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Dragon Rider Joined Souls Life in the Wind Creating a Dragon Rider Quick Build Class Features Hit Points Proficiencies Equipment

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Page 1: D r ag o n R i d e rd r ag o n c h a r g e:khq\rxuhdfk wkohyho \rxdqg\rxugudjrqkdyhehfrph dsrzhuixowhdprqwkhedwwohilhog ,i\rxdqg\rxugudjrq uxvkdwohdvw ihhwlqdvwudljkwolqhwrzdugdqhqhp\dqg

Dragon RiderA lightly armored half-elf sits atop her scaled companion.

Light glints off of the scales as the dragon jumps from it's

perch in the mountains to fly down to the valley below.

Dodging between a slew of black arrows, the dark blue

dragon spews a blast of lightning from it's maw onto the

squad of goblins below.

A hulking red dragon breathes fire upon a slew of soldiers

upon a battlfield marred with ashes and arrows. Bodies are

littered around the dragon and his Orc companion, sitting

upon the dragon skewering anyone dumb enough to come

within range of the bloodthirsty pair.

Clothed in a white robe pulled tight around him, a young

human and his large white dragon companion stalk their prey

through a snowy field. The pari is nearly indistinguishable

from the ground beneath them and their quarry is unaware of

their presence. Large bolts of magic blast from the human's

hands as he strikes the creatures before him.

Regardless of scale color or birthplace, the dragon and his

rider are bonded from birth. Joined at the soul, dragon and

rider are inseparable. Whether good or evil, lawful or chaotic,

a dragon and his rider work together toward their common

goal; each giving the other benefits because of their joined

souls.

Joined SoulsA Dragon Rider and his Dragon are bonded at birth. The

child is paraded before several dragon eggs until one hatches.

When the egg hatches for a child, the child and the dragon

form a bond that magically joins their souls together. The

dragon and his future rider become inseparable, forming a

strong telepathic bond.

The Dragon grants his rider innate magical abilities,

coming directly from the Dragon's magical ancestry. The

Dragon Rider can tap into the senses of his scaled

companion, allowing him to see farther, hear better, and smell

more sharply than a normal person would be able.

Because of the nature of the bond between Dragon and

Rider, the death of one of the pair results in a catastrophic

loss for the surviving member. The most likely outcome from

a loss on this scale is insanity, with the potential for

immediate death of the surviving of the pair. However in

some instances, with a very strong will, the surviving member

will come out on the other side relatively unscathed, despite

the difficulty of living with half a soul.

Life in the WindRider and Dragon, twin souls, born to be brothers. A dragon

and rider live for adventure, travelling from place to place

exploring the known world and doing good for those around

them, or raining destruction on those unfortunate enough to

be caught in their path.

Dragon and Rider alike live a life of freedom, not being

held down by anything but the relationships that they form

with those around them.

The life of a Dragon Rider is a lonely one, however the bond

between dragon and rider allows for a companion no matter

where life takes them.

Creating a Dragon RiderAs you build your dragon rider, think about the type of dragon

with which you are bonded. The color of a dragon determines

many of the abilities that a rider recieves through his bond

with the dragon. Think about the relationship between

dragon and rider. Do you and your dragon continue to serve

the order of dragon riders? Or have you and your companion

decided to strike out alone and try to make it on your own.

What led you to become an adventurer? Do you and your

dragon have a desire to discover ancient locations not seen by

men in this era? Are you and your partner building a large

hoard, and beginning small by doing odd jobs for villagers

nearby? Maybe you are the people's champion from the town

in which you were born and raised. Maybe your dragon and

you have been cast out of your homeland because of some

crime committed at an early age. Maybe you've been cast out

because those close to you are fearful of your abilities, and

the dragon with which you have formed your bond.

Quick BuildYou can make a dragon rider quickly by following these

suggestions. First, make Strength or Dexterity your highest

ability score, depending on whether you want to focus on

melee weapons or on archery (or finesse weapons). Your next-

highest score should be Wisdom, to fuel your innate casting

ability. Second, choose the Outlander background.

Class FeaturesAs a dragon rider, you gain the following class features

Hit PointsHit Dice: 1d8 per dragon rider level

Hit Points at 1st Level: 8 + your Constituion modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constituion

modifier per dragon rider level after 1st

ProficienciesArmor: Light armor, shields

Weapons: Simple weapons, martial weapons

Saving Throws: Strength, Wisdom

Skills: Choose two from Arcana, Athletics, History,

Investigation, Nature, Perception, Survival

EquipmentYou start with the following equipment, in addition to the

equipment granted by your background:

(a) leather armor, longbow, 20 arrows, and exotic saddle

(a) a martial weapon, and shield or (b) two simple

weapons

(a) a scholar's pack or (b) an explorer's pack

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The Dragon Rider

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th

1st +2 Fighting Style, Soulbound, Mind Meld 2 — — — — —

2nd +2 Blood of a Dragon 2 — — — — —

3rd +2 Rider Archetype 2 3 2 — — —

4th +2 Ability Score Improvement 2 4 3 — — —

5th +3 Extra Attack 2 4 3 — — —

6th +3 — 2 4 3 — — —

7th +3 Rider Archetype Feature 2 5 4 2 — —

8th +3 Ability Score Improvement 2 6 4 2 — —

9th +4 Draconic Senses 2 6 4 2 — —

10th +4 Rider Archetype Feature 3 7 4 3 — —

11th +4 Extra Attack 3 8 4 3 — —

12th +4 Ability Score Improvement 3 8 4 3 — —

13th +5 — 3 9 4 3 2 —

14th +5 Draconic Strike 3 10 4 3 2 —

15th +5 Rider Archetype Feature 3 10 4 3 2 —

16th +5 Ability Score Improvement 3 11 4 3 3 —

17th +6 — 3 11 4 3 3 —

18th +6 Rider Archetype Feature 3 11 4 3 3 —

19th +6 Ability Score Improvement 3 12 4 3 3 1

20th +6 United We Stand 3 13 4 3 3 1

Fighting StyleYou adopt a particular 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.

