Dragon Rider 2.0

by Ragingshpinx

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DRAGON RIDER
Class Name: Dragon Rider
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Draconic Handling 4 2 2
2nd +2 Dragon companion, Signet, Signet die 1d6 4 3 3
3rd +2 Draconic shield 4 4 4 2 - - - - - - -
4th +2 Signet die 2d6, Ability Score Improvement 5 5 4 3 - - - - - - -
5th +3 Extra attack 5 6 4 3 2 - - - - - -
6th +3 5 7 4 3 3 - - - - - -
7th +3 5 8 4 3 3 1 - - - - -
8th +3 Signet die 3d6, Ability Score Improvement 5 9 4 3 3 2 - - - - -
9th +4 5 10 4 3 3 3 1 - - - -
10th +4 6 11 4 3 3 3 2 - - - -
11th +4 6 12 4 3 3 3 2 1 - - -
12th +4 Signet die 4d6, Ability Score Improvement 6 12 4 3 3 3 2 1 - - -
13th +5 6 13 4 3 3 3 2 1 1 - -
14th +5 Dragon Advancement 6 13 4 3 3 3 2 1 1 - -
15th +5 6 14 4 3 3 3 2 1 1 1 -
16th +5 Signet die 5d6, Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 -
17th +6 6 15 4 3 3 3 2 1 1 1 1
18th +6 6 15 4 3 3 3 2 1 1 1 1
19th +6 6 15 4 3 3 3 2 2 1 1 1
20th +6 Signet die 6d6, Ability Score Improvement 6 16 4 3 3 3 2 2 2 1 1

Class Features

As a Dragon Rider you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Dragon Rider level
  • Hit Points at 1st Level: 10 + con modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + con modifier per Dragon Rider lv after 1st

Proficiencies


  • Armor: light and medium
  • Weapons: simple and martial
  • Tools: choose one: Artisan tools, Herbalism kit, or Navigators tools
  • Saving Throws: con and wis
  • Skills: Choose 3 from Arcana, Acrobatics, Athletics, history, Insight, Intimidation, Perception, or Survival

Equipment

You start with the following equipment,

(a) a longsword or short sword or (b) 4 daggers

  • (a) a Longbow w/ 20 arrows or (b) Heavy Crossbow w/10 bolts
  • Studded leather or Chainmail

Spellcasting: all rider cast spells from the Dragon rider spell list fallowing the normal rules for casting spell. their wis modifier as their key stat

Dragon Companion

Dragon riders at 2nd lv wll be chosen and bond with their dragon. This bond known as a Threshing binds the fate of the rider and dragon, if a rider or their dragon dies the other must begin making death saves due to the bond being severed. Dragons and riders communicate telepathically and a dragon will usually only talk to one rider and other dragons.

Signet dice

Signet dice are a minor manifestation of the riders Signet. They may choose to add these dice to one weapon attack roll a number of times per day equal to their con modifier.

SIGNET'S

At 2nd lv each Dragon rider devlopes a signature ability called a Signet. Signets are a result of the unique chemistry between the rider and their dragon and usually say more about the rider than the dragon, it is believed that a riders signet is a reflection of their being and overall desires or needs.

Fire Signet

Riders with this signet can harness and control fire. Upon taking this signet they gain resistance to fire and add the fallowing spells to their class spell list:

1 Burning Hands and Chromatic orb (fire only)
2 Flaming sphere and Schorching ray
3 Fireball and Flame stride
4 Fire shield and Wall of fire
5 Immolation
6 Investiture of Flame
7 Delayed blast Fireball
8 Incendiary Cloud
9 Meteor Swarm

Blazing Fire: Starting at 7th lv you have learned empower your fire based spells beyond that of there normal limits, you may now add your Signet die to any fire based spell you cast.

Shaped Charge: Starting at 13th lv you have gained such mastery over fire based spells that you can shape pockets of protection inside the area effects. You may choose a number of allies equal to your wis modifier. these allies automatically make their save and take no damage.

Ice Signet

Riders with this Signet can harness and control Ice and frost. Upon taking this Signet they gain resistance to cold damage and add the fallowing spells to their class list:

1 Ice Knife and Chromatic orb (cold only)
2 Rime's Binding ice and Snilloc's snowball swarm
3 Sleet Storm and Iceball*
4 Ice Storm
5 Cone of cold
6 Wall of ice and Otiluke's Freezing Sphere
7 Delayed Blast Iceball*
8 Illusory Dragon (cold only)
9 Frozen Meteor Swarm*
 *use  Fireball, Delayed Blast Fireball or Meteor swarm spell description but convert to cold damage

Artic Chill: Starting at 7th lv you have learned to empower your cold based spell beyond that of there normal limits, you may now add your Signet die to any cold based spell you cast.

Armor of Ice: Starting at 13th lv you have learned to protect yourself with Signet. You may expend one use of your Sigent dice to gain and ac bonus equal to your con modifier and gain a number of temporary hit equal to your signet dice roll.

