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Ejderin Knight
\pagebreak ## Ejderin Knight For hundreds of years, most have been conditioned to either fear or praise dragons. Those willing to risk their own safety for the thrill, or potential gain, take up the role of a dragon tamer. However, what happens when a dragon and their tamer push beyond normal limits? Recently rediscovered arcane scriptures, sealed away for ages, can teach a willing pair of dragon and tamer the ability to synchronize spirits, and temporarily fuse their bodies to create a much more powerful being. Becoming an Ejderin Knight is an incredibly strenuous process, but results in a bond that can never be broken, and a being that has more potential than either would have on their own. ### Unlimited & Untested Potential Dragons are known for being powerful in many ways. Whether choosing to focus on their imposing physicality or unmatched magical power, an Ejderin Knight becomes the perfect being to utilize the potential of dragons. This form of arcane fusion is dangerous and mostly untested. Few Ejderin Knights have lived long enough to relay the long term effects of this ancient symbiotic existence. It's mostly understood that this form of fusion is only temporary. However it's been noted that a telepathic communication is sometimes forged. It's unknown what effect the death of one entity would have on the other. At this time it is roughly understood that a tamer can only bind with a single dragon in a lifetime. ### Creating an Ejderin Knight While creating your Ejderin Knight, consider a few things. What created the bond between you and your dragon in the first place? Is that relationship one of complete trust? Are you both working together to obtain an ultimate shared goal? What are your strengths as a team? Have your past trials been conquered with cunning, strength or patience? You'll decide quickly which path your team will take going forward. Letting your own body begin to truly take on the physicality of a dragon, you'll find new levels of strength and power you could never have achieved before. The arcane power of draconic bloodlines is nearly unmatched. Many dragons have learned to utilize it. This bond gives you access to the full might of draconic magic. You could always take to the skies. Strength can lie in your cunning. An aerial assault is an avenue you could take in your quest to form the ultimate bond with your dragon companion.
##### Ejderin Knight | Level | Proficiency Bonus | Fusion Surge Die | Features | |:---:|:---:|:---:|:---:| | 1st | +2 | 1d4 | Fusion, Ejderin Companion, Fusion Surge Die, Ejderin Binding | | 2nd | +2 | 1d4 | Breath Attack | | 3rd | +2 | 1d4 | Draconic Attunement | | 4th | +2 | 1d4 | Ability Score Improvement | | 5th | +3 | 1d4 | Extra Attack / Arcane Regeneration| | 6th | +3 | 1d4 | Binding Feature | | 7th | +3 | 1d4 | Ability Score Improvement | | 8th | +3 | 1d6 | Fusion Surge Die | | 9th | +4 | 1d6 | Shared Burden | | 10th | +4 | 1d6 | Binding Feature | | 11th | +4 | 1d6 | Ability Score Improvement | | 12th | +4 | 1d6 | - | | 13th | +5 | 1d6 | Extra Attack / Arcane Regeneration | | 14th | +5 | 1d6 | Ability Score Improvement | | 15th | +5 | 1d8 | Binding Feature, Fusion Surge Die | | 16th | +5 | 1d8 | Unbreakable Bond | | 17th | +6 | 1d8 | - | | 18th | +6 | 1d8 | Ability Score Improvement | | 19th | +6 | 1d8 | Binding Feature | | 20th | +6 | 1d8 | Ancient Ejderin Form |
\pagebreakNum #### Quick Build Follow these suggestions to use the Ejderin Knight class effectively. Your primary ability score should be 1 of 3 options. Choose Strength if you plan on choosing the Beastial Binding. If you're going down the path of the Ancestral Binding, focus primarily on Charisma. The Wind Rider binding will benefit the most from Dexterity. Your next highest ability score should always be Constitution (more health) or Dexterity (higher armor class). The ideal background will really depend on which binding you choose. ## Class Features As an Ejderin Knight, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per Ejderin Knight level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Ejderin