Dragon Knight
A drow, battered, bleeding, sword and shield in hand, turns toward his attackers. They think they have him. They are wrong. He opens his mouth, unleashing a torrent of flame, engulfing his foes in the blaze.
A human woman laughs with a copper dragon in its lair. The two share a new but powerful kinship. So when a red dragon arrives to commandeer the lair and kill its occupants, the woman and the copper dragon fight side-by-side against their vicious assailant.
A dwarf slams his axe down into the head of a goblin, killing the creature. He turns just in time to block an incoming bolt with his shield from another goblin. The new attacker is too far away and already reloading its crossbow. Stowing his axe at his belt, the dwarf stretches forth his hand, blasting the distant goblin with a blue bolt of electricity.
Dragon knights follow a unique martial path that makes them formidable combatants with a sword and shield and equally powerful spellcasters, drawing on their connection to the dragons they revere. The Draconic Orders are not actual organizations with any kind of hierarchy, but a way of training and furthermore a way of life that honors whatever dragon they are associated with. Some dragon knights fight for the cause of good, others for the forces of evil, and still more
everywhere in between.
Reverence, Not Religion
While dragon knights have great respect and reverence for the dragons associated with their order, they do not worship them or treat them as deities in any way. Rather, they hold that the creatures are important and precious parts of the world they inhabit and seek to emulate them through combat and social interactions. They do not necessarily condone or like all the behaviors of their patron dragon, but they will find ways to learn from it that they can apply to their own moral code.
Inner Dedication
Draconic Orders are not just a method of training or even simply a way of life. Those who subscribe to them have dedicated themselves deeply to a path similar to that of the great dragons. They have a strong inner connection to their chosen order, and it is through this connection that they are able to tap into the abilities and talents of dragons.
Dragon Knight
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Draconic Order, Breath Weapon, Elemental Resistance, Spellcasting, Draconic Spells | 2 | 2 | — | — | — | — | — | — |
| 2nd | +2 | Draconic Order features | 2 | 3 | — | — | — | — | — | — |
| 3rd | +2 | Breath Weapon improvement, New Draconic Spells | 2 | 3 | 2 | — | — | — | — | — |
| 4th | +2 | Ability Score improvement | 2 | 3 | 3 | — | — | — | — | — |
| 5th | +3 | Spellblade, New Draconic Spells | 3 | 3 | 3 | 2 | — | — | — | — |
| 6th | +3 | Breath Weapon improvement, Draconic Order feature | 3 | 4 | 3 | 2 | — | — | — | — |
| 7th | +3 | Territorial, New Draconic Spells | 3 | 4 | 3 | 2 | 2 | — | — | — |
| 8th | +3 | Draconic Order feature, Ability Score improvement | 3 | 4 | 3 | 3 | 2 | — | — | — |
| 9th | +4 | Breath Weapon improvement, New Draconic Spells | 4 | 4 | 3 | 3 | 2 | 1 | — | — |
| 10th | +4 | Frightful Presence | 4 | 4 | 4 | 3 | 2 | 1 | — | — |
| 11th | +4 | Territorial improvement, Draconic Order feature | 4 | 4 | 4 | 3 | 2 | 1 | 1 | — |
| 12th | +4 | Breath Weapon improvement, Ability Score improvement | 4 | 4 | 4 | 3 | 2 | 2 | 1 | — |
| 13th | +5 | ─ | 5 | 5 | 4 | 3 | 2 | 2 | 1 | 1 |
| 14th | +5 | Draconic Order feature | 5 | 5 | 4 | 3 | 3 | 2 | 1 | 1 |
| 15th | +5 | Breath Weapon improvement, Discipline Spells | 5 | 5 | 4 | 3 | 3 | 2 | 1 | 1 |
| 16th | +5 | Ability Score improvement | 5 | 5 | 4 | 4 | 3 | 3 | 1 | 1 |
| 17th | +6 | New Discipline Spells, Draconic Order feature | 5 | 5 | 4 | 4 | 3 | 3 | 2 | 1 |
| 18th | +6 | Breath Weapon improvement | 6 | 5 | 5 | 4 | 3 | 3 | 2 | 1 |
| 19th | +6 | Frightful Presence improvement, Ability Score improvement | 6 | 5 | 5 | 4 | 3 | 3 | 2 | 2 |
| 20th | +6 | Dragon Form | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 2 |
Creating a Dragon Knight
As you create a dragon knight, the most important thing to consider is what draconic order you are a part of and why. Beyond just the abilities they grant, consider the tendencies and interests of each order. If you have the Monster Manual, you may consider reading about the dragon that your order reveres. How do you fit in, or not fit in, with this Draconic Order?
Dragon knights pursue many ways of life for many different reasons. Are you dedicated to an order because you were saved by a dragon, and are now on a quest to repay him? Are you a mercenary looking for a way to increase your capabilities that also aligns with your personal philosophies? Are you a fallen prince or princess, seeking great power to reclaim your throne?
Quick Build
You can create a dragon knight quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength or Constitution. Second, choose the Soldier background. Third, choose either the Order of the Gold Dragon or the Order of the Bronze Dragon as your draconic order.
Class Features
As a dragon knight, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per dragon knight level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 + your Constitution modifer per dragon knight level after 1st
Proficiencies
- Armor: Heavy armor, shields
- Weapons: Simple weapons, martial one-handed melee weapons
- Tools: None
- Languages: Draconic
- Saving Throws: Constitution, Charisma
- Skills: Choose two from Athletics, History, Insight, Intimidation, Medicine, Perception, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shield and chainmail or (b) a shield and ring mail
- (a) a longsword (b) any one-handed martial melee weapon
- (a) a shortbow or (b) any simple melee weapon
- (a) a draconic symbol or (b) a component pouch
- (a) a dungeoneer's pack (b) an explorer's pack
Draconic Order
At 1st level, you choose a draconic order. This determines the way you hone your skills and spellcasting.
Breath Weapon
Starting at 1st level, you can use your action to exhale
destructive energy. Your draconic order determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the tupe of which is determined by your draconic order. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 3rd level, 4d6 at 6th level, 5d6 at 9th level, 6d6 at 12th level, 7d6 at 56th level, and 8d6 at 18th level.
After you use your breath weapon, you can’t use it again until you complete a short or long rest.
If you are a dragonborn, you simply have two breath weapons which function independently of each other, even if they are of the same type.
If you have chosen either the Order of the Pseudodragon or the Order of the Wyvern for your subclass, you do not get a breath weapon, but instead a Draconic Touch. The damage type, effects, and saving throw required for this is determined by your draconic order. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 3rd level, 5d6 at 6th level, 6d6 at 9th level, 7d6 at 12th level, 8d6 at 16th level, and 9d6 at 18th level.
Elemental Resistance
Starting at 1st level, you have resistance to one type of damage, determined by your draconic order.
Spellcasting
Through your combat training and study of dragons, you have developed an ability to cast spells. Your spellcasting ability is Charisma. You may use a draconic symbol in place of components if you wish.
Spell Save DC
Spell attack modifier
Cantrips
At 1st level, you know two cantrips of your choice from the dragon knight spell list. You learn additional Dragon Knight cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Dragon Knight table.
Preparing and Casting Spells
The dragon knight table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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.
