Dragon Knight

Follower of Ancient Dragon Gods, and the Master of Dragons

Change log

Date: 29 January 17
Changes V8

  • Removed Precise Strike-When you attack a creature using Dragon Leap, you may spend 1 Dragon Blessing to give your attack advantage.
  • Removed Draconic Power- As divine magic flows through your body, it causes divine traits of Bahamut to emerge. At 3rd level your Dragon Blessing maximum is increased by 1 and increases by 1 every other level taken in this class thereafter. Additionally, parts of your skin are covered by thin sheen of Dragon-like scales resembling that of Bahamut, Granting you +1 Natural Armor.
  • Removed Draconic Resilience- As magic flows through your body, it causes physical traits of Tiamat to emerge. At 3rd level your hit point maximum is increased by 1 and increases by 1 whenever you gain a level in this class thereafter. Additionally, parts of your skin are covered by thin sheen of Dragon-like scales resembling that of Bahamut, Granting you +1 Natural Armor.
  • Changed Dragon Leap to reflect as an "Action" instead of an "Attack Action." As well as gave the ability advantage.
  • Changed Dragon Rend, Blessed Smite, Elemental Strike no longer require a specific path to gain access. All abilities now use a bonus action to activate.
  • Changed Dragon Rend no longer has multiple activation, now if you spend a blessing it adds 1d10 additional damage of the weapon type.
  • Changed Bahamut's Breath of life now has 1 use per long rest and at 9th level 2 uses per long rest instead of giving it an additional use at 6th, 10th,14th,18th.
  • Changed Bahamut's Aura changed from fast healing to regeneration to fit with 5ed rules. Also added that temporary hit points gained can not be regenerated.
  • Changed Tiamat's Resilience to reflect one choice.
  • Changed Bahamut's Aura and Tiamat's Aura rewritten to read easier.
  • Changed Dragonling added Resistance/Breath Weapon types to the chart.
  • Changed Dragonling reworded the generic traits information in bullet format for easier read.
  • Changed Dragonling now has as trait and flaw table.
  • Changed Dragonling Bond now gains 2 traits at 3rd level when summoned, and an additional trait at 7th, 10th, and 20th level.
  • Changed Dragonling Bond has increased trait options added Precision Fighting, Dragon Hide, Growth, Improved Constitution, Trained, Linked, Shared Soul.
  • Changed Natural ability from Giving a 5th level spell to giving 1 additional use of breath weapon before short rest.
  • Changed Dragon Ancestry now changes resistance to immunity.
  • Spell Checked Performed spell check.









Change log

Date: 28 Mar 17
Changes V9

  • Changed Saves from Dex and Con to Str and Con.
  • Changed Reworeded Dragons luck from:
    "Once per long rest as a bonus action you may spend 1 Dragon Blessing to re-roll any one die."
    TO
    "Once per long rest as a bonus action you may spend 1 Dragon Blessing to re-roll any one die even after results are known. You may keep the better of the two rolls." Also removed "Bonus Action."
  • Changed Dragon Leap reworded from "Unoccupied Square" to "Unoccupied Space."
  • Changed Removed Temp hit points from Bahamuts Aura, Reduced range from 30ft to 15ft.
  • Changed Adjusted Dragon Blessings to be more clear, and seperate from the initial 5 features.
  • Changed Reworded Polearm Specialist from: "Your mastery with polearms allows you to ignore the Two-Handed Weapon Property for Glaives, Halberds, and Pikes. This unique training has allowed you to utilize shields while gaining maximum potential from these weapons."
    TO
    "Your mastery with polearms allows you to ignore the Two-Handed Weapon Property for Glaives, Halberds, and Pikes. This unique training has allowed you to only utilize shields while gaining maximum potential from these weapons. Use of any other weapons will negate this ability and you sill suffer penalties as normal."

