Dragon-Rider Bond
This is a set of optional boons and bonuses that can be granted to a pair of player characters or NPCs, consisting of a paired dragon rider and a dragon. The system has been tailored to make use of a different homebrew which this content applies a few tweaks to in order to make narrative sense in my homebrew campaign setting.
In the past, others have attempted to create similar systems to represent a dragon-rider bond. Some have made PC classes or subclasses that let player characters become dragon riders, or which otherwise let them fight alongside dragons. Others have homebrewed systems for how to play as or run campaign settings using dragons, both RAW and homebrew.
My choice was to design a system of incremental bonuses that can be taken by any class in dnd, granting them the flavor of working together with a dragon, while also providing mechanical and thematic benefits to the dragon itself as a part of this bond. Some assumptions about the classes used and the nature of dragons were made, such as:
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This system is neither a class, nor a series of feats. It is a series of boons granted by the DM which help indicate the degree to which the rider and the dragon trust, work, and fight together. Both rider and dragon can gain the boons of the Dragon-Rider Bond at any level, and the benefits granted by the bond are added onto any existing class features. The level of the Dragon-Rider Bond is intended to be an indicator for how closely the pair have worked together and advanced their relationship. The system does not use experience points, and depends on the DM "leveling up" the bond similarly to milestone leveling.
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This system assumes that both the rider and the dragon are played by actual players. For the dragon player, this system assumes that the dragon character makes use of the Demi-Dragon homebrew, made by u/chimericWilder, but does not directly depend on the features granted by that content. The choice was made for balance purposes to make it of relative parity to the power level of the rider player character. That being said, since I am making this for my homebrew world, several thematic changes are made to it due to my in-universe lore regarding dragons.
Art Credit: Alex Lopez
Thematically, the changes are:
- Demi-dragons in my setting are actual true-born dragons, but the entire draconic race suffers from a curse that sometimes causes dragons to be born weaker, smaller, less magical, and less intelligent than the true dragons—which are that dragons that can be found in the Monster Manual of 5th edition D&D. In this setting, demi-dragons exist through the use of a magical compact which binds such a cursed dragon magically with a sapient humanoid, mixing the essence of their souls together, providing the dragon with a spark of intelligence and power that imitates the power and might of their ancestors, while also enabling them to develop unique skill sets that allow them to specialize and unlock their potential in different ways.
- Demi-dragons are non-sapient before the ritual is performed, and are at best highly intelligent beasts with some modicum of draconic might. After the ritual, they become demi-dragons. While they develop their own personality over time, it is common for each demi-dragon to share many characteristics with their first rider.
Mechanically, the changes are:
- Demi-dragons start only knowing Draconic, but automatically gain the benefits of the first level of the Dragon-Rider Bond, which grants them additional languages.
- You cannot multiclass into the demi-dragon class in this setting.
This system takes inspiration from other fantasy works, notably Eragon and The Inheritance Cycle, by Christopher Paolini. As both the rider and dragon simultaneously level up in their Dragon-Rider Bond, they will gain features such as telepathy, tandem-fighting tactics, and traits that bleed over between the two player characters, in order to signify how the bond between dragon and rider enables them to work together as a team.



The Dragon-Rider Compact
| Level | Feature Name | Tandem Tactics Uses | Known Tactics |
|---|---|---|---|
| 1st | Soulbond, Shared Languages | — | — |
| 2nd | Bleedover (Dragon) | — | — |
| 3rd | Bleedover (Rider) | — | — |
| 4th | Tandem Tactics | 1 | 2 |
| 5th | Draconic Aspect, Longevity | 1 | 2 |
| 6th | Rider Aspect | 1 | 2 |
| 7th | Soulbond Range | 2 | 3 |
| 8th | Draconic Aspect | 2 | 3 |
| 9th | Rider Aspect | 2 | 3 |
| 10th | Perfect Soulbond, Fight as One | 3 | 4 |
Soulbond
The rider and dragon learn to communicate telepathically with each other. Both can communicate telepathically with the other as long as they are both within a range of 60 feet the other. When communicating in this way, the rider and the dragon can make themselves understood by using words, images, and emotions.
At 7th level, this range increases to 200 feet.
Bleedover (Dragon)
The dragon gains a skill proficiency that the rider has proficiency in.
Bleedover (Rider)
The rider gains a skill proficiency that the dragon has proficiency in.
Tandem Tactics
Both rider and dragon learn specific strategies for working together during combat. They learn two Tactics of their choice from the Tandem Tactics list and gain one use of a Tandem Tactic which is shared between them, and which recharges at the end of a short or long rest. During a long rest, the rider and dragon can agree to swap one Tactic that they know with a different Tactic. In order to gain the benefits of this feature, both rider and dragon must agree on their choices. In addition, once at the start of combat when initiative is rolled, the rider and dragon can decide to swap positions in the initiative order.
Draconic Aspect
The rider gains a Draconic Aspect, providing them with benefits and slightly altering their physical form to appear more like their dragon counterpart. Select a Draconic Aspect from the list below.
At 8th level, the rider can select a second Draconic Aspect.