Knight level after 1st - **Hit Points (Divided):** *Tamer* - 80% of current health, *Dragon* - 120% of current health #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple Weapons ___ - **Saving Throws:** Charisma & Constitution ___ - **Skills:** Choose two skills from Acrobatics, Animal Handling, Arcana, Athletics, History, Intimidation, Nature and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a simple weapon or *(b)* martial weapon (*beastial binding or wind rider binding*) - *(a)* light or *(b)* medium armor *(beastial binding)* - *(a)* a dungeoneer's or *(b)* adventurer's pack - an arcane focus ### Ejderin Fusion As an action, you can focus your bond, touch your dragon counterpart, and fuse into a single being. Your fusion ability can be used (1/2 character level + proficiency bonus) times. This resets after a long rest. Each use of your fusion lasts 15 minutes, multiplied by your constitution modifier. You can choose to divide early using an action. Your fusion can only be forced apart by a Wish spell or when you are knocked unconscious, resulting in you and your dragon to be prone on the ground, making individual death saving throws. You are also immune to the effects of Polymorph due to the nature of your arcane binding. Your form can't be manipulated in this way. You can however, be affected by the spell *True Polymorph*, as normal. The standard build and stats for this character are all structured around your fused state with your Ejderin dragon. While you aren't fused you both suffer disadvantages. - Tamer has disadvantage on all physical checks/saves - Dragon has disadvantage on all mental checks/saves - Lose proficiencies gained while fused - Lose access to **most** Binding abilities - Only have access to 1 of each level spell slot (Ancestral Binding) - Can't use Ejderin Knight's *Fusion Surge Die* ### Dragon Companion Your Ejderin companion is in itself, a powerful creature. It acts as it's own entity when it is divided from you. It takes it's turn in combat at the same time as you. ___ > ## Ejderin Companion >*Large Dragon, Alignment Based on Dragon Type* > ___ > - **Armor Class** 17 > - **Hit Points** 120% of Fused Hit Points > - **Speed** 30ft, 60ft fly (30ft fly w/Tamer Riding) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|11 (+0)|21 (+5)|13 (+1)|16 (+3)|19 (+4)| >___ > - **Saving Throws** CON +8, CHA +7 > - **Damage Immunities** Dragon Damage Type > - **Senses** Blindsight - 10ft, Darkvision - 60ft, Passive Perception - 13 > - **Languages** Draconic, Telepathic to Tamer (Touch) > - **Carry Capacity** 300lbs > ___ > > ### Actions > ***Bite.*** Melee Weapon Attack: +7 hit, reach 10 ft., one target. Hit: 2d8 + 4 piercing damage. > > ***Breath Attack.*** Recharge: 5-6 |The dragon exhales a vicious breath attack at it's enemies. Each creature affected must make a DC 15 saving throw, or take 6d6 magic damage. A successful save reduces the damage by half. *Area affected, type of damage done, and required save depend of the type of dragon.*
### Fusion Surge Die Once per round you can imbue your attack or spell with arcane energy. Before your attack roll (or before your target makes their saving throw) you can declare your use of your Fusion Surge Die (located on your class chart). If you land your attack, you get to apply the die as bonus damage. This die can only be applied to attacks or spells that cause damage. This becomes more potent at 8th and 15th level. ### Ejderin Binding You and your dragon have honed in on what kind of warrior you're striving to be. You can choose from the Beastial, Ancestral, or Wind Rider Binding, all detailed at the end of the class description. You get specific bonuses to your binding at 1st, 6th, 10th, 15th, and 19th level. \pagebreakNum ### Breath Attack At 2nd level you can tap in to your dragon's breath attack while fused. It functions the same as their breath attack, but you need to take a long rest before you can use it again. In addition, if your DC *(Proficiency Bonus + Charisma Modifier + 8)* would be higher than your dragon's, you can use your DC instead of theirs.
