Dragonrider

by Emilaberry

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Dragon Rider

Dragon Rider

The method of breeding and domesticating dragons began in a city isolated by the elements. Flanked on one side by a wide, rushing river and steep, treacherous mountains on the other, the Elven city of Vanwa Ost-in-Edhil was naturally sheltered from outside interference. The mountain range, the Tenggers, was also a breeding ground for drakes of all colors, shapes and sizes. Wyverns and dragons were a regular sight in the air over Vanwa, and reports of wyrms just outside the city limits were commonplace. Needless to say, this did not create a welcoming atmosphere for outsiders.


For many years, skilled citizens of Vanwa Ost-in-Edhil began taking advantage of their precarious situation and formulated a method of domesticating the dragons of the Tengger Mountains.


Traditions of training alongside their dragon Companions, once a necessity born of proximity, became the focus of their practice. Rather than preparing themselves to fight these creatures, they began to fight alongside them, endearing themselves to the dragons in their midst.

Creating a Dragon Rider

When creating a Dragon Rider character, consider the relationship with their Dragon Companion as an integral part of their story. Have they always wanted to be a Dragon Rider, or was this something thrust upon them unexpectedly? What was the process of receiving or choosing the Companion?

Class Features

As a Dragon Rider, you gain the following class features:

Hit Points

  • Hit Dice: 1d8 per Dragon Rider level
  • Hit Points at 1st level: 8 + your Constitution modifier
  • Hit Points at 1st level: 1d8 (or 5) plus your Constitution modifier per level after 1st

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Leatherworker's tools
  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Athletics, Acrobatics, Stealth, Nature, Animal Handling, Perception and Intimidation

Dragon Rider Equipment

You may start with the following equipment plus any equipment granted by your background:

  • One martial weapon
  • Any two simple weapons
  • Leather armor or scale mail
  • Leatherworker's tools and an explorer's pack

If you forego this equipment, you start with 5d4 x 10 GP to buy your equipment.


The most curious and, at the time, crucial aspect of dragon riding was found to be the bond formed between the rider and their Companion. From a very young age, the dragons would connect to their rider on a spiritual level. Their minds linked, and as they both grew, this bond would being to show arcane promise.


This fact became the centerpiece of the methods and techniques developed by the early dragon riders. Together, the Dragon Rider and Dragon Companion could become an unbreakable unit with strategies and maneuvers unique to their partnership. The path of the Dragon Rider is solitary, but the rider is never alone.


Dragon Rider

Level Proficiency Bonus Features
1st +2 Dragon Companion, Draconic Veins
2nd +2 Fighting Style
3rd +2 Dragon Trainee, Dragon Maneuvers
4th +2 Ability Score Increase
5th +3 Extra Attack
6th +3 Adept Rider
7th +3 -
8th +3 -
9th +4 Draconic Awareness
10th +4 Improved Saddle, Signature Maneuver
11th +4 -
12th +4 -
13th +5 Bond of Scale
14th +5 Expert Rider
15th +5 -
16th +5 -
17th +6 Isolated Prey
18th +6 Perfected Maneuvers
19th +6 -
20th +6 Master Rider

Novice Rider

At 1st level, you are granted a Dragon Companion. The stats, abilities and rules for this Companion are in the Dragon Companion section. You may communicate telepathically with your Companion while they are within 1 mile of you.

Draconic Veins

Also at 1st level, you choose one of two Draconic Veins: Dragon Knight or Dragon Outrider.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Great Weapon Fighting

When you roll a 1 or 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.

Dueling

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Dragon Trainee

At 3rd level, you have begun to train extensively with your dragon. You can buy or use 10 gp worth of leather and spend eight hours creating a saddle for your dragon Companion, and gain the ability to ride the dragon while it is walking.

Dragon Maneuvers

Starting at 3rd level, you gain three Maneuver Points and may choose three Dragon Maneuvers from the Dragon Maneuvers section. If the Maneuver requires a target creature to make a saving throw, the DC equals 8 + your Companion's Strength Modifier + your proficiency bonus, unless specified otherwise. You learn an additional maneuver at 6th level and again at 10th, 14th, and 18th level. You gain one additional Maneuver point each time you gain another level of Dragon Rider. These Maneuver points recharge after a short or long rest.

