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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PART 1 | Dragon Rider
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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PART 1 | Dragon Rider
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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PART 1 | Dragon Rider
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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PART 1 | Dragon Rider
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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PART 1 | Dragon Rider
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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PART 2 | Dragons
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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PART 2 | Dragons
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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PART 2 | Dragons
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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PART 2 | Dragons
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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PART 2 | Dragons
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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PART 2 | Dragons
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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PART 2 | Dragons