You prepare the list of dragon knight spells that are available for you to cast, choosing from the dragon knight spell list. When you do so, choose a number of dragon knight spells equal to your Charisma modifier + your dragon knight level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of dragon knight spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Draconic Spells
You gain spells (or cantrips) based on your draconic order at 1st, 3rd, 5th, 7th, and 9th levels. Once you learn these spells, they are always prepared and do not count against your number of prepared spells per day. Any spells you learn from your draconic order are cast as dragon knight spells even if they do not appear on the dragon knight spell list.
Discipline Spells
At 15th and 17th levels, you have disciplined your study of magic such that you advance beyond your previous capabilities. You focus this discipline by studying another way of life that your draconic order admires. At 15th level, you gain one 8th-level spell of your choice from a particular class's spell list - determined by your draconic order. Additionally, you learn one cantrip of your choice from that spell list, and it does not count toward your total number of cantrips known. At 17th level, you gain one 9th-level spell of your choice from the same spell list. Additionally, you learn one 1st-level spell of your choice from this spell list, and it does not count toward your total number of prepared spells each day.
You may cast the 8th and 9th level spells once per long rest without expending a spell slot, and they do not count toward your number of spells prepared each day. You regain any expended uses after finishing a long rest.
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.
Spellblade
When you reach 5th level, you may take both an Attack and a Spell action each turn. If you used your action to do anything besides those two things, you do not get any extra actions.
Territorial
Starting at 7th level, you have advantage on saving throws in a particular type of terrain, and your physical attacks deal an extra 1d4 damage in that terrain. The terrain type is determined by your draconic order and in line with the terrain your order's dragon typically inhabits. This is further detailed under the Dweller feature in your draconic order's section.
Starting at 11th level, you also have an additional 5 feet of movement speed in that terrain.
Frightful Presence
Starting at 10th level, once per long rest, you can use your Frightful Presence feature at the start of combat. All hostile creatures within 90 feet must make a Charisma saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect
on itself on a success.
Starting at 19th level, you can use this ability twice per long rest, and the range increases to 120 feet.
Dragon Form
At 20th level, you have mastered your draconic connection, and can use it once per day to transform into a dragon of your order for up to 1 minute. Your size increases to Huge, your speed increases to 40 feet, and you gain a fly speed of 80 feet. Your hit points are doubled, and you take on a natural armor class of 20. The range of your breath weapon increases to 60 feet if it’s a line or 30 feet if it’s a cone, and the damage increases to 12d6.
You have the Multiattack feature, which allows you to use your action to make one attack with your bite and two with your claws. Your bite deals 5d10 piercing damage and your claws deal 3d8 slashing damage. You can alternatively use your action to attack with your tail, which deals 4d8 bludgeoning damage and knocks any creature that is Large or smaller back 10 feet. You are proficient with all these attacks, which are based in Strength. You may still cast spells as normal while in this form.
Your ability scores increase as follows: Strength – +7; Dexterity – +2; Constitution – +4; Wisdom – +5; Intelligence – +3; Charisma – +7.
If you are Order of the Faerie Dragon or Pseudodragon, things are a bit different. Your size is instead tiny, and your Strength and Dexterity scores are swapped. Your bite deals 2d10 piercing damage. As a faerie dragon you cannot make a claw attack. As a pseudodragon, your claws deal 2d10 slashign damage. Your tail attack deals 1d8 bludgeoning damage and does not knock targets back, but your tail is prehensile and can grab and lift objects. You are also able to cast spells at will without expending spell slots. For Faerie Dragons, Pseudodragons, and Wyverns, the Breath Weapon improvement differs, and this is explained further under each draconic order's specific section.
Draconic Orders
Becoming a dragon knight involves dedicating yourself to a draconic order. You cannot become a dragon knight without following the path of a particular dragon type, and the order you choose determines many of your capabilities and helps shape your character's traits, values, and goals.
Order of the Black Dragon
The Order of the Black Dragon places much emphasis on ferocity and little on mercy. Though they are not necessarily evil or sadistic like the black dragons they revere, they tend to get some satisfaction out of seeing enemies suffer and die, even if such satisfaction is only directed at evil creatures. They make brutally effective warriors, and purposefully build up an internal resistance to toxicity so that they can live off of even the most meager and toxic rations if necessary.
Black Dragon Spells
| Dragon Knight Level | Spells |
|---|---|
| 1st | primal savagery, earth tremor, wrathful smite |
| Dragon Knight Level | Spells |
|---|---|
| 3rd | crown of madness, melf's acid arrow |
| 5th | fear, hunger of hadar |
| 7th | black tentacles, vitriolic sphere |
| 9th | contagion, insect plague |
Acid Breath
The damage type of your breath weapon is Acid, and its shape is a 5 x 30 ft. line. Creatures in its path must make a Dexterity saving throw.
Acid Resistance
You have resistance to acid damage.
Cruel Hope
Starting at 2nd level, you may forgo an attack of opportunity against a creature that provokes one in order to deal extra damage on your next attack against them equal to 1d4 + your Strength modifier.
Strong Stomach
Starting at 2nd level, you have advantage on Constitution saving throws related to any food or liquid you’ve consumed (willingly or unwillingly).
Festering Overgrowth
Starting at 6th level, you can use this feature once per long rest. By meditating for one hour, you can cause an up-to-100-foot square (be it terrain, building, dungeon, etc.) to become overgrown with vines and weeds, making it difficult terrain. If this square is within one mile of a swamp, the water is also fouled.
Starting at 14th level, the square can be up to 300 feet, and the water is fouled no matter what. At this point, if you are within one mile of a swamp, some of the plants exude a nauseous gas that requires creatures to make a Constitution saving throw (the DC of which is based on your Spell Save DC) or be Poisoned for 1 minute. Poisoned creatures take 1d10 poison damage per round.
Swamp Dweller
Starting at 7th level, you have advantage on saving throws in swamp terrain, and your physical attacks deal an extra 1d4 damage in that terrain.
Starting at 11th level, you also have an additional 5 feet of movement speed in swamp terrain.
Prey on the Weak
Starting at 8th level, when engaging three or more foes in combat, you can use a free action on your first turn in the initiative order to attack whichever foe is weakest. You still have your action(s), movement, and any potential bonus actions which can be used on this turn.
Starting at 11th level, you have advantage on this attack roll, and you roll a critical hit for this roll on an 18, 19, or 20.
Warlock Discipline Spells
At 15th and 17th levels, you choose your discipline spells from the Warlock spell list. Discipline Spells are further detailed above in the Discipline Spells subsection of Spellcasting.
Acidic Assault
Starting at 17th level, any critical hits you land deal a bonus 1d12 acid damage.
Order of the Blue Dragon
The Order of the Blue Dragon models many of its techniques after the blue dragons they revere; they hone lightning abilities, learn the desert and how to manipulate terrains to their advantage, develop networks with trusted criminals, surround themselves with crystals and glass, and stand for nothing less than being the best. They come from all walks of life and pride themselves on their versatility and adaptability.
Blue Dragon Spells
| Dragon Knight Level | Spells |
|---|---|
| 1st | shocking grasp, thunderwave, witch bolt |
| 3rd | blindness/deafness, dust devil |
| 5th | call lightning, wall of sand |
| 7th | stoneskin, storm sphere |
| 9th | arcane hand, wall of stone |
Lightning Breath
The damage type of your breath weapon is Lightning, and its shape is a 5 x 30 ft. line. Creatures in its path must make a Dexterity saving throw.
Lightning Resistance
You have resistance to lightning damage.
Friends in Low Places
At 2nd level, you learn Thieves’ Cant, and you have advantage on Charisma-based ability checks against thieves, assassins, or other career criminals.
Crystal Clarity
Starting at 2nd level, you have advantage on any ability checks related to glass, crystals, diamonds, or similarly translucent minerals and fabrications.
Aftershock
Starting at 6th level, after a successful spell attack, you can use this feature as a bonus action. Make either a ranged or melee attack against the target. On a hit, you deal 1d8 lightning damage.
At 14th level, the damage increases to 2d8.
Desert Dweller
Starting at 7th level, you have advantage on saving throws in desert terrain, and your physical attacks deal an extra 1d4 damage in that terrain.
Starting at 11th level, you also have an additional 5 feet of movement speed in desert terrain.
Create Sinkhole
At 8th level, you learn this feature. Once per long rest, you may select any point on the ground of non-urban terrain within 90 feet of you that you can see. A sinkhole forms in a 10 foot circle, which is covered by a thin layer of ground so as
to appear unnoticeable to creatures unless they succeed on a Perception check (against your Spell Save DC). The sinkhole is 1d6x10 feet deep, and creatures that fall into it take any necessary fall damage. You regain the use of this feature after finishing a long rest.
At 11th level, it becomes a 15 foot circle, and it is 2d6x10 feet deep. You now regain the use of this feature after finishing a short rest.
Sorcerer Discipline Spells
At 15th and 17th levels, you choose your discipline spells from the Sorcerer spell list. Discipline Spells are further detailed above in the Discipline Spells subsection of Spellcasting.
Draconic Pride
Starting at 17th level, once per long rest, if you have failed an attack roll, ability check, or saving throw of any kind, you may choose to succeed instead. You regain the use of this feature after finishing a long rest.
Order of the Brass Dragon
The Order of the Brass Dragon takes great pleasure in conversation as well as providing shelter and aid to those in need. Many of them spend much of their time in humanitarian work, though they are all skilled combatants. They are unlikely to become mercenaries, instead preferring to offer their services as just that; services. Some will run or work at inns as a means of income. They devote much of their training to positively influencing and protecting others, though their penchant for conversation can at times be a little self-serving, much like the brass dragons they revere.
Brass Dragon Spells
| Dragon Knight Level | Spells |
|---|---|
| 1st | create bonfire, burning hands, sleep |
| 3rd | scorching ray, detect thoughts |
| 5th | leomund's tiny hut, psionic blast |
| 7th | charm monster, fire shield |
| 9th | immolation, telepathic bond |
Fire Breath
The damage type of your breath weapon is Fire, and its shape is a 5 x 30 ft. line. Creatures in its path must make a Dexterity saving throw.
Fire Resistance
You have resistance to fire damage.
Trustworthy
Starting at 2nd level, you have advantage on Persuasion checks with creatures that are friendly to you.
Safe Haven
Starting at 2nd level, you have advantage on any Intelligence, Wisdom, or Charisma based checks related to finding shelter, allied strongholds, oases, or any other safe havens.
Small Talk
At 6th level, you gain the ability to use this feature once per
long rest. Choose a non-hostile creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw or be forced to have a conversation with you for at least 10 minutes. The creature may take no other actions during this time other than talk. Creatures do not know any magic has occurred, but they may still be frustrated following the effects depending on their disposition. You regain the use of this feature after finishing a long rest.
At 11th level, you can use this on up to five creatures at once, and you regain the use of this feature after finishing a short rest.
Desert Dweller
Starting at 7th level, you have advantage on saving throws in desert terrain, and your physical attacks deal an extra 1d4 damage in that terrain.
Starting at 11th level, you also have an additional 5 feet of movement speed in desert terrain.
Shelter
At 8th level, you gain the ability to use this feature once per long rest. While in combat, you may use your bonus action to provide magical shelter to up to six creatures of your choice. For 1 minute, the selected creatures gain a +1 to their AC and have advantage on Strength, Dexterity, and Constitution saving throws. You regain any expended uses of this feature after finishing a long rest.
At 14th level, you can use this feature twice per long rest.
Bard Discipline Spells
At 15th and 17th levels, you choose your discipline spells from the Bard spell list. Discipline Spells are further detailed above in the Discipline Spells subsection of Spellcasting.
Well Rested
Starting at 17th level, you may use a short rest as a long rest for yourself or one other creature of your choice. You regain the use of this feature after finishing a long rest.
Order of the Bronze Dragon
The Order of the Bronze Dragon attracts soldiers, generals, tacticians, war historians, and so forth. They seek out conflicts of righteousness, looking to aid in battles or wars on the side of the good. They spend a great deal of time studying the ways of war. They also are peaceable with animals, usually preferring instead to eat fish and plants like the bronze dragons they revere.
Bronze Dragon Spells
| Dragon Knight Level | Spells |
|---|---|
| 1st | lightning lure, guiding bolt, thunderous smite |
| 3rd | cloud of daggers, gust of wind |
| 5th | lightning arrow, lightning bolt |
| 7th | control water, storm sphere |
| 9th | conjure volley, maelstrom |
Lightning Breath
The damage type of your breath weapon is Lightning, and its
shape is a 5 x 30 ft. line. Creatures in its path must make a Dexterity saving throw.
Lightning Resistance
You have resistance to lightning damage.
Animal Whisperer
Starting at 2nd level, you can cast the Animal Friendship spell as a cantrip.
War Historian
Starting at 2nd level, you have advantage on all Intelligence and Wisdom based checks related to battles or violent conflicts that have already happened.
Repulsion
Starting at 6th level, any creature that fails any kind of melee attack roll against you is pushed back 10 feet.
Starting at 14th level, the distance increases to 20 feet and they also take 1d6 force damage.
Coast Dweller
Starting at 7th level, you have advantage on saving throws in coast terrain, and your physical attacks deal an extra 1d4 damage in that terrain.
Starting at 11th level, you also have an additional 5 feet of movement speed in coast terrain.
Battle Tactics
Starting at 8th level, you can call out suggestions to allied creatures in battle at any time, and if they use their action to fulfill your suggestion, they have advantage on any rolls they have to complete for that action.
Starting at 17th level, your allies can add a d4 to all their attack rolls during combat if you are the first among your allies in the initiative order.
War Machine
Starting at 11th level, you may add your Strength modifier to the damage of all physical attacks.
Cleric Discipline Spells
At 15th and 17th levels, you choose your discipline spells from the Cleric spell list. Discipline Spells are further detailed above in the Discipline Spells subsection of Spellcasting.
Order of the Copper Dragon
The Order of the Copper Dragon is a place for storytellers, pranksters, musicians, and entertainers. It also sometimes attracts Bards, and they tend to have good relations with Bards. They take an optimistic approach to life, and while they are often mercenaries or soldiers for the cause of good, they insist on bringing a sense of fun to everything, since life is hard enough as it is. They revere copper dragons.
Copper Dragon Spells
| Dragon Knight Level | Spells |
|---|---|
| 1st | vicious mockery, cure wounds, grease |
| 3rd | melf's acid arrow, mirror image |
| Dragon Knight Level | Spells |
|---|---|
| 5th | mass healing word, slow |
| 7th | phantasmal killer, vitriolic sphere |
| 9th | animate objects, modify memory |
Acid Breath
The damage type of your breath weapon is Acid, and its shape is a 5 x 30 ft. line. Creatures in its path must make a Dexterity saving throw.
