soul Driven (3) 20th +6 Overdragon Class Features As a Dragon Bonded, you gain the following class features Hit Points Hit Dice: 1d8 per Dragon Bonded level

1d8 per Dragon Bonded level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Dragon Bonded level after 1st Proficiencies Armor: Shields, Light armor, Medium armor

Shields, Light armor, Medium armor Weapons: Simple Weapons, Martial Weapons

Simple Weapons, Martial Weapons Tools: Vehicles (Land) Saving Throws: Strength, Dexterity

Strength, Dexterity Skills: Choose two from Acrobatics, Animal Handling, History, Medicine, Intimidation, Persuasion, Nature 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) five javelins or (b) any simple melee weapon

(a) Scale mail or (b) Leather armor, short bow, 20 arrows

(a) adventurer's pack or (b) dungeoneer's pack Soul-Bound Companion Starting at 1st level, your soul has been bound to a dragon's. Whether through necessity or mutual lust for power, you are now bound to each other's life essence.

Bonded Price When forging a pact, both parties make a sacrifice, known as 'Bonded Price'. The dragon, no matter how powerful before, recesses into a pseudodragon, waiting for the power of the bonded soul to become strong enough for it to contain its more powerful forms. Also, the dragon must obey its new soul-bonded partner's orders at all times.

The bonded partner sacrifices an aspect of them selves, a part that is often the most treasured to them creating a bitter irony. This aspect can be physical (Sight, Hearing, Looks, Etc.) or Mental (Emotions, Charm, Ambition, Etc) Dragon's Form At 1st level, you pick the colour and type of dragon you made a bond with and it becomes a Pseudodragon until you are strong enough to handle its more powerful forms. The dragon's game statistics, including mental ability scores, are replaced by the statistics of the Pseudodragon. It retains its alignment and personality. The dragon can 'grow up' when you are of a level equal to its new form's CR + 3. 2

No matter the form of the dragon, it can not use its legendary actions or legendary resistances, also, due to the limiting power of the soul forge, the dragon may not perform its own breath weapon attack. It may perform its lair actions if it has spent at least 1 year living in that location and turned it into its lair. Red Dragon's Evolution example If you pick a red dragon as a companion: 1st level they will be a pseudodragon.



7th level Dragon Bonded, they evolve into a Red Dragon Wyrmling at .



At 13th Level they become a Young Red Dragon.



At 20th Level they become an Adult Red Dragon. Dragon's Command The dragon is tied to your will and must attempt, to the best of its abilities, anything you ask of it. It takes it's turn on your initiative, though it does not take an action unless you command it to. On your turn, you can verbally command the Dragon where to move (no action required by you). You can use your action to verbally command it to take an Attack, Dash, Disengage, Dodge or Help action, as well as any other abilities that require an action your dragon can perform. The command requires your action and thus you may not attack with the extra attack feature when performing this action.

If you are unconscious but alive, the dragon will do everything in it's power to protect and save you, even risking it's own life to do so if it feels it is the only way. Soul Bound Once bound to a dragon, there is no known way for it to be undone. You and the Dragon's souls are permanently linked, where one goes so does the other. Should one of you die, the other's soul will leave their body to follow it's bound partner's to which ever plane the Raven Queen sends them. Fighting Style At 2nd level, you adopt a particular style of fighting as your speciality. Choose one of the following options. You can't take the 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 Attacks. Defence While you are Wearing armor, you gain +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. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Draconic Sense Your bond has started to solidify and allows you to more remotely channel your dragon's power. starting at 2nd level You gain the ability to sense your dragon's location and you can telepathically communicate with your Bound partner. If you do not share a language you now understand each other. The telepathic link has a range of 300 ft and you can sense your dragon up to 5 miles.

At 6th level you gain the ability to use your Dragon's senses, you may use an action to merge sense with the dragon as if under the effects of the Beast Sense spell. You must finish a long rest before you use this ability again.

