A human clad in gleaming plate armour stares down a
snarling owlbear, slowly reaching for the lance strapped
across her back. The owlbear charges before she can reach her weapon, but a gout of fire from the sky stops the owlbear in its tracks. The gold dragon lands in front of the human, its eyes burning with a fiery vengeance as it snorts, causing flames to billow from its nostrils. Mounting her dragon, the human lets out a war cry as the dragon takes off into the air.
Pulling the bowstring back, the elf whispers a few hushed words as an arcane fire erupts around the goblins below. Lightning sparks at the tip of his arrow, and he grins to himself as he fires at the goblin chief. The arrow finding its mark, the goblin chief can barely cry for help as lightning explodes from his body, arcing off to his nearby guards. In the trees, a nearby blue dragon chuckles to itself as it descends upon those left.
The platinum dragon sniffs at some rubble before nudging it, looking back towards a halfling. She comes over and together they shift the rocks. Reaching her hand out, the halfling brushes the hair out of the eyes of the small boy who lies in the rubble. A shield of divine magic wraps around his small frame as the halfling pulls him into her arms, carrying him to safety.
Scowling to himself, the half-orc looks around the darkened cave for his quarry. Letting out a short whistle, a dark dragon, onyx in colour, seems to appear from the shadows with a dead drow in its maw. Rolling his eyes, the half-orc makes a motion with his hands, and the dragon spits out the drow, a sheepish expression on its reptilian face as darkness begins to swirl around the pair, causing them to vanish.
While different in personality and fighting styles, all of these heroes are dragon knights, a champion who fights alongside a dragon companion. Tough, relentless, and unyielding, knights and their dragons never give up, fighting to either heroic or devious ends.
An Unbreakable Bond
The bond between a knight and their dragon is nearly impossible to eclipse. Only powerful magic can even attempt to turn them against one another, and they nearly never fight each other against their own will. Despite this, a knight and their dragon are known to argue over strategy, tactics, or even miscellaneous things, as the dragon, despite its respect for its knight, is not quick to let go of its ego.
As the knight and dragon grow together, this bond strengthens, granting both the knight and dragon impressive strength and unique powers. The dragon is typically the stronger of the pair as they develop, but will be weaker earlier on, while the knight still has to watch over them to ensure their bond can continue to flourish. Eventually, some knights might put down their weapons and live a simple life with their dragon, having forged a legendary friendship through the trials they faced.
This connection has its drawbacks, however, and should the knight fall in battle, the dragon too will die, as the dragon's spirit can't live without the knight. Should the dragon fall in battle, the knight can restore its body with a costly ritual, but a few knights might instead choose to let their dragons rest, and go on to instead simply channel their dragon's power.
Practice Makes Perfect
All dragon knights are divided by their practice, and much like the dragons they raise and fight with, the knights are known to be proud at their best, and egotistical at their worst. Two people of different practices are rarely able to get along, despite how similar they might be. Those of the Platinum Practice always regard themselves superior to those of the Shadow Practice, and members of the Elemental Practice consider the members of the Rider Practice to be brutish and dim-witted.
Despite these rivalries, dragon knights are fiercely loyal, and will never betray another dragon knight, even if they come from a different practice. Dragon knights believe they only have each other to count on, as no one else understands the intense bond between the knight and the dragon.
Creating a Dragon Knight
When creating your dragon knight, there's one question you should consider before all others; how did you get your dragon? Did you find an egg, and manage to form a bond with the hatchling? Was it a gift from an ancient dragon, looking for someone to protect its young? Did it declare you as its knight one day, much to your surprise?
All dragon knights go through the bonding ceremony, which is where they form a close bond with their dragon, establishing each other as allies and protectors. Was your dragon willing in this ceremony, or was it raised to serve you? Or did your dragon actually perform the ceremony, and you had absolutely no clue as to what was going on?
Something else you must consider is your character's martial abilities. All dragon knights are skilled in combat, and how your character is too is something that will need to be considered. Perhaps they where a student at a military academy, or a guard-in-training at their home village?
