Dragon Knight: DK Practice

So they're finally here, performing for you

If you know the words, you can join in too

Put your hands together, if you want to clap

As we take you through this monkey rap

D! K! Donkey Kong!

He's the first member of the DK Krew! At 3rd level, Donkey Kong, the leader of the DK Krew jumps from out of nowhere and murders your dragon. Your dragon can never be revived ever again, instead, this ape in a red tie will be your "dragon", and any feature that applies to your dragon is instead applied to your new companion. There are differences though:

The Leader of the Bunch. Donkey Kong is an intelligent creature, and sees you as a part of his DK Krew, rather than a companion or partner. While he will look out for you, cross him and you will be destroyed.

Donkey Kong is an intelligent creature, and sees you as a part of his DK Krew, rather than a companion or partner. While he will look out for you, cross him and you will be destroyed. Kremling Slayer. When Donkey Kong murders your dragon companion, he inherits any additional hit dice and hit point increases from the slain dragon.

When Donkey Kong murders your dragon companion, he inherits any additional hit dice and hit point increases from the slain dragon. Bigger, Faster, and Stronger too. Donkey Kong starts at medium size.

Donkey Kong starts at medium size. Banana Slamma'! Instead of a claw attack, Donkey Kong instead has a fist attack. It is a melee weapon attack that deals 4 (1d4+2) bludgeoning damage, and has a reach of 5 feet. Additionally, Donkey Kong's relevant damage type is bludgeoning damage.

Instead of a claw attack, Donkey Kong instead has a fist attack. It is a melee weapon attack that deals 4 (1d4+2) bludgeoning damage, and has a reach of 5 feet. Additionally, Donkey Kong's relevant damage type is bludgeoning damage. Spinning Kong. Because Donkey Kong doesn't have wings, he flies by comically spinning his body into the air with his arms outstretched.

Because Donkey Kong doesn't have wings, he flies by comically spinning his body into the air with his arms outstretched. Jungle Beat. Donkey Kong has proficiency with drums. He can produce a set of bongo drums from seemingly nowhere as a bonus action.

Donkey Kong has proficiency with drums. He can produce a set of bongo drums from seemingly nowhere as a bonus action. Bunches of Bananas. The ritual to revive Donkey Kong requires 25 gp worth of bananas, rather than rare herbs and fine foods.

The ritual to revive Donkey Kong requires 25 gp worth of bananas, rather than rare herbs and fine foods. Hand Slap! At 3rd level, instead of the bite attack granted by Fury of the Dragon, Donkey Kong has Hand Slap, which deals bludgeoning 1d10 + Donkey Kong's Strength modifier + 1d8 additional bludgeoning damage. This additional damage increases to 2d8 at 9th level. Other restrictions of Fury of the Dragon still apply.

At 3rd level, instead of the bite attack granted by Fury of the Dragon, Donkey Kong has Hand Slap, which deals bludgeoning 1d10 + Donkey Kong's Strength modifier + 1d8 additional bludgeoning damage. This additional damage increases to 2d8 at 9th level. Other restrictions of Fury of the Dragon still apply. Kong Blast. At 6th level, instead of having a Breath Weapon, Donkey Kong can instead Donkey Kong cast catapult as a 2nd-level spell; the Breath Save DC and the restrictions of Breath Weapon still apply. Donkey Kong accomplishes this by firing his coconut gun in spurts, or by simply chucking a barrel at an enemy. At 9th level, he casts catapult as a 4th-level spell, and at 14th level, he casts it as a 6th-level spell.

At 6th level, instead of having a Breath Weapon, Donkey Kong can instead Donkey Kong cast catapult as a 2nd-level spell; the Breath Save DC and the restrictions of Breath Weapon still apply. Donkey Kong accomplishes this by firing his coconut gun in spurts, or by simply chucking a barrel at an enemy. At 9th level, he casts catapult as a 4th-level spell, and at 14th level, he casts it as a 6th-level spell. Expand. At 11th level, Donkey Kong's fist attacks deal an additional 1d4 bludgeoning damage. Also, you still gain the offered benefits of Draconic Nature, but the physical characteristics differ. Fur. Takes place of Scales. Instead of a layer of scales, a layer of brown bur covers your body. Eyes. Instead of dragon's eyes, you gain wide, cartoony eyes. Big arms. Tail place of Tail. Instead of growing a tail, your arms simply grow bigger, able to reach past other creatures.

At 11th level, Donkey Kong's fist attacks deal an additional 1d4 bludgeoning damage. Also, you still gain the offered benefits of Draconic Nature, but the physical characteristics differ.

By Rare

He's back again and about time too! Also, you learn find familiar, which you can cast as a ritual. The compinents are changed to 25 gp worth of bananas and a barrel. Casting find familiar this way summons Donkey Kong's nephew, Diddy Kong.

Diddy Kong can attack, is proficient with bongos and guitars. Whenever you gain a level in this class, Diddy Kong gains an additional hit die and increases its hit points by the average amount (7).

If both Donkey Kong and Diddy Kong are available, then the two Kongs share initiative order. You can command either Kong, and the Kong not ordered will follow the ordered Kong to the best of his ability, following the same movement until one outpaces the other, and mimicing the same action as the commanded Kong. If the action is not available to the followng Kong, he takes the Dodge action if he is within 5 feet of the other Kong or the Dash action if he isn't.

Coordinated Coordinated Attack

At 7th level, both Donkey Kong and Diddy Kong are able to make a Coordinated Attack as an reaction. When one Kong makes a attack as a reaction, the other Kong can use its reaction to make a melee attack immediately after.

Family Matters

At 10th level, when one Kong takes damage from a creature within 5 feet of it while the other Kong is within 5 feet of the first Kong, the second Kong can use its reaction to take the damage instead of the first Kong.

Also, whenever the Kongs are in 5 feet of each other, they gain advantage on the first attack roll on its turn.

Animal Buddies

At 15th level, you, Donkey Kong, or Diddy Kong can cast conjure animals. When conjure animals is cast this way by you or the Kongs, it cannot be cast again by you or the Kongs again until you finish a long rest.

Donkey Konga

At 18th level, you take it to the fridge! As an action, you conjure an instrument out of nothing, which you are proficient with while holding. At the same time, Donkey Kong pulls out his bongos, and Diddy Kong pulls out his guitar. You and the Kongs rock out, creating a 15 foot radius of jams all around you, which goes around corners. Each creature of your choice in the affected area must make a Constitution saving throw or take 2d10 thunder damage, or half as much on a successful one. For the next minute, on each of your turns and on each turn of the Kongs, you and the Kongs can continue rocking out as an action, affecting creatures with this feature again.

If you or the Kongs use your action to do anything else, this effect ends. Once you use this feature, you cannot do so again after a short or long rest.