ArcheryYou gain a +2 bonus to attack rolls you make with ranged

weapons.

DefenseWhile you are wearing armor, you gain a +1 bonus to AC.

DuelingWhen 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 FightingWhen 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.

ProtectionWhen a creature you can see attacks a target other than you

that is within 5 feet of you, you can use your reaction to

impose disadvantage on the attack roll. You must be wielding

a shield.

Two-Weapon FightingWhen you engage in two-weapon fighting, you can add your

ability modifier to the damage of the second attack.

SoulboundThe group known as the Dragon Riders travels to many

towns and cities throughout the known world, bringing eggs

to be brought before newborn children. When an egg hatches

for a child, the two become bonded with soul and mind. A

dragon rider's abilities stem from this bond, but there are

downsides to this as well. Because of this bond, the death of

one of the soulbound pair results in a catastrophic loss for

the surviving member of the pair.

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But the lifelong bond is worth it for the pair, as the near

immortality flows between both dragon rider. On a percentile

die, a roll of 1-15 means death; 16-80 means permanent

insanity, 81-100 means no effect. Restoring the partner to life

restores insanity. If death, both must be restored.

A Dragon Rider also gains proficiency in the Draconic

language as well because of the bond with their dragon.

Mind MeldDragon and Rider form a special bond from birth, and both

mind and soul are joined by strong magics. A dragon rider

and his companion can speak to each other telepathically

because of this bond, but they can also meld their minds

together to become as though one mind with two bodies. This

mind meld grants special abilities to both dragon and rider as

their bond becomes stronger. Melding your mind with your

dragon takes concentration on both ends, and breaking this

concentration ends the abilities that come from your mind

meld.

SpellcastingBecause of your bond with your dragon, you have the ability

to cast magical spells. See chapter 10 for the general rules of

spellcasting and chapter 11 for the wizard spell list.

CantripsAt 1st level, you know two cantrips of your choice from the

wizard spell list. You learn additional wizard cantrips of your

choice at higher levels, as shown in the Cantrips Known

column of the Dragon Rider table.

Innate SpellcastingBeing a dragon rider allows you to draw on themagical power running through the veins of youand your companion. As your bond strengthens,then you can expand your knowledge to allow youto cast more powerful spells. You can also drawupon the ancient knowledge of dragons to increaseyour capabilities and learn new spells.

Spell SlotsThe Dragon Rider 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.

for example, if you know the 1st-level spell shield and have

a 1st-level and a 2nd-level spell slot available, you can cast

shield using either slot.

Spells Known of 1st-Level and HigherYou know 3 1st-level wizard spells of your choice, two of

which you must choose from the abjuration and evocation

spells on the wizard spell list.

The Spells Known column of the Dragon Rider

Spellcasting table shows when you learn more wizard spells

of 1st level or higher. Each of these spells must be an

abjuration or 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 or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come

from any school of magic.

Whenever you gain a level in this class, you can replace one

of the wizard spells you know with another spell of your

choice from the wizard spell list. The new spell must be of a

level for which you have spell slots, and it must be an

abjuration or evocation spell, unless you're replacing the spell

you gained at 8th, 14th, or 20th level.

Spellcasting AbilityCharisma is your spellcasting ability for your wizard spells,

since you learn your spells through the bond with your

dragon. 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 wizard spell you cast and when

making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your

Charisma modifier

Spell attack modifier = your proficiency bonus + your

Charisma modifier

Blood of a DragonBecause of your bond with your dragon, starting at 2nd level

you now have blood of a dragon running through your veins.

This prevents you from becoming sick from any disease.

You receive other benefits as you become stronger because

of your dragon blood.

Rider ArchetypeAt 3rd level, you choose an archetype that you emulate by

focusing on different areas of your bond with your dragon.

Choose Dragon Knight, or Dragon Kin, both detailed at the

end of the class description. The archetype you choose grants

you features at 3rd level and again at 7th, 10th, 15th, and

18th level.

Ability Score ImprovementWhen you reach 4th level, and again at 6th, 8th, 12th, 14th,

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.

Extra AttackBeginning at 5th level, you can attack twice, instead of once,

whenever you take the Attack action on your turn.

The number of attacks increases to two when you reach

5th level, and three when you reach 11th level in this class.

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Draconic SensesBecause of your bond with your dragon, when you reach 9th

level your mind meld allows you to share in your dragon's

senses. When your minds are melded together you gain

blindsight up to 30 feet, and darkvision up to 60 feet. Your

passive perception also matches that of your dragon.

Draconic StrikeWhen you reach 14th level, the bond between you and your

dragon has been strengthened significantly. Because of this

you are granted the ablitily to imbue your weapon with the

element relating to the type of dragon with which you are

Bonded.