Rider Aspect
The dragon gains a Rider Aspect, learning a little from their companion. The dragon can only take an Aspect that aligns with the rider's chosen class. Select a Rider Aspect from the list below.
At 9th level, the dragon can select a second Rider Aspect.
Longevity
The rider is affected by their draconic companion's magic, gradually extending their lifespan. Races with shorter lifespans receive a greater benefit than those with lifespans already in the hundreds of years. The rider's maximum lifespan is multiplied by 3, to a minimum of 150 years, and to a maximum of 1000 years.
Perfect Soulbond
The range of Soulbond is increased to 400 feet. In addition, while within the range of each other's Soulbond, when either the dragon or the rider is forced to make an Intelligence, Wisdom, or Charisma saving throw, when making their roll they can choose to roll with advantage. The rider and the dragon can use this feature once each, and must finish a short or long rest before using it again.
Art Credit: Ciruelo Cabral
Fight as One
When initiative is rolled, either the rider or dragon can choose to act on the other's initiative. For the remainder of the combat encounter, both rider and dragon can act on the same turn order. At the start of each subsequent round, the rider and dragon can choose which one goes first.



Tandem Tactics
A Tactic is a maneuver used by both the rider and the dragon. All Tactics take one use of a Tandem Tactic to be activated, and some might require specific conditions to be met, such as positioning, order, or other requirements outlined in the Tactic.
The rider or dragon may only activate a Tandem Tactic if they have at least 1 use of Tandem Tacticts left, the uses of which are shared between them, and they are not Unconscious, Incapacitated, Restrained or otherwise unable to fulfill the conditions of the specific Tactic's activation.
Some effects rely on one member of the pair to act first, while others can be activated by any of the two, Rider or Dragon, it is important to distinguish who is activating the effect at the start, and who will be performing any subsequent parts of the Tactic. Usually the one who initiates a Tactic is referred to as the "Activator", while their partner is considered the "Reactor".
Constant Pressure
Any time one of the two hits a target with an attack, the other may activate this Tactic to use their reaction to make a single melee or ranged weapon attack against the same target. They must be within range in order to take this reaction.
Goad and Swap
While one of the two is in melee range of an enemy, and both are within 5 feet of each other, the Activator can use their bonus action to activate this Tactic. The Activator gains the benefit of the Disengage action, and they immediately swap positions with the other member if possible. As a reaction, the Reactor can choose to make 1 melee weapon attack at advantage against an enemy within their range. Both Activator and Reactor must be able to move into each other's space to activate this Tactic.
Defensive Interception
When one of the two is about to be hit by a melee weapon attack, and the other can see the source of the attack and is within range, they can immediately use their reaction to make a melee weapon attack against the hostile attacker, resolving the Tactic before the initial attack. Hit or miss, the attacker rolls its attack against the original target with disadvantage.
Tail Launch
While rider and dragon are within 5 feet of each other, the dragon can use their bonus action to launch the rider. The dragon can launch the rider 20 feet in any direction. As a reaction, the rider can immediately make a single melee weapon attack with advantage against any enemy they pass or which they land next to.
Hammer and Anvil
As a bonus action, either the rider or dragon can activate this Tactic and target an enemy within 5 feet of them. The Activator makes a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, the Activator can move the target up to 10 feet towards the Reactor. If the target is within the Reactor's melee range, they can immediately use their reaction to make a melee weapon attack against the target at advantage. On a hit, the target takes an extra amount of damage equal to the Activator's Strength modifier.
Magical Offensive
As a bonus action, either the rider or the dragon can activate this Tactic if the other member has the ability to cast spells. The Activator can use their bonus action to move up to half their movement in any direction and make one weapon attack at disadvantage against an enemy. Hit or miss, until the start of the Activator's turn, should the Reactor make a ranged spell attack against that same enemy, or cast a spell that forces that target to make a saving throw, the Reactor has advantage on their ranged spell attack rolls against this target and the target has disadvantage on saves against the spell being cast. This benefit is only gained for the next spell that the Reactor casts against the target of the Activator's attack. Should the effect or area of the spell also include the Activator, the Activator has advantage on their saving throw.
The Reactor can also choose to use a breath weapon instead of a spell, with the same benefits.
Wind Rider
As a Bonus Action, the dragon can activate this tactic if the rider is within 5 feet of them and the dragon has a Strength score of at least 15 or are of the Large size category. When activating this Tactic, the dragon bats their wings to send forth gusts of wind. Each creature within the area of a 15 feet long cone originating from the dragon must make a Strength saving throw, with a DC of 10 + Dragon's Strength Mod + Proficiency. On a failure, creatures in the cone are pushed 10 feet away from the dragon, and if they fail the saving throw by 5 or more, they are additionally knocked prone. As part of this Tactic, the rider can use their reaction to immediately move up to 15 feet within the same cone of effect without provoking opportunity attacks.
Sweep and Swap
As an action, the dragon can activate this Tactic while their rider is within 5 feet of them. Each creature within 5 feet of the dragon, excluding the Rider, must make a Dexterity saving throw, DC 10 + dragon's attack bonus for their tail weapon. On a failure, the creature takes an amount of damage equal to the tail weapon's damage die (without adding any Strength modifier or other bonus). After the resolution of the dragon's attack, the Rider can use their reaction to immediately move to a different spot within 5 feet of the Dragon without provoking opportunity attacks.
Aspects
Draconic- and Rider Aspects are specific feats that the rider and dragon can gain depending on the specific affinities and characteristics of their counterpart. The type of feats chosen are limited by what the pair is like. For example, if the rider is a martial class like Fighter or Paladin, the dragon might gain a Rider Aspect in the form of a feat that is tailored to represent said class, like the Athlete or Martial Adept feats. A rider gaining a Draconic Aspect might gain a feat to imbue them with Sorcerous Power like the Magic Initiate feat (Sorcerer Variant), or even feats that alter their forms to be more draconic, like Dragonborn Racial Feats (even if the rider is not a Dragonborn themselves).
Rider Aspect Examples
A list of feats that the dragon might choose to gain depending on their rider's choice of class.
Rider Aspects
| Rider Class | Feat gained |
|---|---|
| Artificer | Artificer Initiate |
| Barbarian | Charger, Durable, Savage Attacker |
| Bard | Actor, Magic Initiate (Bard) |
| Blood Hunter | Alert, Athlete |
| Cleric | Magic Initiate (Cleric), Healer |
| Druid | Magic Initiate (Druid) |
| Fighter | Athlete, Martial Adept |
| Monk | Athlete, Mobile |
| Paladin | Athlete, Inspiring Leader |
| Ranger | Alert, Skulker |
| Rogue | Skulker, Mobile, Skilled |
| Sorcerer | Magic Initiate (Sorcerer), Metamagic Adept |
| Warlock | Magic Initiate (Warlock), Eldritch Adept |
| Wizard | Magic Initiate (Wizard), Ritual Caster |
Notes on feat selection and homebrew classes
Some feats might not work exactly as intended for the dragon PC, but certain changes can be made to accommodate their nature. Some feats are easier to adapt than others, and some are downright impossible. For example, while the Sharpshooter feat might be very appropriate if the rider is a ranger, the dragon would not be able to use this as they would not normally be expected to wield ranged weapons, but some feats like the Martial Adept feat can be adapted to use the Dragon's natural weapons instead of a simple or martial weapon.
Homebrew: When using a homebrew class for the rider, or a homebrew feat, take special consideration as to how these feats thematically align with the rider's class, and how they can be adapted to work for a Demi-Dragon character.
Optional Rule: Racial Feats
As an optional rule, instead of taking a feat according to the rider's class, the dragon can choose to take a feat that represents the rider's racial features. For example, if the rider is a tiefling, the Dragon might gain the benefits of the Flames of Phlegethos feat, or if the dragon's rider is a wood elf, the dragon might gain the benefits of the Wood Elf Magic feat. Naturally, any racial feat that involves wielding weapons, such as Elven Accuracy, or any feat that requires a certain class feature that the dragon does not have, say if the dragon wants Warcaster but does not cast spells, would be eligible to be picked. In addition, most Dragonborn racial feats are redundant, as they represent a racial benefit that the dragon already possesses.
Draconic Aspect Examples
Riders that gain Draconic Aspects gain specific feats that showcase how the natural magic of their dragon companion affects them. Most of the feats available for riders through their Draconic Aspect are either Dragonborn or Demi-Dragon feats. The Rider ignores the racial requirements when choosing these feats. There are multiple types of Draconic Aspects that the rider can choose from.
Dragonborn Feats
These feats can be found in Xanathar's Guide to Everything
- Dragon Fear. If the rider does not have a breath weapon feature, they can use this feat once per long rest.
- Dragon Hide.
- Dragon Wings. If the rider already has wings their wings become draconic in appearance
Demi-Dragon Feats
These feats can be found in the Demi-Dragon homebrew.
- Broadened Breath. Only if the rider has a breath weapon.
- Misfit's Adaptation. Only if the chosen morph makes sense for a humanoid rider to have.
- Natural Ferocity. Only if the chosen effect makes sense for a humanoid rider to have.
Dragon's Breath
In lieu of picking one of the above feats, the rider can choose to gain the features of a Dragonborn's breath weapon, as well as resistance to the damage type dealt by the breath Weapon. The breath weapon must be of the same damage type as the rider's dragon companion.
Optional Rule: Exterior Changes
As an optional rule, the DM or Players may want these Draconic Aspects to manifest on the Rider's body to show how their magical relationship with their dragon companion changes them. Choose from the lost below or roll randomly to determine the results:
Exterior Changes
| Die | Changes |
|---|---|
| 1 | Patches of scales on rider's skin appear |
| 2 | One or both of the rider's eyes become reptilian slits |
| 3 | The rider's hair or Fur color changes to reflect their dragon's scale color |
| 4 | Rider's face becomes angular and more similar to that of a dragon |
| 5 | Small horns or fins begin to sprout upon the rider's head |
| 6 | A small dragon-like tail emerges from the rider's lower back |