Ability Score Increase

When you reach 4th 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. If your DM allows the use of feats, you may instead take a feat.

Extra Attack

At 5th level, you may attack twice when taking the attack action.

Adept Rider

At 6th level, you have become extremely comfortable on the back of your Dragon Companion and may now ride it while it flies. In addition, each of your attacks deals +1 damage while mounted.

Draconic Awareness

At 9th level, you gain advantage on Initiative Checks.

Improved Saddle

At 10th level, you may spend 8 hours and 25 gp worth of leather to craft an improved saddle. With this saddle, it only costs 5 feet of movement to mount and dismount, and you can no longer be involuntarily dismounted.

Signature Maneuver

Also at 10th level, you may choose one Tier 1 Dragon Maneuver you have already learned to be your Signature Maneuver. The Signature Maneuver may be performed once between a short or long rest without expending any Maneuver points. The Dragon Maneuver you learn at 10th level may be selected as your Signature Maneuver.

Bond of Scale

At 13th level, you may use a short rest to mend the wounds of your Dragon Companion. Any Hit Dice you expend during a Short Rest also heal the dragon for that same amount.

Expert Rider

At 14th level, you have nearly perfected aerial combat. While mounted, each of your attacks deals +3 additional damage, and you score a critical hit on a 19 or higher d20 attack roll.

Isolated Prey

At 17th level, you may use a bonus action to target a creature you can see, and your Dragon Companion becomes fixated on that target. While a creature is targeted this way, all attacks made by you and your Companion have advantage and deal an additional weapon die damage. In addition, opportunity attacks against the creature no longer require a reaction, but are still limited to one attack. Isolated Prey lasts for one minute or until the creature is killed.

Perfected Maneuvers

At 18th level, your previously chosen Signature Maneuver is perfected and no longer costs Maneuver points. In addition, you select a maneuver from any tier to be your second Signature Maneuver, including the Dragon Maneuver gained at this level.

Master Rider

At 20th level, your bond with your Companion becomes unbreakable. While mounted, you and your Companion have advantage on all saving throws. Your telepathic bond persists as long as you are on the same plane. In addition, if you have 0 Maneuver points upon rolling initiative, you start your turn with 5.

Draconic Veins

Dragon Knight

If you choose Dragon Knight at 1st level, your bond with your Companion bolsters your fortitude. You gain proficiency in Heavy Armor.


Scaled Hide

At 3rd level, you gain a +3 Max HP and +1 additional Max HP for each level you gain in Dragon Rider.


Tooth and Claw

At 7th level, when you deal damage to a creature, you may deal additional damage equal to your Dragon Rider level. Tooth and Claw recharges after a short or long rest.


Draconic Ability

At 11th level, your bond with your Companion enhances your fortitude beyond natural capabilities. Choose either Strength or Constitution. That ability's maximum is increased to 22.


Strength of Scale

At 15th level, whenever you roll a Strength check or Strength saving throw, you may add a d6 to that roll.


Aura of Dominance

At 19th level, you become a bulwark of Draconic power. You may use an action to gain resistance to all types of damage for one minute. During that time, all of your weapon attacks deal an additional weapon die of the damage type appropriate to your dragon Companion. Aura of Dominance recharges after a short rest.

Level Proficiency Bonus Features
1st +2 Dragon Knight
3rd +2 Scaled Hide
7th +3 Tooth and Claw
11th +4 Draconic Ability
15th +5 Strength of Scale
19th +6 Aura of Dominance

Dragon Outrider

If you choose Dragon Outrider at 1st level, your bond with your Companion sharpens your senses. You gain proficiency in perception. If you already have proficiency in Perception, you gain expertise.

Moonlight Hunter

At 3rd level, you and your Companion, gain darkvision out to a range of 120 feet.

Supple Wings

At 7th level, your Companion gains the ability to Dash as a bonus action, and any stealth checks made while mounted gain advantage.

Draconic Ability

At 11th level, your bond with your Companion enhances your scouting abilities beyond natural capacity. Choose either Dexterity or Wisdom. That ability's maximum is increased to 22.