Draconic StrikeDragon Damage Type

Black Acid

Blue Lightning

Brass Fire

Bronze Lightning

Copper Acid

Gold Fire

Green Poison

Red Fire

Silver Cold

White Cold

By concentrating on your bond, you can use a bonus action

to imbue the weapon you are wielding with the element

corresponding to the type of dragon to which you are bonded.

Enemies struck with your Draconic Strike take an extra 2d8

of elemental damage, and - on a failed Constitution saving

throw (DC = 8 + Wisdom + Proficiency bonus) - they also fall

victim to an effect based on the nature of your strike.

Strike EffectDragon Damage Type

Acid AC is reduced by 1

Lightning Stunned for one round

Fire Extra 1d6 burning damage

Poison Target becomes poisoned

Cold Speed is halved, disadvantage on Dex/Str savingthrows

These effects last until your next turn. You can use this

ability once per short rest, and your Draconic Strike lasts for

one minute.

United We StandWhen you reach 20th level, the soulbond between dragon and

rider has become nearly perfected and the pair can rely on

each other's strengths, and suffer each other's weaknesses.

When you and your dragon begin to meld minds, you can

choose to strengthen the connection so that your hitpoints

combine into one large pool, and when the meld ends each of

you recieve equal hitpoints. Because of this joining, the health

you share is a boon and a curse. Any condition that one of the

bond members is subjected to, the other is afflicted by this

condition as well. This ability can be used once per long rest

between the two bond mates.

Dragon Rider ArchetypesDifferent dragon riders choose different approaches to

perfecting their bond with their dragon. At 3rd level you focus

on a more specific attribute of your bond with your dragon.

The dragon rider archetype you choose to emulate reflects

your approach.

Dragon KnightThe dragon knight is a warrior who chooses to strengthen his

bond while riding on and fighting with his dragon in combat.

Dragon and Rider are strong when separated on the

battlefield, but when they fight together they are a force to be

reckoned with. A dragon knight prefers to fight upon his

dragon's back, but will fight alongside his dragon when

necessary.

ScaleboundAs your dragon grows, he or she will shed scales as they

outgrow smaller scales. As a Dragon Knight you gain the

knowledge to craft armor out of your dragon's scales. You

now gain proficiency with medium armor, and the AC for this

armor is 14 + Dex modifier (Max 2). Your scaled armor also

gives you resistance to the damage type of your dragon's

breath attack.

Bonded BrothersWhen you reach 3rd level, and you choose this archetype,

your bond with your dragon grows and you and your dragon

begin to share situational awareness on the battlefield. When

you are riding on the back of your dragon in combat, you fight

as one and protect each other's weaknesses. You and your

dragon are unable to be flanked by your enemies.

In addition, when your companion is struck by a melee

attack, you can use your reaction to add your proficiency

bonus to their AC for the remainder of the round.

Strength of DragonsAt 7th level you have such a strong connection to the ancient

dragon bloodlines that you feel the strength of dragons

flowing through your veins. You gain an immediate +1 to your

AC and you can use your dragon strength to take advantage

on any check using the Strength ability. This ability can be

used once per short rest, and you gain additional uses at 12th

and 15th level.

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Dragon ChargeWhen you reach 10th level, you and your dragon have become

a powerful team on the battlefield. If you and your dragon

rush at least 10 feet in a straight line toward an enemy and

one of you uses the attack action, the target takes 1d10 from

that attack, and must succeed on a Strength saving throw or

be knocked prone. The DC for this saving throw equals 10 +

Strength Modifier + proficiency bonus. This ability can be

used twice per long rest.

VengeanceBeginning at 15th level, Whenever your dragon companion is

struck by an attack, you may use a reaction to immediately

attack your dragon's attacker, given that you are within range

and can see the attacker.

Heart of the AncientsOnce you reach 18th level, you can draw upon the strength of

ancient dragon bloodlines. Using an action, you can expend

up to half of your Hit Dice and add them to your current hit

points. Your draconic strike also does double damage for one

minute. You must finish a long rest before you can use Heart

of the Ancients again. These hit dice aren't able to be used

during the next long rest.

Dragon KinThe dragon rider that chooses to focus his bond on a more

reflective approach to his dragon is known as a Dragon Kin.

The Dragon Kin focus on using their bond to make

themselves more like their scaled companion. A Dragon Kin

prefers to fight alongside his dragon as an ally, as well as

upon the dragon's back.

DragonskinBeginning at 3rd level when you choose this archetype, your

bond with your dragon grants your skin a portion of the

strength of a dragon's scales. Your AC when wearing no

armor is 10 + your Dexterity modifier + your Constitution

modifier. At 8th level Your Dragonskin also gives you

resistance to the damage type of your dragon's breath attack.

Ancient KnowledgeUpon reaching 3rd level you feel the Wisdom of ancient

dragons calling to you. Once per short rest you can draw

upon the ancient knowledge of dragons past to gain

advantage on any intelligence check.

Draconic ReflexesAt 7th level, your bond with your dragon has grown, and you

can feel your speed and reflexes being enhanced by the

dragon blood in your veins. You gain +10 to your speed when

you are not wearing armor, and you can use an action to draw

upon this speed to have advantage on any check using the

Dexterity ability. This ability can be used as many times as

1/3 of your dragon rider level. All expended uses are regained

after a long rest.