You can make a dragon knight quickly by following these suggestions. First, make either Strength or Dexterity your highest ability score, depending on the type of weapons you want to use. Your next highest ability score should be Constitution if you plan to focus on melee combat, or Charisma if you want to improve your overall subclass features. Second, choose the Folk Hero background.
Each dragon knight has a different story to tell when it comes to how they met their dragon. The way a dragon and knight first meet often set up how they interact for the rest of their lives, and a bad first impression can prove disastrous to their bond.
When you consider the creation of this covenant, also consider the following: were you and your dragon both willing, and does your character ever regret the bond?
|1||Bonding with a dragon as you reach adulthood is all you've ever known, and is the way your ancestors have always lived.|
|2||You stumbled across your dragon in a forest, cave, or on the beach. Since then, it hasn't stopped following you around.|
|3||Your dragon has always been with you for as long as you remember, and you can't remember ever conducting a formal ritual.|
|4||As a way of proving yourself, you went out into the wild to capture a dragon as proof of your strength and power.|
|5||Forced to bond with your dragon, it acts as a guardian and a protector, despite how much you insist you don't need its help.|
|6||Trading a large amount of treasure for a dragon's egg, you raised the dragon to serve as your mount and companion.|
The nature of the relationship between dragon and knight varies between each dragon knight, and changes the way each knight and dragon interact with each other, and those around them. This relationship is based on their covenant, ideals, flaws, and personality traits.
While you decide on your relationship, consider how it will effect the way you and your dragon fight together.
|1||Best friends can't even begin to describe you and your dragon, and you do absolutely everything together.|
|2||Your dragon is merely a tool to be used, and you like to frequently remind it of such.|
|3||Despite your differences and arguments, you and your dragon have come to respect each other, but your relationship is still rocky.|
|4||You and your dragon have both agreed to keep your relationship businesslike. All that matters is how you can help each other.|
|5||Much to your distaste, you actually serve your dragon, and it acts as the leader in your relationship.|
|6||You and your dragon bitterly hate each other, but are forced together because of the bond you share. You both understand seperation could prove disasterous.|
Finally, having a draconic companion is not without its complications. Somewhere in your travels, your and your companion may have caused fear among travelers or gained the ire of a noble court. This obstacle might determine complications that arise in your adventures.
Should you choose to roll or select from the following obstacles, or create your own, be sure to consider how it affects how you and your dragon interact with others.
|1||The mother of your dragon companion is searching for its child, and you worry it might find you.|
|2||Bounty hunters are looking for your dragon, as its scales and teeth could sell for quite a lot.|
|3||A village believes that your dragon is the cause for all of their problems, and seeks retribution.|
|4||Due to your bond, you have slightly draconic features that make you appear untrustworthy and intimidating.|
|5||A religious order considers you a heretic for having a dragon companion, and wants to "liberate" it for their own purposes.|
|6||You and your dragon used to be one whole dragon, and the sudden split is strange and uncomfortable.|
The Dragon Knight
|1st||+2||Dragon Covenant, Covenant's Bond|
|2nd||+2||Fighting Style, Dragon's Fury|
|3rd||+2||Dragon Knight Practice, Eye for Detail|
|4th||+2||Ability Score Improvement|
|5th||+3||Coordinated Attack, Draconic
Growth, Rending Strikes
|6th||+3||Breath Weapon, Dragon's Fury improvement|
|7th||+3||Dragon Knight Practice feature|
|8th||+3||Ability Score Improvement|
|10th||+4||Dragon Knight Practice feature, Dragon's Fury improvement|
|11th||+4||Draconic Nature, Rending Strikes improvement|
|12th||+4||Ability Score Improvement|
|14th||+5||Legacy of the Dragon,
Dragon's Fury improvement
|15th||+5||Dragon Knight Practice feature|
|16th||+5||Ability Score Improvement|
|18th||+6||Dragon Knight Practice feature|
|19th||+6||Ability Score Improvement|
As a dragon knight, you gain the following class features.