Take Aim

At 15th level, your bond with your Companion enhances your accuracy. Once per turn, the Dragon Outrider may choose to reroll one attack that misses.

Aura of Agility

At 19th level, you may use an action to massively enhance your quickness and accuracy. For one minute, the movement speed of you and your Companion is doubled and you may make an additional attack per attack action. Aura of Agility may be used once per long rest.

Level Proficiency Bonus Features
1st +2 Dragon Outrider
3rd +2 Moonlight Hunter
7th +3 Supple Wings
11th +4 Draconic Ability
15th +5 Take Aim
19th +6 Aura of Agility

Dragon Companions

At 1st level, you choose a Dragon Companion to grow, level, explore and fight by your side. This dragon grows like any other, but shares your alignment. Its growth is stunted by the process of domestication.


Your Companion operates on your initiative and shares your action. On your turn, you may command them to move, take the Dash, Dodge, or Disengage actions without sacrificing any movement or action of your own. For your Companion to attack, you must sacrifice one of your attacks for each attack they take.


Your Companion may be knocked unconscious, but their magical bond with you prevents them from being permanently killed unless you are also killed.


Your Companion regains health as usual. The Dragon Companion Chart dictates what Proficiency Bonuses and additional Hit Dice your Companion gains upon leveling up.

Level Proficiency Bonus Dice Features
1st +2 1d12 Darkvision
2nd +2 2d12 Breath Attack
3rd +2 3d12 Size Increase, Natural Armor
4th +2 3d12 ASI
5th +3 4d12 Shape Change
6th +3 5d12 Fly Speed Increase, Breath Attack Range Increase
7th +3 6d12 Natural Armor
8th +3 6d12 ASI
9th +4 7d12 Advanced Darkvision
10th +4 8d12 Breath Attack Range Increase
11th +4 9d12 Fly Speed Increase
12th +4 9d12 ASI
13th +5 10d12 Natural Armor
14th +5 11d12 Breath Attack Range Increase
15th +5 12d12 Size Increase
16th +5 12d12 ASI
17th +6 13d12 Natural Armor
18th +6 14d12 Breath Attack Range Increase
19th +6 15d12 Fly Speed Increase
20th +6 15d12 ASI

Dragon Companion Feats

Ruby Dragon:

This dragon's scales are a bright red color at a young age, eventually progressing towards a darker crimson later in life. Their breath is released in a fiery cone of intense heat, easily incinerating anything in its path. The ruby dragon's breath attack requires a Dexterity saving throw.

Sapphire Dragon:

This dragon's scales begin as the color of the sky; soft blue, with flecks of cloudy white. As they age, the scales shift into a deep oceanic blue. Their breath manifests as a line of electrical energy, eventually gaining enough power to stop the heart of any living creature caught in its fury. The sapphire dragon's breath attack requires a Dexterity saving throw.

Emerald Dragon:

This dragon's scales begin as a light, grassy green, then age into the verdant green color of an untouched forest. Their breath is released in a toxic cone of poisonous gas, poisonous enough to leave even the most potent enemies retching and gasping for air.

The emerald dragon's breath attack requires a Constitution saving throw.

Opal Dragon:

This dragon's scales begin as a gleaming white, sometimes having phosphorescent flecks of light reds and greens. As they age, those phosphorescent flecks disappear and are replaced with gray, ashy undertones. The opal dragon's breath is a cone of ice so frigid that it freezes the very air inside it, and any living thing in the area may shatter from the sheer cold. The opal dragon's breath attack requires a Constitution saving throw.

Obsidian Dragon:

This dragon's scales appear almost dark gray at birth, eventually growing into scales as black as night. The obsidian dragon's breath is a heaving line of virulent acid, destructive enough at young ages to melt flesh and bone. At older ages, this acid is rumored to be able to melt stone, even metal. The obsidian dragon's breath attack requires a Dexterity saving throw.

Dragon Companion Feats

Darkvision

At 1st level, the Dragon Companion gains Darkvision out to a range of 60 ft. At 9th level, this range increases to 90 ft.