Frightful PresenceAt 10th level, as an action, choose one creature that is within

15 feet of you and aware of you must succeed on a Wisdom

saving throw equal to 8 + your Charisma modifier + your

proficiency bonus or become frightened of you 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. If a

creatures saving throw is successful or the effect ends for it,

the creature is immune to your frightful presence for the next

24 hours. You can use your frightful presence once per short

rest.

Breath of the DragonAt 15th level, you can use your action to exhale destructive

energy. Your draconic bond 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 type of which is determined by your

draconic bond. The DC for this saving throw equals 8 + your

Constitution modifier + your proficiency bonus. A creature

takes 5d6 damage on a failed save, and half as much damage

on a successful one.

After you use Breath of the Dragon, you can't use it again

until you complete a short or long rest.

Breath of the DragonDragon 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)

Red Fire 15 ft. cone (Dex. Save)

Silver Cold 15 ft. cone (Con. Save)

White Cold 15 ft. cone (Con. Save)

Draconic FormUpon reaching 18th level, you can assume the form of a

dragon for a short time. While you concentrate, you become

like a dragon with the following abilities. Your unarmed

damage becomes 2d12 and you can imbue your claws with

draconic strike's abilities.

In addition, you now have a roaring ability. When you roar,

enemies within 30 feet of you must succeed on a Constitution

saving throw or become frightened of you for the rest of the

round. The enemies can do nothing on their turn except try to

move as far away from you as possible. You can also use your

dragon breath one more time in addition to your Breath of

the Dragon ability. You also gain a flying speed of 30 feet.

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Dragons

True dragons are winged reptiles of ancient

lineage and fearsome power. They are known

and feared for their predatory cunning and

greed, with the oldest dragons accounted as

some of the most powerful creatures in the

world. Dragons are also magical creatures

whose innate power fuels their dreaded breath

weapons and other preternatural abilities. These abilities

present themselves as the dragon ages and grows stronger.

Dragons become large enough to ride at 6 years old, keep that

in mind when creating your character.

Colorful PredatorsThere are two main types of dragons, chromatic and metallic.

The chromatic dragons are black, blue, green, red and white.

The metallic dragons are brass, bronze, gold, and silver. Each

different colored dragon has different abilities and traits.

A dragon's color determines their breath ability as well as

other abilities that they recieve as they gain higher levels. In

addition to the various abilities dragons recieve, their color

also determines the location where the dragon makes its lair,

and the possible location of an egg.

Bonded MoralityTypically a dragon's alignment is learned from the behavior of

other dragons of the same type, however when a dragon and

rider bond, they grow together and share experiences that

help to develop their alignment together. Very often a dragon

and rider will share the same alignment, or they will have a

very similar alignment to each other.

Class FeaturesAs a dragon, you gain the following class features

Hit PointsHit Dice: 1d12 per dragon level

Hit Points at 1st Level: 12 + your Constituion modifier

Hit Points at Higher Levels: 1d12 (or 7) + your Constituion

modifier per dragon level after 1st

ProficienciesArmor: Scales (16)

Weapons: Teeth (1d10), Claws (2d6), Tail (1d8)

Saving Throws: Constitution, Dexerity

Skills: Choose two from Acrobatics, Athletics, Arcana,

Nature, Perception

Dragon TraitsAs a dragon, you gain the following traits that hold true

among dragons of all colors.

Ability Score Increase. Your Strength score increases by

2, and your Charisma score increases by 1.

Dragon

Level Proficiency Bonus Features

1st +2 Breath Weapon

2nd +2 —

3rd +2 Dragon Type Ability

4th +2 Ability Score Improvement

5th +3 Extra Attack

6th +3 —

7th +3 Dragon Type Ability

8th +3 Ability Score Improvement

9th +4 Draconic Senses

10th +4 Growth

11th +4 Extra Attack

12th +4 Ability Score Improvement

13th +5 Frightful Presence

14th +5 —

15th +5 Dragon Type Ability

16th +5 Ability Score Improvement

17th +6 —

18th +6 Dragon Type Ability

19th +6 Ability Score Improvement

20th +6 United We Stand

Age. Dragons grow fairly quickly and are able to walk within

a short time after hatching. And most dragons are large

enough to be ridden by the age of six. Dragon and rider begin

flying together at a young age, until it is almost second

nature.

Alignment. A dragon's alignment can be anything from

Lawful Good to Chaotic Evil; however, a dragon's alignment is

almost always the same as their bonded rider. It is incredibly

difficult for two beings with bonded souls to have a big

difference in morality.

Size A dragon of age 6-100 years has a size of Large. If

your dragon is older than that it would be considered Huge.

Consult your DM if your dragon's age exceeds 100 years.

Speed Your base walking speed is 30 feet. Your base flying

speed is 45 feet.

Breath Weapon.

You can use your action to exhale destructive energy. Your

draconic bond determines the size, shape, and damage type

of the exhalation.

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When you use your breath weapon, each creature in the area

of the exhalation must make a saving throw, the type of which

is determined by your draconic bond. The DC for this saving

throw equals 8 + your Constitution 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 6th level, 4d6 at 11th level,

and 5d6 at 16th level.

After you use Breath of the Dragon, you can't use it again

until you complete a short or long rest.

