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Homebrew

Dragon Rider

Core Dragon Rider Traits
Primary Ability Strength
Hit Point Die 1D8
Saving Throw Proficiencies Strength and Wisdom
Skill Proficiencies Choose 2 from: Athletics, Acrobatics, Stealth, Nature, Animal Handling, Perception and Intimidation
Weapon Proficiencies Simple and Martial weapons
Tool Proficiencies Leatherworker's tools
Armor Training Light armor, medium armor, shields
Starting Equipment One martial weapon, any two simple weapons, leather armor, leatherworker's tools and an explorer's pack

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

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

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

Prerequisites: Strength or Dexterity 13

When choosing Dragon Rider as a multiclass option, consider how your character may have been introduced to this rare lifestyle. Perhaps they met another Dragon Rider who connects them to a trainer. They may also have stumbled upon a young dragon and instantly felt a connection from between them. A true Dragon Rider is a rarity and requires either strength or agility to maintain control while your companion performs dangerous maneuvers through the air.

Class Features

LevelProficiency BonusFeaturesManeuvers KnownManeuver Points
1+2Novice Rider, Draconic Vein--
2+2Fighting Style--
3+2Dragon Trainee, Dragon Maneuvers, Draconic Vein Feature33
4+2Ability Score Increase34
5+3Extra Attack35
6+3Adept Rider46
7+3Draconic Vein Feature47
8+3Ability Score Increase48
9+4Draconic Awareness49
10+4Improved Saddle, Signature Maneuver510
11+4Draconic Vein Feature511
12+4Ability Score Increase512
13+5Bond of Scales513
14+5Expert Rider614
15+5Draconic Vein Feature615
16+5Ability Score Increase616
17+6Isolated Prey617
18+6Perfected Maneuvers718
19+6Draconic Vein Feature, Ability Score Increase719
20+6Master Rider720

Hit Points

Hit Dice: 1d8 per Dragon Rider level

Hit Points at 1st level: 8 + your Constitution modifier

Hit Points at higher levels: 1d8 (or 5) plus your Constitution modifier per level after 1st

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, martial weapons

Tools: Leatherworker's tools

Saving Throws: Strength Wisdom

Skills: Choose two from Athletics, Acrobatics, Stealth, Nature, Animal Handling, Perception and Intimidation

Dragon Rider Equipment

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

. One martial weapon

. Any two simple weapons

. Leather armor

. Leatherworker's tools and an explorer's pack

If you forgo this equipment, you start with 5d4 x 10 gp to buy your equipment.

Novice Rider

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

Draconic Veins

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

Fighting Style

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

Archery: you gain a +2 bonus to attack rolls made with a ranged weapon
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll-even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Dragon Trainee

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

Dragon Maneuvers

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

Ability Score Increase

When you reach 4th level-and again at 8th, 12th, 16th and 19th level-you can increase one ability score of your choice by 2, or two ability scores of your choice by 1, up to a maximum of 20.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

Adept Rider

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

Draconic Awareness

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

Improved Saddle

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

Signature Maneuver

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

Bond of Scale

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

Expert Rider

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

Isolated Prey

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

Perfected Maneuvers

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

Master Rider

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

Details

Dragon Maneuvers

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

Tier 1 (1 point)

Charging Strike

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

Coordinated Flank

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

Swipe the Leg

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

Take the Hit

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

Evasive Maneuvers

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

Create an Opening

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

Tier 2 (2 points, requires level 5)

Drag'n'Drop

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

Channeled Breath

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

Fury Strikes

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

Diving Strike

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

Manifestation

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

Tier 3 (5 points requires level 10)

Ravage

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

Recharge

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

Unleash

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

Subclasses

Draconic Veins

Dragon Riders may choose one of two Veins with their companions at 1st level. You may bolster your defenses and physical prowess as a Dragon Knight or flit effortlessly through the sky as a Dragon Outrider.

Dragon Knight

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

Scaled Hide

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

Tooth and Claw

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

Draconic Ability

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

Strength to Scale

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

Aura of Dominance

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

Dragon Outrider

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

Moonlight Hunter

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

Supple Wings

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

Draconic Ability

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

Take Aim

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

Aura if Agility

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



Created by

meredd.

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