- Hit Dice: 1d10 per dragon knight level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per dragon knight level after 1st
- Armour: All armour, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Constitution, Charisma
- Skills: Choose two from Arcana, Athletics, Deception, Intimidation, Perception and Persuasion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) chain mail, (b) scale mail, or (c) leather armour
- (a) a light crossbow and 20 bolts or (b) five javelins
- (a) a dungeoneer's pack or (b) an explorer's pack
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Prerequisites. To qualify for multiclassing into the dragon knight class, you must meet these prerequisites: Strength and Charisma 13.
Proficiencies. When you multiclass into the dragon knight class, you gain the following proficiencies: Light armour, medium armour, shields, simple weapons, and martial weapons.
At 1st level, you form a covenant with a type of dragon. The damage type associated with each dragon is used by features you gain later. You also gain the service of a dragon, who's statistics can be found at the end of the document. The dragon gains additional damage immunities and traits, depending on the type of dragon you chose for your Dragon Covenant.
When you die, your dragon also dies after a number of hours equal to your dragon knight level. If your dragon companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of precious gems per your dragon knight level, you can call forth your companion's spirit and use your magic to create a new body for it. You can return a dragon companion to life in this manner even if you do not possess any part of its body.
Returning your dragon to life is a gruelling process, and you must expend a number of hit dice equal to half your dragon knight level (rounded up) to perform this ritual.
Finally, you can speak, read, and write Draconic due to the bond you and your dragon share.
Also at 1st level, your dragon gains a number of benefits because of the bond you have forged together.
The dragon obeys your commands as best it can. Your dragon shares your initiative, and acts on your turn. You determine its actions, decisions, attitudes, and so on (no action required by you). If you are incapacitated, your dragon acts on its own. If you're absent, it rolls its own initiative.
Your dragon can't take the Attack action. It has yet to master flying and falls if it ends its turn in the air. Additionally, it can't be used as a mount or can't fly with a creature it has grappled.
Your dragon companion has abilities and game statistics determined in part by your level. Your dragon uses your proficiency bonus rather than its own. While not wearing barding, your dragon companion has a natural armour class of 10 + its Constitution modifier + your proficiency bonus.
For each dragon knight level after 1st, your dragon companion gains hit points equal to 6 + its Constitution modifier, and it gains one additional hit die. The dragon's hit dice are d10s, regardless of its size. When the dragon is reduced to 0 hit points, it makes death saving throws as a player would.
Your dragon companion also gains proficiency in two skills of your choice, and shares your saving throw proficiencies. Your dragon companion can't attune to or activate magical items.
Your dragon companion's level is equal to your dragon knight level for the purpose of calculating spells like polymorph and true polymorph.
You and your dragon always know the direction to one another, and can communicate with vague images, emotions, and feelings, regardless of distance to one another.
Whenever you gain the Ability Score Improvement class feature, your dragon's abilities also improve. Your dragon can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your dragon can't increase an ability score above 20 using this feature. Your dragon companion can't take feats.
Your dragon shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your dragon shares your ideal, and its bond is always "I will protect my knight; I will do the best I can for my knight; I will die for my knight."
|___1___||I love to collect gems and art pieces.|
|2||If you threaten my friends, you threaten me.|
|3||I stay on alert so others can rest.|
|4||I love to explore, so that I can discover and learn about different cultures.|
|___1___||As a dragon, I'm naturally superior to others.|
|2||I'm secretly terrified of other dragons.|
|3||I hold permanent grudge against anyone who offends my knight.|
|4||I get jealous when my knight spends time with people other than me.|
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a fighting style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
At 2nd level, your dragon companion is ready for battle, and can now take the Attack action in combat.
Additionally, your dragon gains the following attack options, which it can use with the Attack action. Your dragon is proficient with them, and adds its Strength modifier to their attack and damage rolls. If an option causes a creature to make a saving throw, the save DC is equal to 8 + your proficiency bonus + the dragon's Strength modifier. Your dragon can use these attack options a number of times equal to its Strength modifier (minimum of once.) It regains any expended uses when it finishes a short or long rest.
Your dragon makes a melee weapon attack against a creature within 5 feet of it. On a hit, the target takes 1d6 piercing damage, and an extra 1d6 damage. This extra damage increases to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level. The additional damage is the same type as the one associated with your Draconic Covenant.