Change log

Date: 28 Mar 17 Continued. . .
Changes V9

  • Changed Bahamut's Glory rewritten from:
    "At 20th level Bahamut has unlocked all of your divine potential. As a full round action you become a Dragonborn avatar of Bahamut. When you activate this ability you must expend all your blessings (minimum of 10). When you do:
  • You gain advantage on all saves.
  • You gain a breath weapon dealing 10d10 radiant damage in a 30ft. cone: Constitution Save for half. Recharges every 1d4 rounds.
  • You illuminate a 60ft. area as if it were affected by the Daylight Spell.
  • You Draconic Wings activate.
  • Your Draconic Presence activates causing awe(not fear).
  • You gain a Third attack.
  • The moment you transform your breath of life activates without expending your normal use.
  • This ability lasts for a number of rounds equal to your Constitution Modifier +1 round for each blessing you used above half your max."
    TO
    "At 20th level Bahamut has unlocked all of your divine potential. As a full round action you become a Dragonborn avatar of Bahamut. When you activate this ability you must expend all your blessings (minimum of 10). When you do for 1 minute, you gain the following benefits:
  • You Draconic Wings activate.
  • You gain a single use breath weapon of a Silver Dragonborn. DC save is 8+Con+Proficiency. Creatures takes 6d6 Radiant Damage(instead of cold) in a 30ft Cone. If you already have Dragonborn Breath weapon racial feature this does not count against its use.
  • Your Draconic Presence activates causing awe(not fear).
  • Enemies within 15ft of you have disadvantage on all saves against your Dragon Knight spells and abilities to include this ability for the duration."
  • Changed Tiamat's Rage rewritten from:
    "At 20th level Tiamat has unlocked all of your arcane potential. As a full round action you become a Dragonborn avatar of Tiamat. When you activate this ability you must expend all your blessings (minimum 10). When you do:
  • You gain advantage on all saves.
  • You gain a breath weapon dealing 4d8 Acid, Lightning, Fire, Poison, or Cold damage in a 15ft. blast area, range 120ft: Constitution Save for half. Recharges every round and can be used as your extra attack.
  • Your Tiamat's Resilience activates giving you resistance to Acid, Lightning, Fire, Poison, and Cold damage.
  • You Draconic Wings activate.
  • Your Draconic Presence activates causing fear(not awe).
  • You gain a Third attack.
  • The moment you transform your Tiamat's aura activates applying both 1 resistance to allies and 1 weakness to enemies.
  • This ability lasts for a number of rounds equal to your Constitution Modifier +1 round for each blessing you used above half your max."
    TO
    "At 20th level Tiamat has unlocked all of your arcane potential. As a full round action you become a Dragonborn avatar of Tiamat. When you activate this ability you must expend all your blessings (minimum 10). When you do for 1 minute, you gain the following benefits:
  • You Draconic Wings activate.
  • You gain a single use breath weapon of a Multi Hued Dragonborn. DC save is 8+Con+Proficiency. Creatures takes 5d6 Fire, Acid, Lightning, Poison, and Cold damage in a 15ft blast range 120ft (1d6 damage of each type). If you already have Dragonborn Breath weapon racial feature this does not count against its use.
  • Your Tiamat's Resilience activates giving you resistance to Acid, Lightning, Fire, Poison, and Cold damage.
  • Your Draconic Presence activates causing fear(not awe)."