| Type | Alignment | Damage | Breath Attack AoE | Save | |:---:|:---:|:---:|:---:|:---:| | Gold | Lawful Good | Fire | 15ft cone | Dex | | Silver | Lawful Good | Cold | 15ft cone | Con | | Bronze | Lawful Good | Lightning | 30ft line | Dex | | Copper | Chaotic Good | Acid | 30ft line | Dex | | Brass | Chaotic Good | Fire | 15ft cone | Dex | | Red | Chaotic Evil | Fire | 15ft cone | Dex | | Blue | Lawful Evil | Lightning | 30ft line | Dex | | Green | Lawful Evil | Poison | 15ft cone | Con | | Black | Chaotic Evil | Acid | 30ft line | Dex | | White | Chaotic Evil | Cold | 15ft cone | Con |
> ##### Health Takes Some Thought > Fusing and dividing while damaged is simple, but easy to screw up. As stated earlier, when you are divided the tamer has 80% and the dragon has 120% of your current fused hit points. Fusing while either of you is damaged results in your fused hit points becoming the average of your individual current health. An easy way to calculate your health when you divide is take your current fused hit points, and multiply it by .8 to get the tamer's health, and 1.2 to get the dragon's health. When fusing back together, simply add both entities health together, and divide the total by 2.
### Draconic Attunement Starting at 3rd level, your fusion now results in a more powerful bond. You are now immune to your dragon's damage type, develop darkvision (60ft) and blindsight (10ft), all while fused together. While sepearted, you can now communicate with your Ejderin companion telepathically and pinpoint their location, from a distance of up to 300ft away. You can now also trigger (and separate) your fusion with a bonus action. In addition, when you or your dragon has to make a death saving throw, if one of you is at least stable, the other gets advantage on those saves. A typical fusion primarily utilizes the tamer's body as the "host". This means that up until this point any armor currently worn or weapons wielded remain as is when you fuse, or divide. You can now give armor and weapons to your dragon to carry with the intention that when you fuse, that is the set of armor and weapons you will be wielding. This set of armor must still abide by attunements, proficiencies, etc... The dragon carries the gear in a side bag or something similar while you two aren't fused together. Keep in mind your dragon's carry capacity when loading them up with armor, weapons, and whatever else. ### Ability Score Improvement When you reach 4th level, and again at 7th, 11th, 14th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. Depending on your DM, you maybe be able to forgo the increase to your ability scores in exchange for a Feat. ### Extra Attack / Arcane Regeneration At 5th level, and then again at 13th level, you receive the means to implement more damage and further utility. The "Beastial" and "Wind Rider" Bindings get an *Extra Attack* and the "Ancestral" Binding gets an *Arcane Regeneration*. ##### Extra Attack - At 5th, and then again at 13th level, you get to make an additional attack during your attack action. ##### Arcane Regeneration - At 5th level, your body becomes saturated with arcane energy. When you expend 10 levels worth of spell slots, you will get an extra 1st level spell slot to use. After you use another 10 levels worth of spell slots, you'll get an extra 2nd level spell slot to use. This continues all the way up to getting a bonus of your max level spell, and then starts again at 1st level. This chain resets after taking a long rest. - At 13th level you only need to use 8 levels worth of spell slots instead of 10. In addition the chain no longer resets after a long rest. ### Shared Burden At 9th level you and your Ejderin companion have renewed resolve. When you drop to 0 hit points while fused, your fusion splits, however you and your dragon don't go unconscious. You are both left standing, each with your *Ejderin Knight* level worth of hit points remaining. You can only use this ability once before needing a long rest. ### Unbreakable Bond Once reaching 16th level, your ability to fuse is nearly effortless. You can now fuse with your Ejderin companion from up to 60ft away. One of you becomes arcane spirit and travels into the other, even through solid objects, walls, other creatures, etc... You choose which entity travels to the other. This doesn't trigger attacks of opportunity unless the creature you are fighting specifically says they ignore effects that prevent attacks of opportunity. Fusing from a distance cannot be done