The dragon makes a melee weapon attack against a creature within 5 feet of it. On a hit, the target takes 1d6 bludgeoning damage, and must succeed on a Strength saving throw or be knocked prone. The reach of this attack increases to 10ft at 6th level, 15ft at 10th level, and 20ft at 14th level.
Rather than making an attack, your dragon can beat its wings. Creatures of your choice within 5 feet of your dragon must make a Strength saving throw. On a failed save, a creature is pushed 5 feet away from the dragon. The range of the push and distance a creature is pushed on a failed save increase by 5 feet at 6th level, 10th level, and 14th level. Immediately after making this special attack, your dragon can move up to half its flying speed.
Dragon Knight Practice
At 3rd level, you can choose a Practice that defines your combat style, either Rider, Elemental, Platinum, or Shadow. These practices are detailed at the end of the class description.
Your choice grants you features when you choose it at 3rd level and again at 7th, 10th, 15th, and 18th level.
Eye for Detail
Also at 3rd level, you can easily discern the value and rarity of gems, art pieces, and magical items. You can spend 1 minute studying a gem or art piece, after which you learn it's exact value. Additionally, if it is a gemstone, you learn what kind of gemstone it is. If it's an art piece, you learn how old it is.
Furthermore, you can cast the identify spell, but only as a ritual. You don't require material components for the spell when you cast it this way.
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. You can't increase an ability score above 20 using this feature.
Beginning at 5th level, you and your dragon companion form a more potent fighting team. When you take the Attack action on your turn, if your dragon companion can see or hear you, it can use its reaction to make a single claw attack.
At 5th level your dragon companion's flying speed increases by 15 feet, it’s other speeds increase by 10 feet, and it no longer falls to the ground if it ends its turn in the air. At 9th level it's flying speed and other speeds increase by a further 15 feet and 10 feet respectively.
Also at 5th level, the damage of your dragon's bite, claw, and tail attacks increases to 2d6. At 11th level, they increases to 3d6.
Additionally, your dragon companion's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Starting at 6th level, your dragon has developed the ability to unleash raw, destructive elements from its mouth. The damage of the breath weapon, as well as its area, is determined by the colour of your dragon.
|Dragon||Damage Type||Breath Weapon|
|Black||Acid||5 by 30 ft. line (Dex. save)|
|Blue||Lightning||5 by 30 ft. line (Dex. save)|
|Brass||Fire||5 by 30 ft. line (Dex. save)|
|Bronze||Lightning||5 by 30 ft. line (Dex. save)|
|Copper||Acid||5 by 30 ft. line (Dex. save)|
|Gold||Fire||15 ft. cone (Dex. save)|
|Green||Poison||15 ft. cone (Con. save)|
|Platinum||Radiant||5 by 30 ft. line (Dex. save)|
|Red||Fire||15 ft. cone (Dex. save)|
|Shadow||Necrotic||15 ft. cone (Con. save)|
|Silver||Cold||15 ft. cone (Con. save)|
|White||Cold||15 ft. cone (Con. save)|
As an action on its turn, the dragon can exhale this destructive energy. Each creature in the area takes 4d6 damage on a failed save, or half as much on a successful one, with the saving throw calculated as follows:
Breath save DC
The area of the line and cone and the damage of the breath weapon increase as you gain levels in this class, as shown below.
Once your dragon has used this ability, it can't do so again until you finish a short or long rest.
|6th||4d6||5 by 30 ft. line / 15 ft. cone|
|10th||6d6||10 by 60 ft. line / 30 ft. cone|
|14th||8d6||10 by 120 ft. line / 60 ft. cone|
At 9th level, your dragon companion matures, allowing you to fight together more fluidly. Your dragon companion's size is now large, it can be used as a mount, and it is able to fly with a creature it has grappled. Additionally, as long as your dragon companion can see you, it has advantage on all saving throws.
At 11th level, you take on the physical aspects of a dragon. You gain resistance to the damage type associated with your Draconic Covenant, and you gain one of the following benefits:
Scales. Scales cover sections of your body, helping shield you from harm. While you aren't wearing armour, your AC equals 10 + your Dexterity modifier + your Charisma modifier. You can still wield a shield and get this benefit.