Breath Attack

At 2nd level, you may use an Action to command your Dragon Companion to expel its Breath Attack. Any creature caught in its range must succeed on a Saving throw (DC 8 + proficiency + Dragon's Constitution Modifier) appropriate to the type of dragon. On a failed save, the take 2d6 damage of the appropriate type or half as much on a success. This damage increases by 1d6 each level after the 2nd. The dragon's breath attack recharges during a short or long rest. Ruby, Emerald, and Opal dragons' breath attacks begin as a 15-foot cone. Sapphire and Obsidian dragons' breath attacks begins as a 30-foot line.

Size Increase

At 3rd level, the Dragon's size increases from Medium to Large, its walking speed increases by 5 feet and its fly speed increases by 10 feet. In addition, the damage die for its Bite, Tail, and Claw attacks increase by one die size (d4 to d6, d6 to d8, etc.). At 15th level, its size increases from Large to Huge and it gains the same additions to its walk speed and fly speed, and its damage die increase an additional size.

Natural Armor

Also at 3rd level, the Dragon Companion's AC increases by 1 point. This increases happens again at 7th, 11th, and 17th level.

Ability Score Increase

At 4th level and again at 8th, 12th, 16th, and 19th level, the play may choose to increase one of the Dragon's ability scores by 2, or two of the Dragon's ability scores by 1 to a maximum of 20.

Shape Change

At 5th level, the Dragon Companion gains he ability to change its form into a medium humanoid as an action. The player chooses this form, and the Dragon may only assume this same form each time. In this form your Companion may use its Claw and Breath attack, loses its fly speed, and its walking speed is 30 feet. Its stats otherwise remain the same.

Fly Speed Increase

At 6th level, the Dragon Companion's flying speed increases by 10 feet. This increase happens again at 11th and 19th level.

Breath Attack Range Increase

Also at 6th level, the range of the Dragon's Breath Attack increases by 10 feet. This increase happens again at 10th, 14th, and 18th level.



Hatchling Dragon Companion

Medium dragon, same alignment as rider


  • Armor Class 15 (natural armor)
  • Hit Points 14 (1d12+2)
  • Speed 20 ft., fly 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 11 (+0)

  • Saving Throws Str +5, Con +4, Wis +2, Cha +2
  • Skills Perception +2, Stealth +3
  • Damage Resistances (Breath Attack damage type)
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Common, Draconic

Actions

Multiattack. Once the Rider has gained access to Extra Attack, the Dragon Companion may use any of the following attacks once per turn, following the rules of attacking as a Dragon Companion.

Bite. Melee Weapon Attack: +5 to hit, one target. Hit: 7(1d6+3) piercing damage plus 3(1d4) damage of the appropriate type.

Tail. Melee Weapon Attack: +5 to hit, one target. Hit: 6(1d4+3) slashing damage.

Breath Attack (1 per rest). The Dragon releases its breath in a 15/30-ft. cone/line. Each creature caught in its range must succeed on a DC 12 saving throw appropriate to the Dragon's type or take 2d6 damage of the appropriate type or half as much on a success.

Dragon Maneuvers. If the target of a Dragon Maneuver is forced to make a saving throw against the Dragon's Save DC, The DC is 8 + Dragon's Strength Modifier + Dragon's Proficiency.


Dragon Maneuvers

At 3rd level, you may choose three Dragon Maneuvers from the following list, if you fulfill the prerequisites.

Tier 1 (1 Point)

Charging Strike (Dragon Form Only)

As an action and while mounted, your Dragon Companion charges forward, and you make a melee weapon attack. If the Dragon moves at least 10 feet in a straight line towards a target and the attack hits, the strike does an additional 2d8 damage. If it hits, that creature must also make a Strength saving throw against the Dragon's save DC or fall prone.

Coordinated Flank

As a bonus action while unmounted, you and your dragon flank a single opponent. If you and your Dragon are within 5 feet of the same creatures, all of your attacks on that creature have advantage until the beginning on your next turn.

Swipe The Leg (Dragon Form Only)

As a bonus action, you may command your Dragon Companion to make a tail attack against a large or smaller creature. If it hits, the creature takes damage from the tail attack and must make a Strength Save against the Dragon's save DC. On a failure, they are knocked prone.