across planes of existence. However you are now forever aware of the location of your Ejderin companion, and vice versa. This effect crosses any distance, planes of existence and even persists beyond death. \pagebreakNum ### Ancient Ejderin Form 20th level gives the Ejderin Knight an incredibly dangerous, and powerful ability. Focusing on what has become the culmination of immense training and draconic power, you and your Ejderin companion form a new bond, a new fusion. This fusion isn't just the melding of bodies, but the intertwining of souls to become a powerful *Ancient Ejderin*. ___ > ## Ancient Ejderin >*Huge Dragon, Alignment of Tamer* > ___ > - **Armor Class** 20 > - **Hit Points** Tamer Hit Points + Dragon Hit Points > - **Speed** 40ft, 40ft climb, 80ft fly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|26 (+8)|17 (+3)|27 (+8)|19 (+4)|22 (+6)|25 (+7)| >___ > - **Saving Throws** CON +14, CHA +13 > - **Damage Resistances** Non-Magical Physical Damage > - **Damage Immunities** Dragon Damage Type > - **Senses** Blindsight - 60ft, Darkvision - 120ft > - **Languages** Tamer & Dragon's Languages > ___ > > ### Actions > ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws. (you cannot use your *extra attacks* from your class while in this form) > > ***Bite.*** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 2d10 + 8 piercing damage. > > ***Claw.*** Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 2d6 + 8 slashing damage. > > ***Tail.*** Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 2d8 + 8 bludgeoning damage. > > ***Breath Attack.*** Recharge: 5-6 |The dragon exhales a vicious breath attack at it's enemies. Each creature affected must make a DC 21 saving throw, or take 20d6 magic damage. A successful save reduces the damage by half. Area affected is either a **45ft cone** or a **90ft line**, depending on type of damage done. *Required save and damage type depend of the type of dragon. Check table on page 4.* This form is immensely powerful and can't be maintained forever. You need your full action to make this transformation. You can only perform this fusion while currently divided. This form can only be maintained for (Normal Constitution Modifier + Proficiency Bonus) rounds. Upon dropping this form, by means of the duration running out, using an action, the use of a Wish spell by another, or being knocked down to 0 hit points, you and your companion both take 1 point of exhaustion. As long as you have any points of exhaustion, you cannot use this transformation. When this form is dropped, both Tamer and Dragon are returned to the same state they were in before the fusion took place (other than the point of exhaustion).
## Ejderin Knight Bindings What makes the Ejderin Knight so powerful is the bond formed between tamer and dragon. This bond unlocks hidden potential in both, resulting in a figure that is more than formidable. After a Binding is chosen, the Ejderin Knight hones those skills, elevating them to new levels of power. You gain new Binding abilities at 1st, 6th, 10th, 15th and 19th level. ### Beastial Binding The Beastial Binding is all about the strength and power of a dragon. Your physical body grows in size and stature. Your hulking mass, now rivaling that of the Dragonborn or Goliaths, help aide in your path to power. You feel scales just beneath the surface of the skin. Running down your arms and near the bottom of your legs, the subdermal scales begin to burst from the flesh. These scales lead to more powerful hands and feet that have taken on slight draconic traits, more closely resembling claws. When using your *Fusion Surge Die*, the scales above and beneath the surface begin to glow the color of your Ejderin companion. #### Proficiency You are now proficient in medium armor, martial weapons, one & two handed weapons, heavy weapons, and shields. (This doesn't give you proficiency in ranged weapons.) #### Scaled Defense Your subdermal scales give you more resilience in combat. Even without armor, your Armor Class is at a minimum of 13 plus your Dexterity modifier. \pagebreakNum #### Bound Resolve You can reroll a failed Strength, Dexterity or Constitution saving throw. This can be utilized once before needing a short or long rest.
> ##### Fusion is Key > One thing to keep in mind is that all abilities gained from your Ejderin Knight Bindings, only benefit you while you are fused. Unless it's stated otherwise, you won't get any of the benefits of Bindings while you and your dragon are separated.