Eyes. Your eyes become sharp and focused. You gain proficiency in the Perception and Investigation skills if you aren't already, and you have advantage on any (Wisdom) Perception or (Intelligence) Investigation checks based on sight.
Tail. Your spine extends and you grow a scaled, muscular tail. When you take the Attack action on your turn, you can attempt to shove a creature within 10 feet of you as a bonus action.
Starting at 13th level, your dragon can let loose a vicious roar, filling nearby creatures with dread.
As an action on its turn, your dragon can roar. Any number of creatures of your choice within 20 feet of the dragon must make a Wisdom saving throw against the dragon's breath weapon DC. On a failed save, creatures are frightened of the dragon for 1 minute. The creature can repeat the saving throw at the end each of their turns, ending the effect on a success.
Once your dragon has used this ability, it can't do so again until you finish a long rest.
Legacy of the Dragon
At 14th level, you have been blessed with a dragon's extended lifespan. You age only one year for every ten years that pass, and can't be aged magically.
At 17th level, you can shrug off even the most dangerous effects. Whenever you or your dragon fail a saving throw, you can choose to turn that failure into a success.
Once you use this feature, you can't do so again until you finish a long rest.
At 20th level, you and your dragon share hit points, the total of which is equal to your hit point maximum + your dragon’s hit point maximum. Whenever one of you takes damage, that damage is subtracted from your combined hit point maximum. When this hit point maximum hits 0, both you and your dragon fall unconscious, but only you make death saving throws. If you become stable or die, so does your dragon. If you receive any healing, both you and your dragon return to consciousness. When you spend hit dice during a short rest, you can use both your hit dice and your dragon’s hit dice to restore hit points.
Dragon Knight Practice
All dragon knights can call themselves members of the Rider Practice, Elemental Practice, Platinum Practice, or Shadow Practice. The Rider Practice focuses on working in sync with their dragon: both in and out of the heat of combat. The Elemental Practice heightens their battle skill with magic, unleashing destruction on their foes. The Platinum Practice uses the divine magic of Bahamut to support their allies, protecting them with their holy light. The Shadow Practice uses misdirection and guile to gain the upper hand in all situations.
The bond between a dragon knight and their dragon is strong, but those of the Rider Practice take that even further. They seek to live and to die beside their dragon, a sentiment shared by the dragon itself. While not all riders mount their dragons, those who don't are rare. Those of the Rider Practice fight in tandem with their dragon, and win in tandem with them.
Starting at 3rd level, you're able to better co-ordinate with your dragon. While both you and your dragon are within 5 feet of a hostile creature, the creature has disadvantage on attack rolls that doesn't target you or your dragon.
Additionally, when a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to attempt to grapple or shove the creature.
At 3rd level, you and your dragon's keen understanding of each other allows you to better act in battle. You and your dragon can add your Charisma modifier to each of your initiative rolls.
Additionally, if you can see your dragon, creatures that it can see don't gain advantage on attack rolls against you as a result of being hidden from you.
Starting at 7th level, if your dragon is within 5 feet of you, it can protect you from a creature it can see as an action. Until the start of the dragon's next turn, the creature's attack rolls against you have disadvantage. If your dragon isn't within 5 feet of you, the effect ends.
Additionally, you can use an action to stabilize your dragon, without needing to make a Wisdom (Medicine) check. When stabilized this way, your dragon will regain 1 hit point after 1d4 minutes instead of 1d4 hours.
Starting at 10th level, you and your dragon rule the sky. Mounting and dismounting your dragon only costs 5 feet
of movement instead of half your speed, you have
advantage on saving throws made to avoid falling
off your dragon, and neither you or your dragon
take fall damage if you fall 20 feet or less.
Starting at 15th level, you and your dragon are able to tear through your enemies. If your dragon moves at least 20 feet straight toward a creature and then hits it with a melee weapon attack in the same turn, the target takes an extra 3d4 damage.