Take The Hit

As a reaction when hit by an attack, you can command your Dragon to take the hit for you, or you can take the hit for your Companion instead. Your Dragon Companion must be within 5 feet of you to use this Maneuver.

Evasive Maneuvers (Dragon Form Only)

As a bonus action and while riding your Dragon, you may take the Dodge action. This applies to both you and your Dragon Companion.

Create An Opening (Dragon Form Only)

You may create an opening for your allies to escape by commanding your Companion to create a massive gust of wind with their wings. Using your reaction, Create an Opening allows allies within 20 feet of your Dragon Companion to move away from an enemy without incurring attacks of opportunity.

Bolstered Defense (Knight Only)

Your bond with your Companion enhances your natural defenses. As a bonus action, you may bolster your defenses, increasing your AC by an amount equal to your Dragon's Constitution modifier until the beginning of your next turn.

Sean The Perimeter (Outrider Only)

You may use a bonus action to scan the area. Any invisible or hidden creatures within 60 feet are revealed only to you until the beginning of your next turn.

Tier 2 (2 Points, Requires Level 5)

Drag 'N' Drop (Dragon Form Only)

If your Companion makes a bite attack against a medium or smaller creature and the attack hits, you may use Drag 'N' Drop to attempt to trap the creature in your Companion's mouth. The creature must succeed on a Strength saving throw against the Dragon's Save DC or it is grappled and restrained. The Dragon may move at half movement speed with the creature in its mouth and may use a bonus action to release it. The grappled creature must use an Action and succeed on a Strength saving throw to free itself.

Channeled Breath

Your connection to your Dragon Companion allows them to channel their breath attack through you weapon. As an action, you may make all creatures in a 15-foot cone in front of you make a saving throw against your Dragon's breath attack. On a failure, they take 4d8 damage of that type or half damage on a success. You may spend additional maneuver points to increase this damage by an additional 1d8 per 2 Maneuver Points spent.

Fury Strikes (Dragon Form Only)

As an action, your Dragon Companion unleashes a bite and two claw attacks in a flurry. If all three attacks hit regain one Maneuver point.

Diving Strike (Dragon Form Only)

As an action, you may dismount your Companion midair and make an attack with advantage against an opponent in your path to the ground. If the attack hits, it deals normal damage and an additional amount of damage equal to fall damage you would typically take from the fall (1d6 bludgeoning damage for every 10 feet, maximum of 20d6). When you land, you must make a Dexterity saving throw. On a success, you take no damage from the fall. On a failure, you take half damage. Save DC 15, increases +1 for every 10 feet above 50 feet.

Manifestation (Outrider Only)

Your draconic connection allows you to manifest the physical form of the dragon on your body. As a bonus action, you may strike out with the manifestation of a draconic claw, dealing 1d10 + your Strength modifier slashing damage and an additional 1d8 of your Dragon Companion's respective elemental damage. You may spend additional Maneuver Points to increase the elemental damage dealt by an additional 1d8 per 2 Maneuver Points spent.

Tier 3 (5 Points, Requires Level 10)

Ravage (Dragon Form Only)

If your Companion makes a Bite attack at a creature and the attack hits, you may use Ravage to force the creature to make a Strength saving throw against your Companion's Save DC. On a failure, they take the Bite damage and an additional 10d6 slashing damage as your Companion spins viciously and tears flesh from bone.

Recharge

You may use an action to funnel energy into your Companion to immediately recharge their Breath Attack.

Unleash

As an Action, you release the bond which connects you to your Dragon Companion, causing your Companion to enter a primal draconic fury. Roll a new initiative for your Companion. For one minute, the Companion operates on that initiative and may make two attacks per attack action. In addition, your Companion's attacks deal and additional weapon die of damage. For the duration, the Companion's Breath Attack recharges on a 5 or higher d6 roll. At the end of the minute, the Companion's Breath Attack may not be used again until a short or long rest, and you must make a DC 12 Animal Handling check. On a failure the Companion becomes hostile towards you and your allies until you use an action to succeed on the Animal Handling check.