At 13th level you may use this ability without need of a long rest between uses and can cast the spell as long as the beast is within your telepathic range, no longer requiring touch. Dragon Bonded Archetype At 3rd level, you choose an archetype that you strive to emulate in your draconic bond. Choose Dragon Rider, Draconic Channeler, or Bound Knight. 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 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, when you take the attack action on your turn. Soul Driven Purpose Starting at 9th level, when you or your dragon reach 0 HP, the other may spend up to twice your Dragon Bonded level hit points, and restore their partner with that many hit point. You may only use this feature once per long rest. At 14th Level, you may use this feature twice per Long rest and three times at 19th level. Shape Change When you begin at 10th level, your soul bond has strengthened to allow the dragon to change it's form at will. The dragon gains the Shape Change ability. Shape Change The dragon uses an action to magically polymorphs into a humanoid that has a challenge rating of One. it reverts to it's true form if the new form dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (your choice). In a new form, the dragon retains it's alignment, ability to speak, proficiencies, lair actions, and Intelligence, Wisdom and Charisma scores as well as actions not requiring it's dragon form (ex: Intimidating Presence) The new form has: 20HP

Strength, Dexterity and Constitution score of 12 (pre-racial)

Any racial abilities of the humanoid it turns into 3

Entwined Life Your soul bond has extended to infuse you with the ageing of your dragon. At 17th level, you no longer age beyond your races peak physical age. If you are already beyond this point your body will age in reverse until you reach your physical peak age. The dragon still ages naturally and so can still die of old age. Overdragon Your soul bond has reached its peak power, but through determination, you can push that boundary. At 20th level, as an action, you may force your soul to bear more power than normal for a short period of time. For the next minute, your dragon becomes an Ancient Dragon of its type. Once the effect has worn off, for the next 3 days, your soul is weakened and the dragon becomes a form lower than normal. Dragon Rider Those who emulate the Dragon Rider strive to become one with the dragon. A master Dragon Rider will take to the skies with their dragon and has full trust in one another's abilities, even without their soul-bond. The dragon and Rider are as one and this shines through in their fighting. Draconic Mount At 3rd level, you gain proficiency in Vehicles (Dragon) and you may ride a medium sized dragon or larger across the land. You may fly with the dragon when the dragon is Large or Larger size. While Riding your dragon, you may command it to disengage or dash as a bonus action. Bound As One At 3rd level, you and your Dragon learn to fight as one. When ever you command your dragon to attack, you may make an attack with a bonus action One Soul, One Mind At 7th level, spending so much time together has led to a synchronisation of your thoughts. When you make an intelligence, or wisdom ability check, you may use your Dragon's statistics instead. Dragon Cavalier Beginning from 11th level, while riding your dragon, if your dragon moves 15ft in a straight line you gain advantage on the next attack, if you hit with the attack, you may shove the creature 5ft away from you. You may use this ability multiple times a turn but must move 15ft between each attack. Full Power When you reach 15th level, when you command your dragon to make an attack, it can do two attacks on it's action. One mind, One body Reaching 18th level allows you to truly become one with the dragon. You may use an action to fuse with your dragon. In doing so, you fully become your dragon.





Draconic Channeler Spellcasting Dragon Bonded

Level Cantrips

Known Spells

Known 1st 2nd 3rd 4th 3rd 3 3 2 - - - 4th 3 4 3 - - - 5th 3 4 3 - - - 6th 3 4 3 2 - - 7th 3 5 4 2 - - 8th 3 6 4 2 - - 9th 3 6 4 3 - - 10th 4 7 4 3 - - 11th 4 8 4 3 - - 12th 4 8 4 3 - - 13th 4 9 4 3 2 - 14th 4 10 4 3 2 - 15th 4 10 4 3 2 - 16th 4 11 4 3 3 - 17th 4 11 4 3 3 - 18th 4 11 4 3 3 - 19th 4 12 4 3 3 1 20th 4 13 4 3 3 1 This allows you to take full advantage of it's multi-attack as well as allowing you to use legendary actions and legendary resistances that your dragon would normally have. This form lasts for 10 minutes but once used can not be used again for 7 days. Draconic Channeler The Archetypal Draconic Channeler uses the bond between them to summon the innate magical energy of a dragon. Spellcasting When you reach 3rd level you augment yourself with the dragon's magic and gain the ability to cast spells. See chapter 10 (PHB) for general rules of spellcasting and chapter 11 for the sorcerer spell list. Cantrips. At 3rd level, you know three Cantrips of your choice from the sorcerer spell list. You learn an additional Sorcerer cantrip of your choice at 10th level. Spell Slots The Sorcerer table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Sorcerer Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest. For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot. Spells Known of 1st Level and Higher. You know three 1st-level Spells of your choice from the sorcerer spell list. You learn an additional sorcerer spell of your choice at each level except 5th, 6th, 9th, 12th, 15th, 17th and 18th. 4

Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 6th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Sorcerer Spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have Spell Slots. Spellcasting Ability. Wisdom is your spellcasting ability for your sorcerer Spells since the power of your magic relies on your ability to contain a flow of power that is unnatural for your body. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier Spell Attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your sorcerer Spells. Breath Weapon At 3rd level, you gain the ability to channel the breath of your Dragon on command. You may use your action to spend a 1st level or higher spell slot and make a breath attack. Read the Breath Weapon of a Dragon Wyrmling of the type your companion is to determine the size, shape, and damage type of the exhalation. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. If you spend a slot higher than 1st level, you may add one additional damage dice to the roll or increase it's range by 5ft per slot (you may only pick one effect per spell cast). The DC of the attack is your spell save DC. Elemental Bias Once you reach 7th level, your draconic spell casting allows you to tap into the dragon's elemental abilities. When dealing damage of the type your dragon's breath weapon deals, you may add your Wisdom modifier to the damage roll. This feature affects your own breath weapon too. Arcane Funnel You learn to not only channel power from the dragon but to send that power back. Starting at 11th level, you gain the ability to cast spells through your dragon companion. When you cast a spell with a self or touch range, you may cast the spell as if you were the dragon. This feature may be used for your breath weapon too. Elemental Infusion Starting at 15th level, when you cast a spell that deals the following damage types: Acid, Cold, Fire, Lightning, or Poison, you may instead convert that damage to the type of your Dragon's Breath ability. One with the Power Your ability to channel power from the dragon has become Increasingly efficient. Beginning at 18th level, you can cast your Breath Weapon as a cantrip, you may still cast it at a higher level to gain it's normal benefits. Additionally, when you use your breath weapon, you may cast a cantrip with a casting time of 1 action as if it had a casting time of 1 bonus action. Bound Knight The bound knight adheres to the pact they made but does so only to better themselves. This archetype focuses on using the bond to increase your own ability while letting the dragon make it's own choices. Knight's Boon When you choose this archetype at 3rd level, you gain proficiency with Heavy armor. Draconic Enhancement By 3rd level, you focus on the dragon's abilities and learn to hone them for your self. Starting at 3rd level, you may choose a draconic enhancement from the list below. When you gain an ability point improvement, you may instead choose to take a new draconic enhancement. independence At 7th level, you and your dragon slowly part as allies as you draw their power for yourself. When you do not attack on a turn, your dragon will make a single attack. Dragon Strike At 11th level, when you make the attack action, you can make an additional attack. This bonus stacks with your Extra Attack feature. Sense Weakness Starting at 15th level, the power of the dragon allows you to see weaknesses in your enemies, your weapon attacks score a critical hit on a roll of 19 or 20. Additionally, when you bloody a creature, your next attack against that creature has advantage. Common Goal You and your dragon might not always see eye-to-eye but when you do, you are unstoppable. Starting at 18th level, you may call a target on one enemy you can see, you and your dragon gain the following benefits: You both have advantage on attack rolls against that creature if you are both within 5 ft of it

When you make an attack action against the target, your dragon makes an attack against it as well, if it can.

Your dragon has advantage on tracking that creature

Your dragon gains the benefits of Sense Weakness against the target if you are within 5ft of the target This effect lasts up to your Dragon-bond level in days. You may only have one target at a time and once you call a target, you can not do so again until you finish a long rest. Draconic Enhancements Combat prowess You may use a bonus action to activate this ability. Once activated you may add half your proficiency bonus (rounded down) to damage rolls of Melee or Ranged attacks. Once you have used this ability, you may not use it again until you have finished a long rest 5