Additionally, your dragon can use an action to rampage and make a claw attack against any number of creatures within 5 feet of it, with a separate attack roll for each target. If you're within 5 feet of your dragon when they rampage, you can use your reaction to make a melee weapon attack against each creature within your reach that was attacked by your dragon during their rampage. Your dragon can't rampage again until you finish a short or long rest.
Starting at 18th level, the range of Titanic Roar is increased to 120 feet, creatures that are frightened of your dragon have a speed of 0, and when you or your dragon hit a creature that is frightened of your dragon with a weapon attack, the attack is considered a critical hit.
Dragon knights of the Elemental Practice value the raw, destructive power of their dragons, as well as their inherent charisma, and strive to both emulate and empower this aspect of their dragons through magic.
When you reach 3rd level, you heighten your battle ferocity with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 of the Player's Handbook for the sorcerer spell list.
Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots. The Elemental Practice Spellcasting 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 spells level or higher. You regain all expended slots when you finish a long rest.
For example, if you know the first level spell chromatic orb and have a 1st-level and 2nd-level spell slot available, you can cast chromatic orb using either slot.
Spells Known of 1st Level and Higher. You know two 1st-level sorcerer spells of your choice. Both must be from the enchantment and evocation spells on the sorcerer spell list.
The Spells Known column of the Elemental Spellcasting table shows when you can learn more sorcerer spells of 1st level or higher. Each of these spells must be an enchantment and evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st of 2nd level.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or enchantment spell.
Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since your magic draws from the power and dominance of dragons. 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 a sorcerer spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier = your proficiency bonus +
At 3rd level, whenever you cast a spell of 1st level or higher, you can imbue your weapon with elemental power until the end of your next turn. When you make an attack with an imbued weapon and hit, the target takes an additional 1d4 damage per level of the spell you cast. This damage is the damage
type associated with your Draconic Covenant.
Elemental Practice Spellcasting
|Level||Cantrips Known||Spells Known||1st||2nd||3rd||4th|
At 7th level, when you use your action to cast a spell, if your dragon companion can see you, it can use its reaction to move up to half its speed without provoking attacks of opportunity.
Beginning at 10th level, whenever you or your dragon rolls damage of the type associated with your Draconic Covenant, you can treat any 1 you roll as a 2.
At 15th level, your elemental prowess extends outward. When you make an attack with an imbued weapon and hit, you can have up to two creatures within 10 feet of the target of the attack take half as much additional damage.
At 18th level, when your dragon uses its Breath Weapon, you can empower it. It's area increases to a line 20 feet wide and 240 feet long if it's a line, or an 120-foot cone if it's a cone. Additionally, when you roll its damage, you can deal maximum damage instead of rolling. Finally, any damage your breath weapon deals ignores resistance to that damage.
Once you use this feature, you can't do so again until you finish a long rest.
A few dragon knights worship the Platinum Dragon, Bahamut. These few are members of the Platinum Practice, and are dedicated to preserving the lives of their allies and the innocent.
At 3rd level, your draconic nature and that of your companion shifts to reflect the holy magic you now wield. The damage type associated with your Draconic Covenant becomes radiant, and any damage and condition immunities your dragon companion has are replaced with immunity to radiant damage.
Your dragon also physically shifts to reflect this change, and its scales change colour to look like the brightest platinum.
At 3rd level, as a bonus action on your turn, you can glow with divine power; you shed bright light in a 5 foot radius and dim light for an additional 5 feet for 1 minute.
Whenever you or another creature takes damage while in an area of bright light you shed, you can use your reaction to reduce the damage by an amount equal to 1d6 + half your dragon knight level.
Once you use this feature, you can't do so again until you finish a short or long rest.
Beginning at 7th level, you now shed bright light in a 10 foot radius when you use your Platinum Protector feature. When you reach 15th level, the radius of the light increases to 15 feet.
Beginning at 10th level, you're able to easily stand against the tide of battle. You and your dragon have advantage on ability checks and saving throws to avoid being knocked prone, grappled, restrained, or otherwise moved against your will.