Acid Resistance
You have resistance to acid damage.
Natural Entertainer
At 2nd level, you gain proficiency in the Performance skill. Also starting at 2nd level, you have advantage on any Charisma-based checks related to humor or jokes.
Prankster
Starting at 2nd level, you have advantage on all ability and skill checks related to pranks.
Create Mud
At 6th level, you gain the ability to turn any natural terrain into mud once per long rest. As an action, use this feature to turn a 20 foot square of terrain into mud. The affected area becomes difficult terrain, and when any creature starts its turn there they must make a Dexterity saving throw (the DC of which is determined by your spellcasting ability) or be Restrained. A Restrained creature can use its action to make a Strength check, ending the effect on itself on a success.
At 14th level, the size of the square increases to 30 feet, and any creature in the mud has disadvantage on attack rolls even if they are not restrained. At this point, the mud has become more slippery as well as thicker. As such, whenever a creature moves in this terrain, they have a 10% chance of being knocked Prone.
You regain the use of this feature after finishing a long rest.
Grassland Dweller
Starting at 7th level, you have advantage on saving throws in grassland terrain, and your physical attacks deal an extra 1d4 damage in that terrain.
Starting at 11th level, you also have an additional 5 feet of movement speed in grassland terrain.
Cheerful Spellcaster
At 8th level, you learn the spells tasha's hideous laughter and speak with animals. They do not count toward your total number of spells prepared each day.
Tough Audience
Starting at 11th level, you have advantage on all Charisma saving throws.
Starting at 17th level, any allied creature within 5 feet of you also has advantage on Charisma saving throws.
Bard Discipline Spells
At 15th and 17th levels, you choose your discipline spells from the Bard spell list. Discipline Spells are further detailed above in the Discipline Spells subsection of Spellcasting.
Order of the Dragon Turtle
The Order of the Dragon Turtle attracts honest sailors, pirates, and scholars fascinated with the aquatic world. They revere dragon turtles and have a great respect for the power and danger of the sea and other large bodies of water. They are resourceful and make great defenders, though they usually do not go out of their way to help others unless it serves their own interests.
Dragon Turtle Spells
| Dragon Knight Level | Spells |
|---|---|
| 1st | resistance, create or destroy water, fog cloud |
| 3rd | misty step, rope trick |
| 5th | wall of water, tidal wave |
| 7th | control water, watery sphere |
| 9th | antilife shell, maelstrom |
Steam Breath
The damage type of your breath weapon is Fire, and its shape is a 15 ft. cone. Creatures in its path must make a Constitution saving throw.
Piercing Resistance
You have resistance to piercing damage.
Sea Lungs
Starting at 2nd level, you can hold your breath underwater for up to 1 hour.
Aquatic Tongue
At 2nd level, you learn Aquan, a dialect of Primordial. You can communicate with and understand creatures who speak other dialects of Primordial. Normally hostile creatures that speak Aquan are not immediately hostile toward you, and you have advantage on Charisma-based checks with any creature that speaks Aquan if you are speaking in that dialect.
Magical Storage
Starting at 6th level, you can use this feature to grant any container the characteristics of a Bag of Holding. The container does not have to be a bag. You can use this feature at will, and it takes one minute to complete, but you can only have one such container at a time. Magical items you find do not count toward this limitation. Creating a new magical container with this feature automatically transfers all the contents of your previous container to the new one before the old one becomes inactive.
Water Dweller
Starting at 7th level, you have advantage on saving throws in bodies of water deeper than 30 feet, and your physical attacks deal an extra 1d4 damage in such bodies of water.
Starting at 11th level, you also have an additional 5 feet of movement speed in bodies of water deeper than 30 feet.
Sailor
At 8th level, you gain proficiency with all waterborne vehicles and you can no longer get lost in bodies of water deeper than
30 feet.
Starting at 17th level, you cannot get lost in coastal terrain or desert terrain, you have advantage on navigation-related checks in all other types of terrain, and you have advantage on Athletics checks related to swimming.
Unnatural Carapace
Starting at 11th level, you have an additional +1 to your AC while wearing heavy armor.
Water Doorway
Starting at 14th level, you can use this feature once per long rest to use any body of water deep enough to submerge in as a portal for you and up to ten other creatures of your choice to any other body of water you have seen of an equivalent or greater depth. The portal stays open for one minute. You regain the use of this feature after finishing a long rest.
Druid Discipline Spells
At 15th and 17th levels, you choose your discipline spells from the Druid spell list. Discipline Spells are further detailed above in the Discipline Spells subsection of Spellcasting.
Order of the Faerie Dragon
The Order of the Faerie Dragon is a place for tricksters and mischief makers and those who are friendly to or fascinated by the fey. There are more serious members of this order, but they are always adventurous or friendly in some way. They are not tied to a specific alignment, but they are often good. They revere faerie dragons, and though they are formidable warriors, they tend to prefer solving problems through peaceable (and/or amusing) means.
Faerie Dragon Spells
| Dragon Knight Level | Spells |
|---|---|
| 1st | mage hand, faerie fire, color spray |
| 3rd | moonbeam, suggestion |
| 5th | haste, major image |
| 7th | conjure woodland beings, polymorph |
| 9th | dawn, teleportation circle |
Euphoria Breath
Your breath weapon does not do damage. Rather, you exhale a 15 ft. cone of rainbow euphoria gas. Creatures within the gas must succeed on a Wisdom saving throw, or for 1 minute, the affected creature can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
- 1-3: The creature takes no action or bonus action and uses all of its movement to move in a random direction, determined by a d8.
- 4-6: The creature doesn't move, and the only thing it can do on its turn is make a Wisdom saving throw, ending the effect on itself on a success.
At 3rd level, the creature must roll a 5 or 6 to be able to make a saving throw.
At 6th level, rolling a 1 will cause the creature to take 1d6
psychic damage, and it will only use half its movement in a random direction (still determined by a d8).
At 9th level, the creature must roll a 6 to be able to make a saving throw. The psychic damage for a 1 increases to 1d8.
At 12th level, the creature takes psychic damage on a 1, 2, or 3.
At 15th level, the psychic damage increases to 1d12.
At 18th level, the creature takes an initial 1d10 psychic damage on a failed save and half that on a successful one.
At 20th level, when in Dragon Form, the cone increases to 30 feet and creatures must roll a 6 on a d6 at the start of their turn in order to be able to even make a saving throw. Otherwise, they automatically fail and they take 3d12 psychic damage and Dash in a random direction (determined by a d8). On each turn thereafter, they continue to take damage and Dash randomly until they succeed, which they can only do by rolling a 6 on a d6.
Psychic Resistance
You have resistance to psychic damage.
Friend of the Fey
At 2nd level you learn Sylvan, and starting at 2nd level, you have advantage on Charisma-based checks with fey creatures.
Minor Magic Resistance
Starting at 2nd level, you can add a d2 to any saving throws against magic.
Faerie Dust
Starting at 6th level, you can use this feature once per rest as an action to sprinkle rainbow, glittery, magic dust on a willing creature. For the next hour, the affected creature can add a d4 to all ability checks. This stacks with similar effects.