Breath WeaponDragon 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)

Red Fire 15 ft. cone (Dex. Save)

Silver Cold 15 ft. cone (Con. Save)

White Cold 15 ft. cone (Con. Save)

Damage Resistance. You have immunity to the damage

type associated with your breath weapon.

Languages. You can speak, read, and understand Common

and Draconic. Draconic is thought to be one of the oldest

languages and is often used in the study of magic. The

language sounds harsh to most other creatures and includes

numerous hard consonants and sibilants.

Dragons as Innate SpellcastersDragons are innately magical creatures that canmaster a few spells as they age.

A young or older dragon can innately cast anumber of spells equal to its Charisma modifier.Each spell can be cast once per day, requiring nomaterial components, and the spell's level can beno higher than one-third the dragon's challengerating (rounded down). The dragon's bonus to hitwith the spell attacks is equal to its proficiencybonus + its Charisma bonus. The dragon's spellsave DC equals 8 + its proficiency bonus + itsCharisma modifier.

Lair SeekersEach different type of dragon prefers a different type of lair.

While many dragons are content to live where their rider

lives, oftentimes they are much more comfortable finding a

lair in which they can live and store their treasures. Ask your

DM for the different types of lairs for your dragon's type.

Preferred Terrain

Preferred TerrainDifferent dragons have different favored terrains. When you

make an Intelligence or Wisdom check related to your

favored terrain, your proficiency bonus is doubled if you are

using a skill that you're proficient in.

While traveling for an hour or more in your favored terrain,

you gain the following benefits:

Difficult terrain doesn't slow your group's travel.

Your group can't become lost except by magical means.

Even when you are engaged in another activity while

traveling (such as foraging, navigating or tracking), you

remain alert to danger.

If you are traveling alone, you can move stealthily at a

normal pace.

Draconic SensesAt 9th level, your draconic senses are honed to make you the

ultimate predator. While you are concentrating, you gain

blindsight out to 60 feet, darkvision out to 120 feet, and your

Passive Perception becomes 16. Losing concentration causes

you to lose these effects.

GrowthBy 10th level you have significantly grown, doubling the

damage that you deal with your teeth (now 2d10), claws (now

4d6) and tail (now 2d8). Additionally, your movement speed

increases to 40, and your flying spead increases to 60. Your

armor class also increases to 18.

Frightful PresenceAt 13th level, creatures that are within 30 feet of you and

aware of you must succeed on a Wisdom saving throw equal

to 8 + your Charisma modifier + your proficiency bonus or

become frightened of you 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. If a creature's saving throw is

successful or the effect ends for it, the creature is immune to

your frightful presence for the next 24 hours.

As you become older and larger, your frightful presence

becomes more powerful. A wyrmling cannot cast this feature,

but a young dragon can use frightful presence on one target.

An adult dragon can cast this ability on any target within 90

feet; and an ancient dragon can cast this ability on any target

within 120 feet. (This rule applies differently than dragons

found in the Monster Manual.)

United We StandWhen you reach 20th level, the soulbond between dragon and

rider has become nearly perfected that the pair can rely on

each other's strengths, and suffer each other's weaknesses.

When you and your dragon begin to meld minds, you can

choose to strengthen the connection so that your health

combines into one large health pool, and when the meld ends

each of you recieve equal hitpoints. Because of this joining,

the health you share is a boon and a curse. Any condition that

one of the bond members is subjected to, the other is afflicted

by this condition as well. This ability can be used once per

long rest between the two bond mates.

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Black DragonsBlack dragons can typically be found in a swamp or

crumbling ruins, and they tend to shy away from civilization.

Black dragons are lonesome creatures, avoiding other

dragons that are stronger than them.

When it hatches, a black dragon has glossy black scales. As

it ages, its scales become thicker and duller, helping it blend

in to the marshes and blasted ruins that are its home.

Preferred TerrainSwampland. (refer to Preferred Terrain section listed above)

AmphibiousBlack dragons hatch with the natural ability to breath

underwater. Beginning at 3rd level, this ability can be shared

from dragon to rider. You also give advantage on stealth

checks to your party when you are in a swamp.

Cleansing BloodBecause of the time your type of dragon has spent in

swamplands, you have developed blood that cleanses your

body of toxins. When you reach 7th level, you and your rider

have resistance to poison damage, and take advantage on

Constitution saving throws relating to poison.

Escape ArtistAs a black dragon, you typically avoid larger dragons and

creatures that are stronger than you. Because of this, when

you reach 15th level, your innate spellcasting allows you to

cast darkness with no restrictions, a number of times up to

1/5 of your dragon level. You regain all uses of this feature

after finishing a long rest.

Fight for your LifeWhen a black dragon is near death, it recieves a second wind

as an attempt to escape or continue fighting to finish it's prey.

When you reach 18th level you can use your second wind and

immediately use up to half of your hit dice. You must wait

until you take a long rest to restore these hit dice, and you

may not use these hit dice during this rest.

Blue DragonsBlue dragons call the desert their home, finding comfort in

the shifting sands. Blue dragons are brilliant tacticians,

waiting out their enemies and prey to find the perfect

opportunity for attack.

A blue dragon's scales range from an iridescent azure to a

deep indigo, polished by the sand in which they live. As the

dragon ages, its scales become thicker and harder, and its

hide hums and crackles with static electricity.