#### Draconic Resilience Once reaching 6th level, you now have resistance to non-magical physical damage. In addition, whenever you roll any hit die to heal during a short rest, you can also increase the total amount healed by a single roll of your *Fusion Surge Die*. #### Beastial Critical At 10th level when you land a critical hit, you now double the damage received by the dice roll (as normal), as well as the damage received from your strength modifier. #### Inner Strength After you hit level 15 as an Ejderin Knight your arcane bond fuels every strike you make. You can now apply your *Fusion Surge Die* to any physical damage you cause, not just once per round. #### Unrelenting Warrior Once you reach 19th level you can make unlimited reactions each round as long as there is a trigger. In addition, when causing damage due to a reaction, you can reroll any damage dice that come up 1 or 2. You must use the rerolled number. ### Ancestral Binding The Ancestral Binding is more dangerous and unstable than the others. Tapping into, and mastering, dormant draconic magic is nearly impossible by the average Sorcerer. The magical bond between you and your Ejderin companion open up this world of arcane power. This binding doesn't leave the caster very physically changed. The most notable difference is while fused, the tamer's eyes now resemble dragon eyes and have a bright glow of their dragon companions color. In addition, the origin of magic always stems from the core of the Ejderin Knight. #### Spellcasting Your origin of magic isn't a mystery. Some pull their power from an ancient Draconic Bloodline or pull it from sources more divine or sinister. Your arcane proficiency comes straight from one of the most powerful magical sources that exist, Dragons. #### Cantrips At 1st level you learn 4 new cantrips. One of those utilizes the power of your Fusion Surge Die. Your *Ancestral Bound Surge* cantrip cannot be amplified by your Fusion Surge Die, but other spells that cause damage can. #### Ancestral Bound Surge *Evocation* ___ - **Casting Time:** 1 Action - **Range:** 60ft - **Components:** V, S - **Duration:** Instantaneous ___ Arcane energy is channeled through your body and releases through an open hand directed at the enemy. They take 1d10 magic damage from the burst. (damage type determined by dragon) This spell's damage increases by 1d10 when you reach 5th level (2d10), 9th level (3d10), 13th level (4d10) and 18th level (5d10). #### Spell Slots The Ancestral Ejderin Knight table shows how many spell slots you have to cast of 1st level and higher. To cast one of these Ejderin Knight 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 two 1st-level spells of your choice from the Ejderin Knight spell list. The Spells Known column of the Ancestral Ejderin Knight table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the Ejderin Knight spells you know and replace it with another spell from your class spell list, which also must be of a level for which you have spell slots.
> ##### There's a Catch > As stated before, when you aren't fused you don't have access to the features of Ejderin Knight Bindings. However, when you take the Ancestral Binding, you have a small pool of magic available while divided. You have at your disposal your *Ancestral Bound Surge* (however it only does 1d8 damage, and doesn't scale up), and a single spell slot from each level that you know. Your slots used always carry over from being fused or divided as well.
#### Spellcasting Ability You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an Ejderin Knight spell you cast and when making an attack roll with one. **Spell Save DC** = 8 + your proficiency bonus + your Charisma Modifier **Spell Attack Modifier** = your proficiency bonus + your Charisma Modifier \pagebreakNum ##### Ancestral Ejderin Knight Spellcasting | Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1 | 4 | 2 | 2 | - | - | - | - | - | - | | 2 | 4 | 3 | 3 | - | - | - | - | - | - | | 3 | 4 | 4 | 4 | 2 | - | - | - | - | - | | 4 | 4 | 5 | 4 | 3 | - | - | - | - | - | | 5 | 4 | 6 | 4 | 3 | 2 | - | - | - | - | | 6 | 4 | 7 | 4 | 3 | 3 | - | - | - | - | | 7 | 5 | 8 | 4 | 3 | 3 | 1 | - | - | - | | 8 | 5 | 9 | 4 | 3 | 3 | 2 | - | - | - | | 9 | 5 | 10 | 4 | 3 | 3 | 3 | 1 | - | - | | 10 | 5 | 11 | 4 | 3 | 3 | 3 | 2 | - | - | | 11 | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | | 12 | 5 | 12 | 4 | 4 | 3 | 3 | 2 | 1 | - | | 13 | 5 | 13 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | | 14 | 6 | 13 | 4 | 4 | 4 | 3 | 2 | 1 | 1 | | 15 | 6 | 14 | 4 | 4 | 4 | 3 | 2 | 1 | 1 | | 16 | 6 | 14 | 4 | 4 | 4 | 4 | 2 | 1 | 1 | | 17 | 6 | 15 | 4 | 4 | 4 | 4 | 2 | 1 | 1 | | 18 | 6 | 15 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | | 19 | 6 | 16 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | | 20 | 6 | 16 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
#### Spellcasting Focus You can use an arcane focus (see chapter 5, "Equipment" in PHB) for your Ejderin Knight spells. #### Ancestral Protection As long as you have magic left in your soul, you have the protection of ancient dragons behind you. You can cast the *Mage Armor* spell without expending any spell slots or components and it doesn't count towards your total spell limit. *Mage Armor* drops when your fusion ends, and isn't usable while you aren't fused together.
> ##### Extra Attack? > Remember, the "Extra Attack" feature that the "Beastial" and "Wind Rider" Bindings get use of doesn't benefit the "Ancestral" Binding in any way. That's why the *Arcane Regeneration* feature is implemented at 5th and 13th level for the "Ancestral" binding.
#### Elemental Attunement Starting at 6th level you can change the kind of damage a spell does to match that of your Ejderin companion. For example, if you've bonded to a Silver dragon, you can cast the *Fireball* spell and change it to be cold damage. You also have the option of leaving the original damage type as it is as well.
##### Cantrips (0 Level) - Acid Splash - Dancing Lights - Fire Bolt - Friends - Light - Mage Hand - Mending - Message - Minor Illusion - Poison Spray - Prestidigitation - Ray of Frost - Shocking Grasp ##### 1st Level - Burning Hands - Charm Person - Comprehend Languages - Detect Magic - Disguise Self - Feather Fall - Fog Cloud - Jump - Magic Missile - Ray of Sickness - Shield - Silent Image - Sleep - Thunderwave ##### 2nd Level - Alter Self - Blindness/Deafness - Blur - Crown of Madness - Darkness - Darkvision - Detect Thoughts - Enhance Ability - Enlarge/Reduce - Gust of Wind - Hold Person - Invisibility - Knock - Levitate - Misty Step - Scorching Ray - See Invisibility - Shatter - Suggestion ##### 3rd Level - Counterspell - Daylight - Dispel Magic - Fear - Fireball - Fly - Haste - Lightning Bolt - Major Image - Protection from Energy - Sleet Storm - Slow - Stinking Cloud - Tongues - Water Breathing - Water Walk ##### 4th Level - Banishment - Confusion - Dimension Door - Dominate Beast - Fire Shield - Greater Invisibility - Ice Storm - Polymorph - Stoneskin - Wall of Fire ##### 5th Level - Animate Objects - Cloudkill - Cone of Cold - Creation - Dominate Person - Hold Monster - Seeming - Telekinesis - Teleportation Circle ##### 6th Level - Arcane Gate - Chain Lightning - Disintegrate - Globe of Invulnerability - Move Earth - Sunbeam - True Seeing - Wall of Ice ##### 7th Level - Delayed Blast Fireball - Etherealness - Fire Strom - Plane Shift - Prismatic Spray - Reverse Gravity - Teleport
\pagebreakNum #### Improved Breath Attack At 10th level, you can truly utilize your dragon's breath attack. It now has a 5 - 6 recharge instead of needing a long rest to use again, and does 8d8, instead of 6d6, magic damage. In addition, the range increases as well. - **15ft cone** becomes a **45ft cone** - **30ft line** becomes a **90ft line** The type of save, DC, and damage type remain the same as the normal *Breath Attack*. #### Breath of the Dragon Duo *Evocation* ___ - **Casting Time:** 1 Action - **Range:** *45ft cone* or *90ft line* (depends on dragon type) - **Components:** V, S - **Duration:** Instantaneous ___ After reaching 15th level you've found ways to channel a more powerful dragon breath that is not only using the power of your dragon, but also a secondary dragon breath typing. The spell's area of effect and save are determined by your Ejderin companion's type. You deal 15d6 of magic damage. Evenly split the total damage done in half between your dragon's damage type and any other dragon's damage type. A successful save reduces the damage by half. You must take a long rest before you can use this ability again.
| Dragon | Type | |:---:|:-----------:| | Gold | Fire | | Silver | Cold | | Bronze | Lightning | | Copper | Acid | | Brass | Fire | | Dragon | Type | |:---:|:-----------:| | Red | Fire | | Blue | Lightning | | Green | Poison | | Black | Acid | | White | Cold |
#### Ancient Magic Aura At 19th level, all hostile spells cast against you, directly or indirectly, must be cast at least 1 level higher than normal, otherwise the spell is half as effective (DM's discretion). This doesn't affect magic abilities that aren't cast using *"Spell Slots"*, e.g., a dragon's breath attack or a beholder's prismatic spray ability. ### Wind Rider Binding A major piece of a dragon's arsenal is their ability to take to the skies. A humanoid body isn't ideal for flight. When your fusion takes hold, two large draconic wings sprout from your back. Your head shape also slightly alters to allow for more aerodynamic flight. Your primary offense is from within you. You can summon an elemental longbow from the magic within your fused form. #### Flight Your new wings provide you with a 60ft fly speed. #### Proficiency You are now proficient in bows and any weapon with the *finesse* or *thrown* property. #### Winged Defense Your large dragon wings can act as a shield in times of danger. As long as your wings aren't in use or restrained in any way, your AC is increased by 3. #### Ejderin Knight Longbow *Weapon* ___ This longbow is part of you and cannot be wielded by anyone else without you allowing it. It can be summoned from nothing as a free action. Otherwise it functions the same as a standard *Longbow*. - **Damage** 1d8 - **Damage Type** Piercing/Magical - **Item Type** Ranged Weapon - **Properties** Ammunition, Heavy, Range, Two-Handed - **Range** 150/600 This bow does magical piercing damage to bypass physical resistances. You do **not** however, create ammunition from nothing. You will need to go purchase or build arrows to use with this weapon.
> ##### Don't Forget > You can apply your Fusion Surge Die once per round. At this level that's an extra 1d4 when you strike. That damage increases when you reach 8th, and 15th level. \pagebreakNum #### Skyline Evasion Once reaching 6th level, you have advantage on dexterity saving throws while you are flying. #### Improved Winged Defense At 10th level you've perfected your defenses while flying. You now also receive your +3 bonus to AC while you're flying. You still lose that bonus if your wings are restrained in any way. #### Elemental Burst Becoming a 15th level Wind Rider grants you a new use of your Fusion Surge Die. Before your projectile lands (before you make your attack roll), you can have it burst into a 15ft cube of elemental power. Anyone within the range of the magic must make a DC (8 + Charisma Modifier + Proficiency Bonus) dexterity save or each suffers your projectile's damage. Using your *Fusion Surge Die* this way means you cannot apply the extra damage you normally would gain from it. It can still only be used once per round. ___ Your *Extra Attack* does still apply however when using this ability. For example, you could use your first attack to shoot a single target, your second attack to shoot another target, and then your third attack to fire an *Elemental Burst* at multiple targets. #### Aerial Asssassin Once you hit 19th level, your precision is that of a master. Any ranged attack roll you make is a critical hit on a roll of 19 or 20. In addition, when you do strike a critical hit, you can use your Fusion Surge Die again that round if you've already used it. \columnbreak ## Multiclassing Taking levels in other classes outside of the Ejderin Knight are limited. You'll find that the ancient arcane magic has left your body's arcane balance unstable and is only perfectly molded for this union with your companion. Here are the prerequisites and limitations. ##### Multiclassing INTO Ejderin Knight - Constitution Score of 17 or above. The toll on your body of this fusion is intense and requires a lot of physical fortitude. - Story hook that justifies the partnership of you and your new Ejderin companion. (DM's discretion) ##### Multiclassing OUT OF Ejderin Knight - You cannot multiclass into Bard, Cleric, Wizard, Warlock or Sorcerer (except for a Draconic Bloodline Sorcerer). This is due to the instability of mixing other variations of arcane, and divine magic. - You can only multiclass into Paladin if your deity is a dragon (Tiamat, Bahamut, etc...) - The abilities you would gain from taking levels in Druid, Fighter, Barbarian, Monk, Rogue or Ranger only affect you while you are divided from your Ejderin companion. Your fused form is unstable and can't sustain the increased and unbalanced power.
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Ejderin Knight Class
Thanks to LadyAether, ShadowWolfy, Mr.Twinkles, Vierrick, Shadowskittles, Sparky and RedGoblin for helping me playtest and brainstorm some concepts. Hit me up on Twitter with questions if any arise! @tekwhipley89
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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##### Credits - **Front Cover Artwork:** *Kaos-Zukai* on Deviant Art - **Class Name:** Ejderin, translates to *Dragon* - RedGoblin - **Blue Dragon Artwork:** Posted by *DetoxCyanide* to Elminage Gothic Wiki - **Elemental Bow Artwork:** Longbow of Elemental Fire from *Neverwinter*