Starting at 14th level, the bonus die increases to a d10.
You regain the use of this feature after finishing a short or long rest.
Forest Dweller
Starting at 7th level, you have advantage on saving throws in forest terrain, and your physical attacks deal an extra 1d4 damage in that terrain.
Starting at 11th level, you also have an additional 5 feet of movement speed in forest terrain.
Mystical Mischief
At 8th level, you learn two non-damaging transmutation and/or illusion cantrips of your choice, and these do not count toward your total number of cantrips known.
At 11th level, you learn one 1st-level transmutation and one 1st-level illusion spell of your choice from any spell list as cantrips. You can cast them at will, and they do not count toward your total number of cantrips known.
Druid Discipline Spells
At 15th and 17th levels, you choose your discipline spells from the Druid spell list. Discipline Spells are further detailed above in the Discipline Spells subsection of Spellcasting.
Alter Color
Starting at 17th level, you can use this feature once per long
rest to permanently or temporarily (your choice) alter the color of an inanimate object or willing creature to any color of your choice. You can alter one part of them or all of them, but you may only alter to one color at a time. You regain the use of this feature by finishing a long rest.
If a creature is unwilling, it makes a Constitution saving throw (against your Spell Save DC). On a failed save, the color change is permanent if you so choose. On a successful save, the color change can only last up to one hour. Either way, the unwilling creature becomes hostile toward you.
You can choose any color. However, racial skin changing would be highly looked down on by this draconic order, and if you attempt to do so the spell will automatically fail.
Order of the Gold Dragon
The Order of the Gold dragon is dedicated to rooting out and destroying evil. They devote their lives to this cause, and hone their skills after the gold dragons they revere. Some Paladins join this order, but the order itself is dedicated to a utopian goal, so unlike paladins, their oaths can never truly be fulfilled. Still, they maintain their idealistic hopes and goals, and perservere through great discouragement.
Gold Dragon Spells
| Dragon Knight Level | Spells |
|---|---|
| 1st | produce flame, burning hands, searing smite |
| 3rd | heat metal, flaming sphere |
| 5th | fireball, flame arrows |
| 7th | fire shield, wall of fire |
| 9th | circle of power, flame strike |
Fire Breath
The damage type of your breath weapon is Fire, and its shape is a 15 ft. cone. Creatures in its path must make a Dexterity saving throw.
Fire Resistance
You have resistance to fire damage.
Vanquisher of Evil
Starting at 2nd level, you deal +1 damage with physical attacks to any creature you know to be evil-aligned.
Draconic Radiance
Starting at 2nd level, any gems, pearls, or precious stones within 30 feet of you glow and shed dim light in a 5 foot radius.
Weaken
Starting at 6th level, you can use this feature once per long rest as an action. You choose a creature that you can see within 90 feet of you and stretch forth your hand. The creature must succeed on a Strength saving throw (against your Spell Save DC) or have disadvantage on all Strength-based attack rolls, Strength ability checks, Strength-based skill checks, and Strength saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Starting at 14th level, a successful save now results in a disadvantage on their next Strength-based attack roll, and a failed save now also results in a -2 to their Strength score. You can now use this feature twice per long rest.
You regain any expended uses of this feature after finishing a long rest.
Coast Dweller
Starting at 7th level, you have advantage on saving throws in coast terrain, and your physical attacks deal an extra 1d4 damage in that terrain.
Starting at 11th level, you also have an additional 5 feet of movement speed in coast terrain.
Rejuvenating Riches
Starting at 8th level, once per long rest, you can use your action to magically consume any amount of gold, regaining hit points equal to half the gold you consumed.
Starting at 11th level, you can now regain hit points equal to the amount of gold you consumed. You can also gain up to 5 temporary hit points this way.
Cleric Discipline Spells
At 15th and 17th levels, you choose your discipline spells from the Cleric spell list. Discipline Spells are further detailed above in the Discipline Spells subsection of Spellcasting.
Premonition
Starting at 17th level, you have advantage on your first saving throw of each combat encounter. If you already had advantage on that saving throw due to another trait, you automatically succeed instead. This does not stack with spells, however.
Order of the Green Dragon
The Order of the Green Dragon focuses its training on cleverness, subterfuge, and an affinity with nature. They attract con artists and naturalists and are always looking for ways to get the best out of any situation or transaction. They make uniquely useful mercenaries and exceptional spies. They revere green dragons, though they are not necessarily as covetous as the creatures.
Green Dragon Spells
| Dragon Knight Level | Spells |
|---|---|
| 1st | poison spray, entangle, ray of sickness |
| 3rd | protection from poison, spike growth |
| 5th | plant growth, incite greed |
| 7th | giant insect, sickening radiance |
| 9th | cloudkill, mislead |
Poison Breath
The damage type of your breath weapon is Poison, and its shape is a 15 ft. cone. Creatures in its path must make a Constitution saving throw.
Poison Resistance
You have resistance to poison damage.
Cunning
Starting at 2nd level, you gain proficiency in Deception. If you take ten minutes to prepare a deceptive encounter, you have advantage on all Deception-related ability checks for it.
Horticulturalist
Starting at 2nd level, you have advantage on all ability checks related to identifying, finding, cultivating, or nurturing plants.
Animal Spies
Starting at 6th level, you can communicate with and understand rodents and birds and ask them for information or to do something for you. They are friendly to you but are not compelled to follow your commands and must be persuaded, though you have advantage on any Charisma-based ability checks with them.
Starting at 14th level, you can see through the eyes of any bird or rodent spying for you and you can hear what they hear. They are now compelled to follow your commands.
Forest Dweller
Starting at 7th level, you have advantage on saving throws in forest terrain, and your physical attacks deal an extra 1d4 damage in that terrain.
Starting at 11th level, you also have an additional 5 feet of movement speed in forest terrain.
Thorn Armor
Starting at 8th level, once per rest, you can use your action to gain an armor of thorns for up to 1 minute. This increases your AC by 1 and causes any creature attempting a melee attack against you to take 2d6 piercing damage and has a 50% chance to poison the creature for 1 minute, dealing 1d2 poison damage at the start of each of the creature’s turns if so. The creature can make a Constitution saving throw at the end of each of its turns (Save DC = 8 + your proficiency bonus + your Constitution modifier), ending the effect on itself on a success.
At 17th level, the damage increases to 4d6 and has a 75% chance to poison the creature. The poison damage increases to 1d8.
You regain the use of this feature by finishing a short or long rest.
Throw Voice
Starting at 11th level, as a bonus action, you are able to throw your voice up to 60 feet, making anyone who can’t see you believe you are in another location.
Witch Doctor Discipline Spells
At 15th and 17th levels, you choose your discipline spells from the Witch Doctor spell list. Discipline Spells are further detailed above in the Discipline Spells subsection of Spellcasting.
If you don't have access to this spell list, you may use either the Druid or Warlock spell list instead, but not both.
Order of the Pseudodragon
The Order of the Pseudodragon is a haven for those seeking
to go it alone. Like the pseudodragons they revere, they are often solitary and territorial, and as such make great lone defenders of homelands or precious artifacts. As they're often on their own, they are usually capable of being quite self-sufficient. Despite their hermitish habits, they can make great companions, as they take much care to develop powers of telepathic empathy.