Change log

Date: 30 Mar 17
Changes V10

  • Changed Polearm Specialist rewritten from:
    Your mastery with polearms allows you to ignore the Two-Handed Weapon Property for Glaives, Halberds, and Pikes. This unique training has allowed you to only utilize shields while gaining maximum potential from these weapons. Use of any other weapons will negate this ability and you sill suffer penalties as normal.
    TO
    Your mastery with polearms allows you to ignore the Two-Handed Weapon Property for Glaives, Halberds, and Pikes. This specialized training allows you to use Polearms in ways they were never intended gratning you a +1 AC bonus while wielding Glaives, Halberds, Pikes. To gain this benefit your offhand must be free to maintain balance.
  • Removed Defenders dive (ability did not seem to fit with class synergy). You combat teachings have given you some ways to defend your allies on the battle field.At 1st level, you can intercept attacks meant for your allies, putting yourself in harms way instead. When a creature within 30 feet of you is attacked by another creature that you can see, you can use your reaction move to the nearest unoccupied square adjacent to the attacked creature. This movement provokes an opportunity attack from any creatures threatening your starting position, but not from any others along the way. You cannot use this ability if there are no unoccupied squares adjacent to the creature being attacked.In addition, you impose disadvantage on the attacking creature's attack roll. If the attack still hits, the attacked creature takes no damage. Instead you take the damage. This damage can't be reduced or prevented in anyway.You can use this feature a number of times equal to your Constitution Modifier(a minimum of once). You regain all expended uses when you finish a long rest.
  • Changed Dragon Leap rewritten from:
    At 1st level, you have learned how to make incredible leaping attacks, propelling yourself headlong into the fray. As an action, you jump to an unoccupied space within 30 feet of you. This movement provokes an opportunity attack from any creatures threatening your starting position, but not from any others along the way. Upon landing, you may make a melee weapon attack with advantage on the roll against a creature you threaten.
    TO
    At 1st level you have learned one of the most fundemental abilities of Dragon Knights. You can perform this manuever a number of times per long rest equal to your Con Modifier. If you move at least half your speed (min 10 ft) you can leap to a target within 10ft of you. Moving in this manner, you must land in an unoccupied space adjacent to your target, bringing your weapon down on them with force, making a melee weapon attack. On a hit, your target takes weapon damage and must make a STR save or be knocked prone.
  • Added (Had this ability before reintroducing it) Precise Strike-When you attack a creature using Dragon Leap, you may spend 1 Dragon Blessing to give your attack advantage.
  • Added Precise Strike to list of available features at 2nd level
  • Changed Dragon's Luck from:
    "Once per long rest you may spend 1 Dragon Blessing to re-roll any one die even after results are known. You may keep the better of the two rolls."
    TO
    "Once per long rest you may spend 1 Dragon Blessing to gain advantage on any one skill check."
  • Changed Bahamut's Aura from: "At 10th level As an action the Dragon Knight can activate this ability for 5 Dragon Blessings to create an aura that originates from him.
  • Allies within 15ft gain regeneration equal to his Constitution Modifier. This ability lasts for 1 min and is a concentration ability. It does not affect the Dragon Knight."
    TO
    "At 10th level As an action the Dragon Knight can activate this ability for 5 Dragon Blessings to create an aura that originates from him.
  • Allies within 15ft gain regeneration equal to their Constitution Modifier. This is a concentration ability that lasts for 1 min or until dismissed/dispelled. It does not affect the Dragon Knight."
  • Changed Made distinction between Dragon Blessings and the first 6 known features. Named the first six features Dragon's Favors.

    Change log

    Date: 16 Nov 17
    Changes V11
  • Changed Tiamats Resiliance to now have a number of uses per short rest.
  • Added A note for Tiamat's Aura
  • Removed Tiamat's Aura -- If an ally leaves this area they are no longer affected by the aura. Even if they reenter the area.
  • Changed Dragon Leap to now use a move action and attack action to allow a single attack on a target.
  • Changed Dragon Leap to now be used a number of times equal to Con Mod + Proficiency bonus per long rest
  • Changed Growth can now go up to Large Size
  • Changed Dragon Hide to have 15 base instead of 14 base
  • Changed Trained changed it to be able to heal unconcious allies as well using your stock of potions.

Change log

Date: 28 Dec 17
Changes V12

  • Changed Tiamat's Aura increased blessing cost from 2 to 5. Removed additional costs for additional allies. Now it affects everyone within 30ft when activated as long as they remain in the area. Enemies that enter the area become affected by the ability as long as they remain in the area.
  • Changed Dragon's Favor now initially you may choose 3 instead of 6. Additionally you choose another Favor more favors as you level
  • Changed Dragon's Favor now has a list of favors to choose from

    Change log

    Date: 23 Mar 18
    Changes V13
  • Added Dragon leap did not have a STR DC. Added STR DC equal to 8+Strength+Profficiency

    Change log

    Date: 23 Mar 21
    Changes V14
  • Added Two new bonds to Dragon Master subclass "Bahamut's Shimmer" "Tiamat's Shimmer"
  • Changed Dragon Leap can cuase your opponent to be knocked prone.