Preferred TerrainDesert. (refer to the Preferred Terrain section listed above)

Inner EyelidAs a blue dragon, your type of dragon lives much of it's life in

the deserts, with strong winds blowing fine sand all around.

Your type has developed inner eyelids to prevent blindness in

the desert. When you reach 3rd level you can share this with

your dragon rider. You are immune to blindness, except by

magical means, and your dragon rider has resistance to

blindness, except by magical means.

DischargeAs a blue dragon, your scales build up a charge of static

electricity. Beginning at 7th level, when an enemy strikes you,

your static electricity discharges and has a chance to stun

them. The creature must make a Constitution saving throw.

The DC for this saving throw equals 8 + your Wisdom

modifier + your proficiency bonus. On a failed save, the

attacker is stunned for 1 round. You must finish a short rest

for your charge to build up again.

Sand StormWhen you reach 15th level, you gain the ability to create a

powerful sandstorm with your wings and your innate magical

ability. You can concentrate to form a sandstorm that hurts

and blinds your enemies. As long as you maintain your

concentration, a sandstorm rages in a circle around you with

a radius of 15 feet. There must be dirt or sand for you to use

this ability. A creature within the sandstorm takes 1d6 of

damage for each turn they end in the sandstorm.

Chain LightningWhen you reach 18th level, you can use your horn to direct a

lightning storm. This lightning storm arcs between 5 targets

of your choice. Each target takes 6d6 lightning damage and is

stunned for one round. You must finish a long rest before you

can use Chain Lightning again.

Green DragonGreen dragons are most often found in forests and jungles

around the world. Most green dragons are best when fighting

on the ground, but are capable in aerial combat as well.

A newly hatched green dragon has scales so dark they are

nearly black, but as it ages these scales become harder and

lighter.

Preferred TerrainForest. (refer to the Preferred Terrain section listed above)

Silver TongueThe green dragon is a master manipulator, using it's silver

tongue to gain treasures, earn favors, and influence those

around them. At 3rd level, you share this ability with your

rider. You and your rider have advantage on Persuasion

attempts when you are melding minds.

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Natural CamouflageAt 7th level, you and your rider have grown a significant bond,

and because of this your dragon rider understands fully the

ways in which dragons of your type naturally camouflage

themselves. When you are in your preferred terrain, you, your

rider, and your other companions gain advantage on stealth

checks.

IntimidationWhen you reach 15th level, you have become a hulking beast

that men fear. When you or your rider kill an enemy and there

are other creatures around, each of these creatures must

make a Constitution saving throw with a DC equal to 8 + your

Charisma score + your proficiency bonus. On a failed save the

creature becomes terrified of you.

PatienceA green dragon is patient. By 18th level you have probably

made enemies. At this level your patience is a virtue. An

enemy that you have previously fought but not killed will find

that you are it's worst nightmare. When you fight an enemy

that you have previously fought and not killed, you deal an

addition 2d10 to that creature on all combat rolls. You may

also sacrifice your turn for one round to learn a weakness of

that enemy that you can share with your party.

Red DragonRed dragons find their homes in the mountains and or caves

all throughout the world. They prefer the heat, and love to live

near volcanoes or deep dwarven mines.

The scales of a red dragon are a bright glossy scarlet,

turning a dull deeper red and becoming as thick and as

strong as metal as the dragon ages.

Preferred TerrainMountains. (refer to the Preferred Terrain section listed

above)

Scorched ScalesA red dragon's fire burns deep in his belly, and this heat

radiates outward causing your scales to be very hot. At 3rd

level, a creature that touches you or your scales is burned for

1d8 of damage. Your rider is immune to this effect, and any of

your other companions can be granted immunity through a

spell.

Aerial AceRed dragons have the longest wings of any type of dragon.

Because of this they are excellent fliers. At 7th level, you gain

an additional +10 to your flying speed. This allows you many

advantages in aerial combat as you can climb to higher

altitudes more quickly than other dragons.

Wing AttackWhen you reach 15th level, your wings have grown a

considerable size. You can beat your wings to create a gust of

wind in one direction for up to 40 feet. Any creature caught in

this gust must succeed on a Strength saving throw with a DC

of 8 + your Strength modifier + your proficiency bonus.

A failed saving throw causes the creature to be pushed

backwards and be knocked prone, taking 1d8 per 10 feet that

they are thrown. You may use this gust at anytime, so long as

you maintain concentration and you may make no other

actions but to beat your wings.

EarthquakeAt 18th level, you have mastered the ground on which you

walk. Once per long rest, you may create an earthquake with

your feet and the magics within you. This earthquake deals

5d10 damage and causes anyone within it's radius to be

knocked prone on a failed Dexterity saving throw. The DC for

this saving throw is 8 + your Strength modifier + your

proficiency bonus.

White DragonWhite dragons prefer to call the cold tundra their home,

living deep in the snowy wastelands and high in the frigid

mountains.

White dragon hatchlings have pure white scales, but as

they age many of these scales darken to pale blues and cold

grays to help blend with the snow and ice better. Typical

white dragons are the least intelligent of the dragon types, but

bonded white dragons are granted a much higher intelligence

than other white dragons.

Preferred TerrainArctic. (refer to the Preferred Terrain section listed above)

Ice WalkBecause of your heritage, you can move across and climb icy

surfaces without needing to make an ability check.

Additionally, difficult terrain composed of ice or snow doesn't

cost extra movement. At 3rd level, this ability is shared with

your rider.