Pseudodragon Spells
| Dragon Knight Level | Spells |
|---|---|
| 1st | message, expeditious retreat, hail of thorns |
| 3rd | detect thoughts, invisibility |
| 5th | leomund's tiny hut, protection from energy |
| 7th | charm monster, staggering smite |
| 9th | insect plague, rary's telepathic bond |
Puncturing Touch
Rather than a breath weapon, you have a draconic touch, which is a touch-ranged ability. The damage type is Piercing, and a touched creature must make a Constitution saving throw. If the saving throw fails by 5 or more, the creature falls unconscious for 1 hour or until otherwise awakened.
At 20th level, while in Dragon Form, the damage increases to 13d6, and the creature falls unconscious if they fail the saving throw at all.
Psychic Resistance
You have resistance to psychic damage.
Keen Senses
Starting at 2nd level, you have advantage on Perception and Investigation checks that rely on sight, hearing, or smell.
Minor Magic Resistance
Starting at 2nd level, you can add a d2 to any saving throws against magic.
Empath
Starting at 6th level, you are able to communicate and read emotions telepathically. You have advantage on Insight checks to tell what other creatures are feeling, and you can send simple emotional impulses such as happiness, anger, or curiosity. Creatures are unaware that they have been impacted by your empathic abilities, and you have advantage on any Charisma checks to get them to do what you want.
Starting at 14th level, you may send up to three strong impulses per long rest. A creature must make a Charisma saving throw or be overwhelmed by the emotional impulse you send, acting accordingly. For example, a creature overwhelmed by anger may start attacking creatures and objects indiscriminately.
Familiar with Familiars
Starting at 8th level, you learn the find familiar spell, and you may cast it once per long rest without expending a spell slot.
Solitary Defender
Starting at 11th level, whenever there are no allies within 25
feet of you, you have advantage on attack rolls and saving throws.
Quiet Spellcaster
Starting at 17th level, you may cast all spells without any verbal components, meaning you can still cast verbal spells when silenced.
Varied Dweller
Starting at 7th level, you have advantage on saving throws in one of the following terrains of your choice, and your physical attacks deal an extra 1d4 damage in that terrain. Your terrain options are: coastal, desert, forest, grassland, or mountain.
Starting at 11th level, you also have an additional 5 feet of movement speed in your chosen terrain.
Sorcerer Discipline Spells
At 15th and 17th levels, you choose your discipline spells from the Sorcerer spell list. Discipline Spells are further detailed above in the Discipline Spells subsection of Spellcasting.
Order of the Red Dragon
The Order of the Red Dragon has a reputation for being the most violent and greedy, though this is not necessarily true. While there are evil-aligned members of this red-dragon-revering order, many others are simply financially ambitious and prefer to punch first and ask questions later. They make excellent mercenaries. Fire magic, money acquisition, and subjugation of enemies are all a part of their unique training.
Red Dragon Spells
| Dragon Knight Level | Spells |
|---|---|
| 1st | fire bolt, burning hands, hellish rebuke |
| 3rd | aganazzar's scorcher, flaming sphere |
| 5th | fireball, melf's minute meteors |
| 7th | compulsion, wall of fire |
| 9th | flame strike, immolation |
Fire Breath
The damage type of your breath weapon is Fire, and its shape is a 15 ft. cone. Creatures in its path must make a Dexterity saving throw.
Fire Resistance
You have resistance to fire damage.
Gold Touch
Starting at 2nd level, once per long rest, you can transmute any inanimate object that is ten pounds or less into a gold version of itself. The gold is real and high-quality. The effect lasts for ten minutes. You regain the use of this feature after finishing a long rest.
Unchained
Starting at 2nd level, you have advantage on saving throws against being Restrained.
Coercion
Starting at 6th level, you have advantage on Intimidation checks.
Starting at 14th level, a successful Intimidation check allows you to give the affected creature a command that they must obey, so long as it is not fatal to them.
Mountain Dweller
Starting at 7th level, you have advantage on saving throws in mountain terrain, and your physical attacks deal an extra 1d4 damage in that terrain.
Starting at 11th level, you also have an additional 5 feet of movement speed in mountain terrain.
Volcanic Eruption
Starting at 8th level, you can use this feature as an action once per long rest. When you are outside of a building on the ground, choose a point on the ground to cause magma to erupt in a 10 foot square around it. Those caught in the eruption take 3d8 fire damage and 1d4 bludgeoning damage. The magma remains there permanently, becoming difficult terrain, and it takes 24 hours to cool. Every 5 feet a creature moves through the magma inflicts 1d8 fire damage.
Starting at 11th level, it becomes a 15 foot square and the initial fire damage increases to 4d8.
You regain the use of this feature after finishing a long rest.
Vengeful
Starting at 17th level, whenever a creature lands a critical hit against you, if they are within melee range, you may use your reaction for a retaliatory strike with whatever melee weapon you are using (or simply your hands if you do not have one), which is an automatic critical hit.
Sorcerer Discipline Spells
At 15th and 17th levels, you choose your discipline spells from the Sorcerer spell list. Discipline Spells are further detailed above in the Discipline Spells subsection of Spellcasting.
Order of the Sapphire Dragon
The Order of the Sapphire Dragon is an order for scholars and scientists. Revering sapphire dragons, they focus on forbidden knowledge – which often puts them at odds with aberrations – and the manipulation of psionic energies. They immerse themselves in research or experimentation, and often are helping people or embarking on quests to find answers or perhaps to find new questions. They tend to be more neutral about the affairs of the world than evil or good, but their thirst for knowledge can put them anywhere on that spectrum.
Sapphire Dragon Spells
| Dragon Knight Level | Spells |
|---|---|
| 1st | booming blade, alarm, thunderwave |
| 3rd | mind thrust, shatter |
| 5th | psionic blast, thunder step |
| 7th | confusion, stone shape |
| 9th | destructive wave, teleportation circle |
Sonic Breath
The damage type of your breath weapon is Thunder, and its shape is a 15 ft. cone. Creatures in its path must make a Dexterity saving throw.
Thunder Resistance
You have resistance to thunder damage.
Deep Knowledge
Starting at 2nd level, you know Deep Speech. You also have advantage on any Intelligence-based checks regarding aberrations.
Acute Hearing
Starting at 2nd level, you have advantage on Perception and Insight checks related to hearing.
Limited Telepathy
Starting at 6th level, you can communicate telepathically with any creature within 60 feet of you, though the creature cannot respond telepathically.
Starting at 14th level, creatures can respond telepathically if they are within 30 feet of you. You also have advantage on all Charisma-based checks when communicating telepathically.
Mountain Dweller
Starting at 7th level, you have advantage on saving throws in mountain terrain, and your physical attacks deal an extra 1d4 damage in that terrain.
Starting at 11th level, you also have an additional 5 feet of movement speed in mountain terrain.
Manipulate Physics
Starting at 8th level, you can innately cast the telekinesis spell once per day, and it does not count toward your spell slots or prepared spells. The spellcasting ability for this is Intelligence.
Starting at 11th level, you can innately cast the reverse gravity spell once per day, and it does not count toward your spell slots or prepared spells. The spellcasting ability for this is Intelligence.
Warlock Discipline Spells
At 15th and 17th levels, you choose your discipline spells from the Warlock spell list. Discipline Spells are further detailed above in the Discipline Spells subsection of Spellcasting.
Psionic Mastery
Starting at 17th level, any spells you cast that deal psychic or force damage deal an additional 1d10 damage of that type.