Change log

Date: 19 Apr 21
Changes V15

  • Changed Dragonling stat bonus from Str to Dex for "Black, Blue, Green, Red, White" Dragonlings.
  • Added Quarter-staves, staves to weapon profficiency.
  • Changed Minor spelling and grammar errors corrected.
  • Changed Dragonling base stat for Cha increased from 10 to 12.
  • Changed New bond Dragon Legacy

Change log

Date: 6 Feb 23
Changes V16

  • Changed Changed dragon leap to not require landing directly next to an enemy, addtionally allowed dragon leap to have a special attack that does not use its standard attack action.
  • Changed When taking the Follower of Bahamut Path Dragon Leap now allows you to land near an ally and provide disadvantage to attacks made against them from one enemy.
  • Changed When taking the Follower of Tiamat Path Dragon Leap now allows you to make an additional attack and removes the knock prone feature.
  • Changed * Growth Addtionally each time you choose this feature your dragonling gains a +2 to one physical stat and +1 to the other two physicalstats as well as increses the amount of HP they gain.

    Change log

    Date: 6 Mar 23
    Changes V17
  • Added Added new Dragon bond Dragon Meld

Change log

Date: 10 Mar 23
Changes V18

  • Changed Changed the location some features are obtained.
    • Moved Sub-Class level 7, 10, and 20 abilities to gained at levels 6, 11, 17 respectively.
  • Changed Dragon Meld adjusted most of the feature.
  • Changed Changed Multiple features reducing word counts, along with grammar and spelling.
  • Changed Dragon Rend no longer requires bonus action to use. Additionally increased its damage from 1d10 to 1d12.
  • Changed Blessed Smite no longer requires bonus action to use.
  • Changed Elemental Strike no longer requires bonus action to use.
  • Changed Indomitable must be used before rolling the dice.
  • Added Added the following Dragon Favors: Dragon's Hoard, Dragon's Vision, Dragon's Speed, Draconic Polymorph, Dragon's Finnesse.

Change log

Date: 16 Mar 23
Changes V19

  • Added Added the following Dragon Favors: Dragon's Flight and Reckless Leap, and Multi-Attack.
  • Changed Changed Shared Soul to be more balanced. Split damage is now reaction option and for half damage rounded up.
  • Changed Changed Draconic Polymorph to be on par with level and have increased affects for additional blessings.
  • Changed Changed Dragon wings to no longer require blessings to activate, instead its a concentration ability lasting until you dismiss or fail concentration save.
  • Removed Removed Long Swords from proficiency list does not fit with class lore.

Change log

Date: 17 Mar 23
Changes V20

  • Changed Changed Dragon Rend damage becomes magical to overcome damage reduction from non-magical sources.

Change log

Date: 13 Sep 23
Changes V21

  • Changed Dragon Meld now allows a number of features to be chosen equal to 1 + your con mod.
  • Changed Dragonling starting size increased from tiny to small and stats adjusted as follows:
    • Hit points increased from 2d6+con to 3d6+con
    • Speed increased from 15ft to 20ft.
    • All physical stats increased by 1 point.
    • Increased base claw damage from 1d6 to 1d8
    • Breath weapon use changed to "Recharge 6 on 1d6" instead of after short rest
  • Changed Growth removed Smal and added Huge along with damage increase accordingly.
  • Changed Natural Ability now has recharge 5 or 6 on a 1d6 roll instead of twice per short rest.
  • Added Dragon Clutch bond. Bond takes up two bond slots and must be chosen at 3rd level. Addtionally you lose your lvl 17 Bond Feature. You gain 1d4 Dragonlings.
  • Added Pack Tactics. You and your dragonlings gain the Pack Tactics feature.