Flash FreezeAs long as there is water present, at 7th level, as long as you

maintain concentration, you can freeze an amount of water

that fills the space of three cubic feet, or around 22 gallons

(83 liters).

BlizzardWhen you reach 15th level, you gain the ability to create a

powerful blizzard with your wings and your innate magical

ability. You can concentrate to form a blizzard that blinds and

slows your enemies. As long as you maintain your

concentration, a blizzard rages in a circle around you with a

radius of 15 feet. Enemies within this blizzard have their

speed cut in half, and have disadvantage on ability checks and

saving throws using the Dexterity ability. You must have snow

or water nearby to use this ability.

Ice FormAt 18th level, you may use your cold magics to freeze a

creature solid. The creature must make a Constitution saving

throw against a DC eqaul to 8 + your Wisdom modifier + your

proficiency bonus. On a failed save they are frozen solid. Each

turn they can attempt the saving throw again, at

disadvantage. Magical fire cast on the ice causes the creature

to be thawed. ICe form can be used once per long rest.

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Brass DragonBrass dragons can typically be found in deserts, more often

than not in ruins or canyons, but occasionally in a cave

system. Brass dragons crave conversation, and gathers

information from many creatures throughout it's life.

A brass dragon wyrmling's scales are a dull, mottled brown.

As it ages, the dragon's scales begin to shine, eventually

taking on a warm, burnished luster.

Preferred TerrainDesert. (refer to the Preferred Terrain section listed above)

InterrogatorA brass dragon speaks to all those around it and learns as

much useful information as it can. When you reach 3rd level,

you and your rider take advantage on checks using the

Insight skill when speaking with someone.

Change ShapeAt 7th level you can magically polymorph into a humanoid or

beast that has a challenge rating no higher than your own, or

back into your true form. You revert to your true form if you

die. Any equipment you are wearing or carrying is absorbed

or borne by the new form (your choice)

In the new form, you retain your alignment, hit points, Hit

Dice, ability to speak, proficiencies, Intelligence, Wisdom,

and Charisma scores, as well as this action. Your statistics

and capabilities are otherwise replaced by those of the new

form. You may only do this action once per long rest, except

to return to your true form.

SandstormWhen you reach 15th level, you gain the ability to create a

powerful sandstorm with your wings and your innate magical

ability. You can concentrate to form a sandstorm that hurts

and blinds your enemies. As long as you maintain your

concentration, a sandstorm rages in a circle around you with

a radius of 15 feet. There must be dirt or sand for you to use

this ability. A creature within the sandstorm takes 1d6 of

damage for each turn they end in the sandstorm.

Sleep BreathAt 18th level you can exhale a sleep gas in a 60-foot cone.

Each creature in that area must succed on a Dexterity saving

throw with a DC equal to 8 + your Wisdom modifier + your

proficiency bonus. On a failed save the creature falls asleep

for 10 minutes. This effect ends for a creature if the creature

takes damage or someone uses an action to wake it. Your

sleep breath can only be used once per long rest

Bronze DragonBronze dragons are coastal dwellers that feed primarily on

aquatic plants and fish. They take the forms of friendly

animals to observe other creatures of interest.

A bronze wyrmling's scales are yellow tinged with green;

only as the dragon approaches adulthood does its color

deepen to a darker, rich bronze tone.

Preferred TerrainOcean, Coast. (refer to the Preferred Terrain section listed

above)

AmphibiousBronze dragons hatch with the natural ability to breath

underwater. Beginning at 3rd level, this ability can be shared

from dragon to rider. You also give advantage on stealth

checks to your party when you are underwater.

Change ShapeAt 7th level you can magically polymorph into a humanoid or

beast that has a challenge rating no higher than your own, or

back into your true form. You revert to your true form if you

die. Any equipment you are wearing or carrying is absorbed

or borne by the new form (your choice)

In the new form, you retain your alignment, hit points, Hit

Dice, ability to speak, proficiencies, Intelligence, Wisdom,

and Charisma scores, as well as this action. Your statistics

and capabilities are otherwise replaced by those of the new

form. You may only do this action once per long rest, except

to return to your true form.

ThunderclapOnce you reach 15th level, you can use your action to form a

thunderclap at a point you can see within 120 feet of you.

Each creature within a 20-foot radius centered on that point

must make a Constitution saving throw against a DC equal to

8 + your Wisdom modifier + your proficiency bonus. On a

failed save creatures take 3d10 thunder damage and are

deafened until the end of its next turn. This ability can only be

used once per long rest

Repulsion BreathAt 18th level, you exhale repulsion energy in a 30-foot cone.

Each creature in that are must succeed on a Strenth saving

throw with a DC of 8 + your Wisdom modifier + your

proficiency bonus. Otherwise the creature is pushed 60 feet

away from you. You can use this ability once per long rest.

Copper DragonCopper dragons are incorrigible praksters, joke tellers, and

riddlers that live in hills and rocky uplands.

At birth, a copper dragon's scales are a ruddy brown with a

metallic tint. As the dragon ages its scales become more

coppery in color, later taking on a green tint as it ages.

Preferred TerrainHills. (refer to the Preferred Terrain section listed above)

JokerA copper dragon is a natural joker and can almost always get

someone to laugh. At 3rd level, you take advantage on

Charisma checks that include some kind of joke. Your rider

also gains this ability.