Order of the Shadow Dragon
The Order of the Shadow Dragon is made up mostly of thieves, bandits, and assassins, though not all factions of the order are evil. They revere shadow dragons and as such have a fascination with the Shadowfell – a dark and dangerous plane and the source of all such dragons. They prize subtlety and stealth and often pursue lives of quiet warfare or daring heists.
Shadow Dragon Spells
| Dragon Knight Level | Spells |
|---|---|
| 1st | chill touch, hex, inflict wounds |
| 3rd | darkness, pass without trace |
| 5th | animate dead, vampiric touch |
| 7th | blight, shadow of moil |
| 9th | far step, negative energy flood |
Shadow Breath
The damage type of your breath weapon is Necrotic, and its shape is a 15 ft. cone. Creatures in its path must make a Dexterity saving throw.
Necrotic Resistance
You have resistance to necrotic damage.
Brash Subtlety
Starting at 2nd level, you become proficient in the Stealth skill, and you do not have disadvantage on stealth checks while wearing heavy armor.
Enhanced Darkvision
Starting at 2nd level, you gain Darkvision if you do not have it already, and you can see an additional 30 feet in both darkness and dim light.
In the Shadows
Starting at 6th level, you have advantage on attack rolls in dim light and darkness.
Starting at 14th level, you land a critical hit if you roll an 18-20 while in dim light or darkness.
Underdark Dweller
Starting at 7th level, you have advantage on saving throws in Underdark terrain, and your physical attacks deal an extra 1d4 damage in that terrain.
Starting at 11th level, you also have an additional 5 feet of movement speed in Underdark terrain.
Dark Portal
Starting at 8th level, you can use this feature once per long rest as an action to create a portal to the Shadowfell. You can choose which creatures are able to enter the portal. Once in the Shadowfell, you can use the feature to create another portal back to the Material Plane, but only if you do so within one minute, otherwise you are trapped there until you finish a long rest.
Starting at 11th level, once you have opened a portal, you can use a bonus action to beckon a creature to pass through the portal from the Shadowfell. The creature is determined either at random or by the DM. Once it enters, you must make a Charisma saving throw to see if the creature is hostile toward you. On a successful save, it is friendly toward you for one hour. On a failed save, it is hostile.
Wizard Discipline Spells
At 15th and 17th levels, you choose your discipline spells from the Wizard spell list. Discipline Spells are further detailed above in the Discipline Spells subsection of Spellcasting.
Shade In
Starting at 17th level, whenever you exit Stealth, whether that be willingly or upon being discovered, you deal 1d10 necrotic damage to any hostile creatures within 15 feet of you, and you may add a d4 to your next saving throw, (if it is within 1 minute).
Order of the Silver Dragon
The Order of the Silver Dragon attracts philosophers and illusionists. They are very personable and friendly, and tend to be of longer-lived races such as elves and gnomes, as – like the silver dragons they revere – they are fascinated with the idea of mortality, specifically that of the shorter-lived races such as humans. They also vigorously study shapeshifting and seek to develop an innate magic for it on their own.
Silver Dragon Spells
| Dragon Knight Level | Spells |
|---|---|
| 1st | ray of frost, armor of agathys, tasha's hideous laughter |
| 3rd | alter self, hold person |
| 5th | slow, tongues |
| 7th | fabricate, polymorph |
| 9th | cone of cold, hold monster |
Frost Breath
The damage type of your breath weapon is Cold, and its shape is a 15 ft. cone. Creatures in its path must make a Constitution saving throw.
Cold Resistance
You have resistance to cold damage.
Of Noble Manner
Starting at 2nd level, you have advantage on any Charisma-based checks with nobles, royalty, and the wealthy.
Anthropologist
Starting at 2nd level, you have advantage on any Intelligence based checks about human characters, organizations, or cultures. If the check is regarding any group that is not solely or primarily human, you do not have advantage, but you gain additional knowledge or insights about any human characters or aspects of that group.
Sworn Protector
Starting at 6th level, you can use this feature once per long rest to select a creature to protect for up to 2 hours. While this effect is active, if you are within fifteen feet of the chosen creature, you may use your reaction to roll a Dexterity saving throw (the DC of which is determined by your AC) to protect them from any damage.
Starting at 14th level, you may select up to two creatures at once, or use this feature two separate times per long rest.
You regain any expended uses of this feature after finishing a long rest.
Urban Dweller
Starting at 7th level, you have advantage on saving throws in
urban terrain, and your physical attacks deal an extra 1d4 damage in that terrain.
Starting at 11th level, you also have an additional 5 feet of movement speed in urban terrain.
Shapeshifter
Starting at 8th level, you can use this feature as an action once per long rest to transform into any humanoid creature of any race or gender you have seen that has a challenge rating (or NPC character level) equal to or lower than your character level. The change lasts up to one hour.
Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions of the new form. You do not learn any of the creature’s languages that you do not already speak.
Starting at 11th level, you can use this feature twice per long rest and can use it as a bonus action. You also learn the creature’s languages that you don’t speak, but you retain none of this linguistic knowledge once the transformation is over.
You regain any expended uses of this feature after finishing a long rest.
Avoid Collateral Damage
Starting at 17th level, any spells you cast that may negatively affect or damage friendly or allied creatures will leave them unscathed. You may also choose to leave any parts of the environment unscathed that your character would wish to preserve when applicable.
Wizard Discipline Spells
At 15th and 17th levels, you choose your discipline spells from the Wizard spell list. Discipline Spells are further detailed above in the Discipline Spells subsection of Spellcasting.
Order of the White Dragon
The Order of the White Dragon attracts hunters, trappers, and even sometimes rangers. They revere white dragons, are adept at adapting to cold environments, and excel at hunting and tracking prey. They pride themselves on having a singular focus and always see their missions and commitments through.
White Dragon Spells
| Dragon Knight Level | Spells |
|---|---|
| 1st | frostbite, hunter's mark, ice knife |
| 3rd | locate object, snilloc's snowball swarm |
| 5th | sleet storm, water walk |
| 7th | ice storm, locate creature |
| 9th | cone of cold, swift quiver |
Frost Breath
The damage type of your breath weapon is Cold, and its shape is a 15 ft. cone. Creatures in its path must make a Constitution saving throw.
Cold Resistance
You have resistance to cold damage.
Draconic Aim
At 2nd level, you gain proficiency in Martial Ranged weapons and your range with all Ranged weapons increases by 15 feet.
Run to Ground
Starting at 2nd level, you can use this feature to effectively track and observe a target. You have advantage on any Wisdom or Intelligence based ability checks you make against the chosen creature for the next twelve hours.
Starting at 11th level, you can maintain up to two targets at a time. You also have advantage on the first attack roll you make against any creature you are currently tracking.
Arctic Dweller
Starting at 7th level, you have advantage on saving throws in arctic terrain, and your physical attacks deal an extra 1d4 damage in that terrain.
Starting at 11th level, you also have an additional 5 feet of movement speed in arctic terrain.
In for the Kill
Starting at 6th level, after successfully landing a ranged attack on an enemy, if they are within 30 feet of you, you can use your move and bonus actions to rush toward them and make a follow-up melee attack with one of your melee weapons.
Starting at 14th level, you can use this feature if they are within 50 feet.