Dragon Knight

In the hallowed silence of an ancient shrine, a tall, heavy-set figure kneels before an altar. Gently resting a halberd upon the ground, the figure bows in reverence before a weathered statue of Bahamut. Whispering in the forgotten tongue of dragons, a plea for blessing is made. In response, a cascade of celestial light envelops the figure, as Bahamut's visage briefly materializes, bestowing a divine gift upon this devoted follower.

Elsewhere, a lithe and powerful warrior, adorned with the myriad colors of Tiamat's chromatic essence, confronts the ferocity of a colossal Landshark. Struck down but unbroken, she rises with determined grace, her glaive crackling with a blend of elemental energies – a sorcerous manifestation of Tiamat's diverse draconic powers. As the Landshark charges, her eyes flash with a spectrum of colors, and she leaps, empowered by the combined might of acid, cold, fire, lightning, and poison. Landing atop the beast, she strikes with her glaive, now wreathed in a tempest of chromatic fury, embodying Tiamat’s wrath and elemental sorcery.

In a secluded training ground, a tiny lizard, mirroring the majestic form of ancient dragons, darts and weaves with astounding agility. As it distracts a training dummy, a sudden spear thrust, swift and true, pierces through the dummy's core. The wielder, a nimble warrior with light armor, smiles at his precision. Commanding the dragonling in Draconic, it responds with a burst of acidic breath, annihilating the target.

These Dragon Knights, bound by their deep reverence for dragons, traverse diverse paths. Some immerse themselves in the divine grace of Bahamut, drawing on his celestial blessings. Others, ignited by Tiamat's fiery might, wield the raw, elemental power of dragons. A unique few establish a deep bond with dragonlings, nurturing companionship and mastering the art of synergy with these miniature draconic allies. United in their shared admiration for the dragons' majestic beauty, ancient wisdom, and formidable strength, these knights remain unwavering in their dedication and loyalty to dragonkind.dedication and loyalty to dragonkind.

Life of Legend

Long ago when the world was rife with magic, and beast of monstrous sizes roamed the world there were few capable enough to defend the livelihood of civilized life. Those that did looked to the majesty of Dragons and sought their Council. The first was a Silver Dragonborn named Xirix he asked Bahamut to help him defend the innocent and so Bahamut made him the First Dragon Knight.

Sadly, though as the numbers of Dragon Knights grew so did the suspicion of Dragon kind and the Dragon Knight. People thought they had become more dangerous than the beasts they were fighting. Kings Became afraid of them, they decided that since the colossal beasts were no longer a threat, they turned their now vast armies to the Dragon Shrines. they turned their blades and arrows to the Dragons killing them one after another labeling them as the evil beasts.

Dragons fled and hid used their magics to conceal themselves, Dragon Knights did their best to fight the vast armies, however, they too began to dwindle in numbers and became far to weak to do much fighting. This split the Dragon Knights, some fled following Tiamat vowing to take vengeance against these kings and their kin for generations to come. Others did not they stayed true to the ways of Old Dragon Teachings and followed Bahamut and simply went into hiding and only teaching those that could pass tests to find them.

Since few knew the Dragon language, Bahamut wrote messages with powerful Draconian runes that could never be destroyed by wear over time. Bahamut used these runes in one shrine specifically which protected it as well. The ruins stated" When the time is needed again, Dragons magic will flow through a new generation of heroes and the Dragon Knights will once again defend those that cannot. With most of its power Bahamut turned all but Xirix into statue warriors in its shrine to preserver them and their knowledge. Xirix became and immortal protector of the shrine. Those that heed the calling are drawn to him to begin their teachings.

Xirix

The Dragon Knight
Level Proficiency Bonus Features Dragon Blessings
1st +2 Dragon Leap, Polearm Specialist 0
2nd +2 Dragon Blessings 2
3rd +2 Dragon Path 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 6
7th +3 Dragon Path Ability 7
8th +3 Ability Score Improvement 8
9th +4 9
10th +4 Dragon Path Ability 10
11th +4 11
12th +4 Ability Score Improvement 12
13th +5 13
14th +5 Dragon Wings 14
15th +5 15
16th +5 Ability Score Improvement 16
17th +6 17
18th +6 Draconic Presence 18
19th +6 Ability Score Improvement 19
20th +6 Dragon path Ability 20

Creating a Dragon Knight

I will add flavor text to this in the future. But for now I am just writing nonsense as a place holder. Soon as I can come up with some kind of explanation to create a Dragon Knight I will place it in this section. Dragon knights are supposed to be front line combatants with high battle field movement capabilities which make them adverse combat fighters.