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Change ShapeAt 7th level you can magically polymorph into a humanoid or

beast that has a challenge rating no higher than your own, or

back into your true form. You revert to your true form if you

die. Any equipment you are wearing or carrying is absorbed

or borne by the new form (your choice)

In the new form, you retain your alignment, hit points, Hit

Dice, ability to speak, proficiencies, Intelligence, Wisdom,

and Charisma scores, as well as this action. Your statistics

and capabilities are otherwise replaced by those of the new

form. You may only do this action once per long rest, except

to return to your true form.

Broken EarthAt 15th level, you may use an action to choose a point within

120 feet of you. Stone spikes sprout from the ground in a 20-

foot radius centered on that point. The effect is otherwise

identical to the spike growth spell and lasts until you use your

action to end the effect.

Slowing BreathWhen you reach 18th level, you can exhale gas in a 60-foot

cone. Each creature in that area must succeed on a

Constitution saving throw with a DC of 8 + your Wisdom

modifier + your proficiency bonus. On a failed save, the

creature can't use reactions, its speed is halved, and it can't

make more than one attack on its turn. In addition, the

creature can use either an action or a bonus action on its

turn, but not both. These effects last for 1 minute. The

creature can repeat the saving throw at the end of each of its

turns, ending the effect on itself with a successful one.

Gold DragonGold dragons make their homes in out-of-the-way places,

where they can do as they please without arousing suspicion

or fear.

A gold dragon wyrmling has scales of dark yellow with

metallic flecks. Those flecks grow larger as the dragon

matures. As a gold dragon ages, its pupils fade until its eyes

resemble pools of molten gold.

Preffered TerrainLakes, River, Islands. (refer to the Preferred Terrain section

listed above)

Devourer of WealthGold dragons can eat just about anything, but their preferred

diet consists of pearls and gems. Thankfully a gold dragon

doesn't need to gorge on itself on such wealth to feel satisfied.

Gifts of treasure that it can consume are well recieved by a

gold dragon, as long as the aren't bribes. At 3rd level, a rider

can share in his dragon's sustenance, and the dragon doesn't

need much more than 1d100 gold pieces in a week to feel

satisfied, as long as it is given as a gift.

Change ShapeAt 7th level you can magically polymorph into a humanoid or

beast that has a challenge rating no higher than your own, or

back into your true form.

You revert to your true form if you die. Any equipment you are

wearing or carrying is absorbed or borne by the new form

(your choice)In the new form, you retain your alignment, hit

points, Hit Dice, ability to speak, proficiencies, Intelligence,

Wisdom, and Charisma scores, as well as this action. Your

statistics and capabilities are otherwise replaced by those of

the new form. You may only do this action once per long rest,

except to return to your true form.

ClairvoyanceWhen you reach 15th level, you can use your action to

glimpse into the future. You can share this knowledge with

your rider and you take advantage on all attack rolls, ability

checks, and saving throws until the end of your turn.

This ability can be used once per long rest.

Weakening BreathBeginning at 18th level, you may use your action to exhale gas

in a 90-foot cone. Each creature in that area must succeed on

a Strength saving throw with a DC of 8 + your Wisdom

modifier + your proficiency bonus. On a failed save, the

creature has disadvantage on Strength based attack rolls,

Strength checks, and Strength saving throws 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.

Silver DragonThe friendliest and most social of the dragons, a silver dragon

makes its home high in the frosty mountains where the

clouds surround it.

A silver dragon wyrmling's scales are blue-gray with silver

highlights. As the dragon approaches adulthood, its color

gradually brightens until its individual scales are barely

visible. As the silver dragon grows older, its pupils fade until

its eyes resemble orbs of mercury.

Preferred TerrainCold mountain peaks. (refer to the Preferred Terrain section

listed above)

FogAt 3rd level you create a fog wall as if it had been cast

through the fog cloud spell. The fog lasts for 30 seconds

unless it is dispersed through magical means. This ability can

be used once per long rest.

Change ShapeAt 7th level you can magically polymorph into a humanoid or

beast that has a challenge rating no higher than your own, or

back into your true form. You revert to your true form if you

die. Any equipment you are wearing or carrying is absorbed

or borne by the new form (your choice)

In the new form, you retain your alignment, hit points, Hit

Dice, ability to speak, proficiencies, Intelligence, Wisdom,

and Charisma scores, as well as this action. Your statistics

and capabilities are otherwise replaced by those of the new

form. You may only do this action once per long rest, except

to return to your true form.

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Cold WindWhen you reach 15th level, your wings have grown a

considerable size. You can beat your wings to create a gust of

wind in one direction for up to 30 feet. Any creature caught in

this gust must succeed on a Strength saving throw with a DC

of 8 + your Strength modifier + your proficiency bonus.

A failed saving throw causes the creature to be pushed

backwards and be knocked prone, taking 1d8 per 10 feet that

they are thrown and an additional 1d8 of cold damage. You

may use this gust at anytime, so long as you maintain

concentration and you may make no other actions but to beat

your wings. This wind blows out unprotected fires, and

covered fires have a 50% chance of being put out.

Paralyzing BreathAt 18th level the dragon exhales a paralyzing gas in a 60-foot

cone. Each creature in that area must succeed on a

Constitution saving throw with a DC of 8 + your Wisdom

modifier + your proficiency bonus. On a failed save, a

creature is paralyzed 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.

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