Lightning Signet

Riders with this Signet can summon and harness the power of lightning and thunder. Upon taking this signet they gain damage resistance to lightning and add the fallowing spells to their class list:

1 Thunderwave and Chromatic orb (lighting only)
2 Flaming Sphere and Scorching ray (convert both to lightning damage
3 Lightning bolt and Thunder Step
4 Storm Sphere and elemental bane (lightning only)
5 Immolation (convert to lighting)
6 Chain Lighting
7 Delayed Blast Lightning Ball
8 Illusory Dragon (Lightning only)
9 Split the Skies*

*Split the skies- Casting Time: 1 action Range: 1 mile Components: V, S Duration: Instantaneous

*Upon casting this spell the caster creates a 80ft long by 10 ft wide blast of lighting and thunder. Creatures caught in the area must make a dex saving throw, on a failed save they take 20d6 lightning and 20d6 thunder damage and becomes deafened or half as much on a successful save and isn't deafened.

Static Charge: Starting at 7th you have learned to empower you lighting or thunder spells beyond that of there normal limits, you may now add your signet die to your lightning and thunder spells.

Overcharged: Starting at 13th level, you can increase the power of your simpler spells. When you cast a Dragon Rider spell of 1st through 5th level that deals Lightning or thunder damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

Mender Signet

Riders with this Signet can mend objects and creatures...or unmend them, Riders with sigent deal necrotic damage with their signet die. Upon taking this signet anytime the rider heals a creature they may add their Dragon rider lv to the amount healed and add the fallowing spells to their class list:

1 Cure wounds, Healing word, and Detect poison and disease
2 Protection from poison and Lesser Restoration
3 Mass healing word and Revivify
4 Death ward
5 Greater Restoration and Mass Cure wounds
6 Heal
7 Regenerate and Resurrection
8 Holy Aura
9 Mass heal and Power word: Heal

Object Mending: Starting at 3rd lv you have learner how to use your healing spells to mend objects and constructs

Healing Surge: Starting at 7th lv, you have learned to empower your healing spells to an even greater potential, you may now add your signet die to healing spells you cast.

Supreme Healing: Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Protection Signet

Riders with this signet are a master of wards and protections. Riders with this signet deal force damage with their signet die. Upon taking this signet the Rider gets a bonus to their AC equal to their Wis modifier and adds the fallowing spells to their class list:

1 Mage Armor and Shield
2 Thought shield and Mental Barrier
3 Glyph of warding and Protection from Energy
4 Gate Seal and Guardian of Faith
5 Wall of Stone
6 Fizban's Platinum shield and Globe of Invulnerability
7 Symbol
8 Antimagic Field
9 Gate

Aura of Shielding: Starting at 3rd lv you have learned to better protect your allies within 5 ft of you, adding half your Wis modifier to their AC.

Rune of Negating: Staring at 7th lv if you or an ally within your line of sight is hit by an attack you may as a reaction, expend a signet die to throw a rune over them reducing the damage the damage taken by an amount equal to your signet die roll.

Greater Aura of Shielding: Starting at 14th lv you have learned to further expand your ability to shield your allies. Once per short Rest as an action you can bestow a number of creatures equal to your Wis modifier with the Effects of the Shield spell.

Draconic Shield

Due to the fact that the dragon chooses their Rider, they will usually try to protect their rider at all cost. As a reaction, while within the dragons reach when the rider is hit with an attack the dragon can choose to take the damage instead.

Dragon Advancement

At 14th lv through experience and the Strengthening of their bond, the riders dragon advances in age category to an Adult.

Draconic Handling

Starting at 1st lv all riders begin to learn how to interpret and understand unboned dragons actions and how to deal with or influence them. the rider may roll a wis check vs the dragons wis save to try and improve the dragons attitude toward them.

Cantrips (0 Level)
  • light
  • Mage hand
  • Mending
  • Message
  • Prestidigitation
  • Guidance
  • Thaumaturgy
  • Minor Illusion
  • Dancing lights
1st Level
  • Catapult
  • Absorb elements
  • Comprehend Languages
  • Detect Magic
  • Detect Evil and Good
  • Alarm
  • Identify
2nd Level
  • Arcane Lock
  • Enhance Ability
  • Aid
  • Locate Object
  • Zone of Truth
  • Silence
  • Knock
3rd Level
  • Haste
  • Clairvoyance
  • Slow
  • Sending
  • Tongues
  • Nondetection
  • Leomund's Tiny Hut
4th Level
  • Arcane Eye
  • Freedom of Movement
  • Locate Creature
  • Compulsion
  • Confusion
5th Level
  • Creation
  • Seeming
  • Skill Empowerment
  • Commune
  • Scrying
  • Awaken
6th Level
  • Scatter
  • Find the Path
  • Heroes' Feast
  • True Seeing
7th Level
  • Mirage Arcane
  • Mordenkainen's Magnificent Mansion
8th Level
  • Demiplane
  • Glibness
9th Level
  • Foresight
 

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