Class Features

As a Dragon Knight you gain the following Features

Hit Points


  • Hit Dice: 1d10 per Dragon Knight level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Dragon Knight level after 1st

Proficiencies


  • Armor: Light, Medium, Shields
  • Weapons: Simple Weapons, Javelins, Spears, Glaives, Halberds, Lances*, Pikes, Tridents, Staves, Quarter-Staves
  • Tools: Any Instrument
  • Languages: Draconic

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Acrobatics, Athletics, Arcana, Persuasion, Intimidation, Insight, Perception, Religion

Spellcasting Ability

See the charts for Follower of Bahamut and Follower of Tiamat for spell casting progression Charisma is your spellcasting ability for your sorcer or cleric spells and Dragonknight Abilities, since you draw your spells from within you. You use your Charisma whenever a spell or ability refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Sorcerer, Cleric, and Dragonknight spells and abilities 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

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Scale Mail (b) Studded Leather
  • (a) Halberd or (b) Glaive
  • (a) 10 Javelins or (b) 20 Darts
  • (a) Dungeoneer's Pack or (b) Explorer's Pack

Specialist

Polearm Specialization training allows you to use Polearms in ways they were never intended granting a +1 AC bonus while wielding Glaives, Halberds, Pikes, and other Pole-arm weapons as determined by the DM.

Sword and Board Specialization While weilding a one handed weapon and Shield your shield grants you the bonus of half cover against Dexterity saving throws.

Dragon Leap

At 1st level you have learn fundemental ability of Dragon Knights, which you can perform a number of times per long rest equal to your Con Modifier plus your Proficiency Bonus. Using your move action you can leap to a space within 30ft of you, if you land next to an enemy within reach you may bring your weapon down on them with force, making a single melee weapon attack. (This is part of the move action). On a hit, your target takes weapon damage and must make a STR save equal your Spell Save DC or be knocked prone.

At third level when choosing a path this feature gains the following options:

  • Follower of Bahamut, Dragon Leap lets you as a reaction leap to an ally giving disadvantage to attacks made against them from 1 enemy.
  • Follower of Tiamat, Dragon Leap now allows you to make an additional attack to any target within reach, instead of knocking the target prone.

Dragon Blessings

At 2nd level, you learn to draw on your draconic power, which is represented by draconic blessings, as shown in the Draconic Blessings column of the Dragon Knight table.

You may spend these Blessings to fuel various class features, making them unavailable until you finish a long rest, at and regain all expended uses. You must spend at least 30 minutes of your rest meditating or praying to regain your Dragon Blessings. Additionally you learn other ways to use your Dragon Blessings as you gain levels in this class.

Dragon's Favors

At second level you initially only know 2 of the following features called Dragon's Favor. You can use your blessings to activate them. As you gain levels in this class you gain an additional Favor at 5th, 9th, and 15th level.