Starting at 15th level, when you reduce the damage a creature would take to 0 with your Platinum Protector, you can cause that creature to gain a number of temporary hit points equal to 1d6 + your Charisma modifier, which last for 1 minute.
At 18th level, you and your dragon embrace the true power of Bahamut, and his grace safeguards you both. You and your dragon companion gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, whenever you or your dragon take damage that would be equal to or lower than half your dragon knight level before resistances are applied, you instead take no damage.
Dragon knights who revere dark magic, or even strive to cause suffering in others, make up members of the Shadow Practice. Dark and elusive, these dragon knights use misdirection and guile to gain the upper hand in battle.
At 3rd level, your draconic nature and that of your companion shifts to reflect the darkness you now wield. The damage type associated with your Draconic Covenant becomes necrotic, and any damage and condition immunities your dragon companion has are replaced with immunity to necrotic damage.
Your dragon also physically shifts to reflect this change, and its scales change colour to look like the darkest ebony.
Also at 3rd level, you can move effortlessly across the battlefield, blending in with the shadows. You have a number of uses of this feature equal to your Charisma modifier, and regain all uses when you finish a long rest. As a bonus action on your turn, you can expend a use of it to conjure a 10-foot radius sphere at a point you can see within 30 feet of you, which becomes lightly obscured with wisps of dark energy. This sphere lasts for 1 minute, and any bright light inside the sphere becomes dim light. While inside this sphere, you and your dragon can each spend 5 feet of movement to teleport to any unoccupied space also inside a sphere. You and your dragon can each only teleport this way once per turn.
When you summon this sphere, you can expend additional uses of this feature. Each additional use expended increases the radius of the sphere by an additional 10 feet.
You can't have more than one sphere conjured this way at a time. If you summon a second sphere using this feature, the first sphere vanishes. If you move further than 120 feet from the sphere, it vanishes.
Beginning at 7th level, when a creature fails its saving throw against your dragon's Breath Weapon feature, it begins to wither for 1 minute. During that time, when it hits a creature with a weapon attack that use Strength, the damage of that attack is reduced by an amount equal to your Charisma modifier. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
At 10th level, you and your dragon can take the Hide action as a bonus action while in dim light or in darkness. You and your dragon also have advantage on Dexterity (Stealth) checks you make to hide in dim light and darkness.
Starting at 15th level, you can have up to two spheres conjured by your Creeping Shadows feature at once. If you summon a 3rd sphere, a sphere of your choice vanishes.
Additionally, when you roll initative and have no uses of your Creeping Shadows, you regain 1 use.
At 18th level, your dragon can create a vortex of swirling darkness around itself as an action on your turn. Creatures of your choice within 30 feet of your dragon must make a Constitution saving throw, (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, creatures take 10d10 necrotic damage and you can choose to have them either pulled up to 15 feet towards you or pushed up to 15 feet directly away from you. On a successful saving throw, creatures take half as much damage and aren't moved.
Once you use this ability, you can't do so again until you finish a long rest.
Medium dragon, (alignment same as knight)
- Armour Class 15 (natural armour)
- Hit Points 9 (1d10 + 3)
- Speed 20 ft., fly 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 16 (+3) 10 (+0) 12 (+1) 14 (+2)
- Saving Throws Same as knight
- Skills Perception +5, Stealth +1
- Damage Immunities see sidebar
- Senses darkvision 60 ft., passive Perception 15
- Languages Draconic
Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Lead Designer/Producer: u/Rain-Junkie
Additional Design: u/Cometdance
References: Player's Handbook, Xanathar's Guide
Editing/Proofreading: u/Cometdance, u/DriverX9, u/SargeBriar, u/VampireBagel_
Dragon Knight Icon: Game Icons
The Dragon Knight is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Your dragon companion gains the following additional immunities speeds, and traits, depending on the colour dragon you choose.
The dragon gains immunity to the listed damage type. Green dragons also gain immunity to the poisoned condition.
The dragon gains either a climbing or swimming speed equal to its walking speed.
The dragon gains the benefits of any traits it has listed.
Amphibious. The dragon can breathe air and water.
Ice Walk. The dragon can move across across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement.