The Tempest Practice:
Dragon Knights who spend their lives in the isolated untamed frontiers of the world learn to rely on speed, resourcefulness and ingenuity. Forgoing traditional tactics of heavy-plate and lance in favour of cunning tactics and precision. They are masters of bow, blade and dragonfire, which they weave together to devastating effect.
Soaring through the skies as a pair, they rain death down upon their foes and strike like lightning, before disappearing back amoung the clouds. A true storm of sword and sorcery.
Swift as the Storm
Beginning from Level 3, you have mastered the art of striking quickly and withdrawing, without giving your opponent time to retaliate. When you or your companion make an attack against a creature, that creature can't make opportunity attacks against you or your companion until the beginning of its next turn.
Dragonshot
Beginning from Level 3, when you make a ranged or thrown weapon attack, you may choose to wreath it in your companion's Dragonfire, creating a Dragonshot.
When you make such an attack, the weapon deals damage as normal.
However, hit or miss, the shot subsequently explodes and the target and each creature within 5 feet of it must make a Dexterity or Constitution saving throw (as appropriate to you Dragon's type) and take 2d6 damage on a failed save, or half as much on a successful one. The damage is of the type appropriate to your Dragon.
Save DC
You can use this ability a number of times equal to your Charisma modifier. You regain all expended uses of this ability when you finish a short or long rest.
This ability's damage increases by 1d6 when you reach 5th level, again at 9th (4d6), 13th (5d6), and 17th level (6d6).
Parting Gift
Even at their quickest, your companion always has the ability to make one last strike, before repositioning.
Beginning from Level 7, if your companion would leave a hostile creature’s reach during its movement, it can make a single melee attack as a reaction before it does so.
Scaled Zephyr
Beginning from Level 10, your companion has trained itself for speed, becoming quicker and faster than even its contemporaries.
Your companion's base speed increases by 10 feet and their flying speed increases by 20 feet. Your companion cannot benefit from this feature whilst mounted by anyone wearing heavy armour.
Rekindling
The Dragonfire within you never really dies.
Beginning from Level 15, if you roll initiative and have no uses of Dragonshot remaining, you regain one use of it.
In addition, the size of the explosion from Dragonshot increases, and it now deals its addition damage to all creatures within 15ft of the target.
Draconic Hurricane
The highest of the Tempests are one-man armies in themselves, capable of tremendous feats of power and speed that terrify and amaze in equal measure.
Beginning from level 18, you may as an action have you and your companion become wreathed in Dragonfire, harnessing the storm inside every Dragon. And now, inside you.
When you use this effect, you gain uses of your Dragonshot ability, equal to your charisma modifier.
Until this effect ends, you and your companion both gain the following effects:
- Your speed is doubled.
- You gain a +2 bonus to AC.
- You have advantage on Dexterity saving throws.
- You gain an additional action on each of your turns. That action can be used only to take the Attack (one attack only), Dash, Disengage, Hide, or Use an Object action.
This effect lasts for 1 minute, or can be ended prematurely at no cost. Once you use this feature, you can’t use it again until you finish a long rest.
Credits:
- Tempest Practice is created by Kenobi_01.
- The Dragon Knight Class that this is a subclass for, was originally created by Rain-Junkie.
- Art is by Mansik Yang

Tempest 2.0 (NOT TO BE USED)
Dragon Knights who spend their lives in the isolated untamed frontiers of the world are often isolated from the rest of their order, and must learn to rely on speed, resourcefulness and cunning ingenuity. Forgoing traditional tactics of heavy-plate and lance in favour of cunning tactics and ingenius use of your resources.
Dragon Scout
At 3rd Level, your Dragon has advantage on Wisdom (Survival) checks that rely on smell, and may use your Survival Skill when making a Wisdom (Survival) Check if it so chooses.
When your Dragon succeeds on a Survival check to identify signs of a creatures presence, you also learn the target’s approximate distance and direction from you, as well as its current hit points and any conditions affecting it, as long as the target is within 10 miles of you.
Additionally, difficult terrain doesn’t slow your group’s travel.
Improvised Arsenal
Beginning at level 3, you gain proficiency in Poisoner’s Kit: Herbalism Kit or Alchemist's Supplies.
During a long rest, you can create a number of Oils equal to your proficiency bonus; which you can apply to a melee weapon, or to several pieces of ammunition as a bonus action.
Once applied to a weapon or to several pieces of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or a piece of ammunition, at which point, the potency of that use of the Oil fades. When a creature takes damage from the coated weapon or ammunition, it makes a Saving throw appropriate to your Dragon's Breath weapon against your Dragon's Breath Weapon DC and apply the damage dice and effect detailed in the table below: The dice increases by 1 at level 5 and again at level 11.
| Damage Type | Dice | Effect |
|---|---|---|
| Poison | 1d6 | On a failure, target is poisoned for 1 minute. It repeats the save at the end of each of its turns, ending on a success. |
| Cold | 1d6 | On a failure, target's is restrained until the end of its turn, and all terrain within 5ft of the target becomes difficult terrain. |
| Lightning | 1d6 | If the target fails by 2 or more, the target is stunned until the start of your next turn. |
| Fire | 1d6 | On a failure, target takes a further 3d6 fire damage at the start of its turn. |
| Acid | 1d6 | On failure, the target becomes covered in acid. A creature covered in the acid takes 2d4 acid damage at the end of each of its turns. The target or a creature within 5 feet of it can end this damage by using its action to clear away the acid. |
Dragonfocus
Beginning at 7th Level, you and your Dragon are each more effective at taking the Help Action.
You can take the Help Action to aid your dragon in attacking any creature, even if it the creature is more than 5 feet away from you. Your Dragon may take the Help Action to aid you in attacking any creature, even if the creature is more than 5 feet away from your Dragon.
When you or your Dragon use their Action to Help the other, the attack the other makes, causes the target to take an extra 1d6 damage of the type determined by your Dragon's breath weapon.
Scaled Zephyr
Beginning from Level 10, your companion has trained itself for speed. Masters of ambush, your dragon has become quicker and faster than even its contemporaries, capable of snatching foes out of the air, or off the ground.
Your Dragon companion moves at its normal speed even whilst grappling.
Enhanced Arsenal
Beginning from Level 15, oils applied to a thrown weapon or piece of ammunition cause all enemies within 15ft of the hit target to make the same save. On a failure, they also take 3d6 of the relevant damage type and are effected in the same way.
Oils applied to Melee weapons can be applied as part of the attack action and the potency fades at the start of the turn following you hit with the weapon, instead of right away.
Evolved Arsenal
Beginning at level 18, you may use your Improvised Arsenal an unlimited number of times.