Druid Discipline Spells
At 15th and 17th levels, you choose your discipline spells from the Druid spell list. Discipline Spells are further detailed above in the Discipline Spells subsection of Spellcasting.
Bestial Ferocity
Starting at 17th level, after landing a critical hit on an enemy, you can make a second attack against them. This stacks with In for the Kill (in other words, you can potentially make three to four attacks against the same foe with some lucky rolls).
Order of the Wyvern
The Order of the Wyvern attracts alchemists, hunters, and adventurers, though they tend to be those on the aggressive side. They revere wyverns, cousins to dragons, and attempt to emulate both their prowess as hunters and their comfort with
heights. They also become familiar with poisons and venoms, both in order to protect themselves and to assassinate their enemies. They are not always evil, though they do typically find themselves drawn to violent professions.
Wyvern Spells
| Dragon Knight Level | Spells |
|---|---|
| 1st | sapping sting, detect poison and disease, hunter's mark |
| 3rd | levitate, summon bestial spirit |
| 5th | fear, vampiric touch |
| 7th | confusion, giant insect |
| 9th | commune with nature, contagion |
Stinging Touch
Rather than a breath weapon, you have a draconic touch, which is a touch-ranged ability. The damage type is Poison, and a touched creature must make a Constitution saving throw. If the saving throw fails by 5 or more, the creature is poisoned for 1 hour.
At 20th level, while in Dragon Form, the damage increases to 13d6, and the creature is poisoned if they fail the saving throw at all.
Poison Resistance
You have resistance to poison damage.
Poisoner
Starting at 2nd level, you become proficient with a poisoner's kit, and you have advantage on any Intelligence, Wisdom, or Charisma checks related to poisons, venomous creatures, or poisonous plants.
High Ground
Starting at 2nd level, you have advantage on all attack rolls against creatures 10 or more feet lower than you.
Starting at 11th level, you deal an additional 1d2 damage on attacks for every 5 feet you are above the creature you're attacking, starting at 10 feet above.
Aggressive
Starting at 6th level, you deal 1d4 additional damage to an enemy that has not attempted to attack you yet.
Mountain Dweller
Starting at 7th level, you have advantage on saving throws in mountain terrain, and your physical attacks deal an extra 1d4 damage in that terrain.
Starting at 11th level, you also have an additional 5 feet of movement speed in mountain terrain.
Jump Attack
At 8th level, you gain the ability to use this feature once per long rest. While taking the attack action, you leap into the air before striking and score an automatic critical hit.
At 17th level, you may use this feature twice per long rest.
Recklessness
At 14th level, you may take a permanent 1 point decrease in either Intelligence or Wisdom (your choice) for a permanent
2 point increase in either Strength, Dexterity, Constitution, or Charisma. Alternatively, you may increase two of those by 1 point.
Witch Doctor Discipline Spells
At 15th and 17th levels, you choose your discipline spells from the Witch Doctor spell list. Discipline Spells are further detailed above in the Discipline Spells subsection of Spellcasting.
If you don't have access to this spell list, you may use either the Druid or Sorcerer spell list instead, but not both.
Class-Exclusive Spells
Legendary Prowess
4th-level abjuration
- Casting Time: 1 minute
- Range: 60 feet
- Components: V, S, M
- Duration: 12 hours
Choose a friendly creature that you can see within range. For the next 12 hours, the creature gains one legendary action, to be used at any time at the end of another creature’s turn. Any ability that it could use before as an action can be used as this legendary action.
At Higher Levels. When casting this spell with a spell slot of 5th level or higher, it grants an additional legendary action for every slot level above 4th.
Commune with Dragons
5th-level divination
- Casting Time: Ritual, 1 minute
- Range: Self
- Components: V, S, M
- Duration: 3 minutes
You contact a random ancient dragon (determined by the DM) and ask up to three questions that can be answered with a short phrase. You must ask your questions before the spell ends. You receive a correct answer for each question. The dragon is also free to speak more if it so chooses, but it is only compelled to answer your first three questions.
While communing, you and the dragon can see each other, and you learn each other’s exact location. While the dragon is compelled to answer your questions, it is not necessarily friendly (or hostile) to you. Dragons aren’t omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the dragon's knowledge. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that the dragon will refuse to answer you. The GM makes this roll in secret.
Dragon Scales
6th-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M
- Duration: 1 minute
Choose a friendly creature that you can see within range. The creature's skin temporarily transforms into dragon scales. For the next minute, the creature has +2 to its AC, resistance to piercing damage, and resistance against one of the following damage types (your choice): acid, cold, fire, lightning, necrotic, poison, psychic, or thunder.
Conjure Dragon
7th-level conjuration
- Casting Time: 1 minute
- Range: 90 feet
- Components: V, S, M
- Duration: Concentration, up to 1 hour
You summon a dragon of challenge rating 7 or lower. It appears in an unoccupied space that you can see within range. The dragon disappears when it drops to 0 hit points or when the spell ends. The dragon is friendly to you and your companions for the duration. Roll initiative for the dragon, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the dragon, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the dragon doesn't disappear. Instead, you lose control of the dragon, it becomes hostile toward you and your companions, and it might attack. An uncontrolled dragon can't be dismissed by you, and it disappears 1 hour after you summoned it. The GM has the dragon's statistics.
Dragon Knight Spells
Cantrips (0 Level)
- Acid Splash
- Control Flames
- Friends
- Green Flame-Blade
- Light
- Magic Stone
- Mending
- Minor Illusion
- Sacred Flame
- Shape Water
- Spare the Dying
- Sword Burst
- True Strike
1st Level
- Absorb Elements
- Bane
- Cause Fear
- Charm Person
- Chromatic Orb
- Comprehend Languages
- Detect Magic
- Distort Value
- Feather Fall
- Heroism
- Identify
- Jump
- Longstrider
- Magic Missile
- Sanctuary
- Snare
- Zephyr Strike
2nd Level
- Arcane Lock
- Branding Smite
- Calm Emotions
- Continual Flame
- Darkvision
- Dragon’s Breath
- Earthbind
- Enhance Ability
- Enlarge/Reduce
- Gentle Repose
- Lesser Restoration
- Pyrotechnics
- See Invisibility
- Silence
- Skywrite
- Zone of Truth
3rd Level
- Beacon of Hope
- Bestow Curse
- Clairvoyance
- Counterspell
- Create Food and Water
- Daylight
- Dispel Magic
- Elemental Weapon
- Erupting Earth
- Fly
- Glyph of Warding
- Magic Circle
- Water Breathing
- Wind Wall
4th Level
- Banishment
- Death Ward
- Divination
- Dominate Beast
- Ego Whip
- Elemental Bane
- Freedom of Movement
- Legendary Prowess
- Private Sanctum
5th Level
- Awaken
- Commune with Dragons
- Conjure Elemental
- Control Winds
- Dream
- Geas
- Passwall
- Reincarnate
- Scrying
- Skill Empowerment
- Transmute Rock
- Wall of Force
6th Level
- Blade Barrier
- Chain Lightning
- Contingency
- Dragon Scales
- Guards and Wards
- Investiture of Wind
- Primordial Ward
- Psychic Crush
- Scatter
- Sunbeam
7th Level
- Conjure Dragon
- Crown of Stars
- Fire Storm
- Magnificent Mansion
- Mirage Arcane
- Prismatic Spray
- Sequester
- Whirlwind