Dragon Favors Continued
Favors Ability
Indomitable As a reaction when you suffer a mind affecting spell or ability (that requires INT, WIS, or CHA save) you may spend a Blessing before you roll to gain advantage. You cant use this ability again until you take a short rest.
Diplomatic You may spend a blessing to add your INT Modifier to your Persuasion rolls for 1 hour, you are not only a great speaker, but you have facts to back you up.
Dragon Speaker You may spend one dragon blessing to gain Expertise on all CHA based skills when dealing with any Dragon Kind (as determined by the MM and your DM) for 1 hour. You are able to present yourself as an equal so they are more likely to listen to you.
Whirlwind As an action you spin widly in place extending your weapon cutting all in your reach down. You must spend a dragon blessing for each creature within 5 feet of you(10ft if you have a reach weapon). You make a single weapon attack for each creature to include allies. They must make a STR save or be knocked back 10 feet. You become stunned for 1 round.
Leaper You may spend a dragon blessing to double your jump distance while not in combat. You have been blessed to make extrodinary leaps that normal humanoids could not.
Overbearing You may spend a Blessing to add your STR modifier to your Intimidation rolls for 1 hour, your words are as sharp as your spear and you have the brawn to back you up.
Dragon Dancer You may spend a blessing to gain Expertise on Performance Skill checks while dancing, your training as a Dragon Knight requires extrodinary dexterity, and dancing is part of that training. Additionally you may double your dexterity bonus towards your AC and Saves for 1 round as a reaction. Your movments make you much harder to hit. After you use this ability for this reason you gain one level of exhaustion, and you may not use this ability again until you finish a long rest.
Dragon Lore You may spend a Blessing to gain expertise on all History and Arcana checks regarding Dragon Kind for 1 hour. You have worked closely, for a long time with dragons and those that worship or follow them, and have gained insight into their lore.
Dragon's Cunning Dragon Knights can quickly read a situation and make the most advantageous choice for the most beneficial outcome. You may spend a blessing to find an advantage in any situation (As determined by your DM). The next d20 roll you make has advantage. You may use this ability once per long rest
Dragon's Luck Once per long rest you may spend 1 Dragon Blessing to reroll any one d20 roll with advantage or disadvantage that you, an ally, or an enemy makes.
Indomitable As a reaction when you suffer a mind affecting spell or ability (that requires INT, WIS, or CHA save) you may spend a Blessing before you roll to gain advantage. You cant use this ability again until you take a short rest.
Precise Strike When you attack a creature using Dragon Leap, you may spend 1 Dragon Blessing to give your all your leap attacks advantage.
Evasive leap When you use dragon leap, you can spend 1 Dragon Blessing to impose disadvantage on all attacks of opportunity against you as a result of this movement.
Dragon Favors Continued
Favors Ability
Dragon Rend When you hit a creature, you can spend 1 Dragon Blessing, if you do roll an additional 1d12 damage of the weapon's damage type on the attack,this damage counts as magical for the purpose of overcomming damage reduction.
Blessed Smite Bahamut's divine energy has shrouded your weapon. On hit, you may spend 1 Dragon Blessing to deal an additional 2d8 radiant damage. Additionly, whenever you use this ability add an additional 1d8 radiant damage against Fiends and Undead.
Elemental Strike Tiamat's multi-hued power infuses your weapon. On hit, you may spend 1 dragon blessing, to deal an additional 2d6 acid, cold, fire, lightning, or poison damage. Additoinally they become vulnerable to that type until the start of your next turn.
Dragon's Tenacity Whenever you fail a saving throw or death save you may spend a dragon blessing, if you do you may add your Con modidier to the roll. If your Con Mod is already applied, instead double it.
Dragon's Focus You are focused, as a bonus action you may spend 2 blessings to focus your mind allowing you to concentrate on two spells at a time. However, while active you can only make a single attack or movement and no reactions each turn, and you can only cast Cantrips. If you take damage you must make seperate rolls for each spell you are concentrating on. This ability lasts until you lose concentration on one or both spells or try to cast a spell or make multiple attacks. Once you use this feature it can not be used again until you have had a long rest.
Dragon's Finnesse You may spend 3 blessings to apply the Finnesse attribute to a weapon you are proficient with until you take a long rest. Only one weapon may have this applied at a time. A second application is made to the same weapon or a new one the first application is removed
Dragon's Hoard You may reduce your maximum blessings by 5 to create a pocket dimension to store all your valuables, which can then be summon as a bonus action for 1 blessing. Functions as Handy Haversack does. To recover your blessings you can cancel this effect after a long rest expelling all your stored items on the ground.
Dragon's Vision You may spend 1 Blessing to gain Darkvision 30ft or Blindsight 15ft. If you already have Darkvision or Blindsight the range is now double. A second activation of this ability removes the first activation. This ability lasts for 1 hour.

Dragon Favors Continued
Favors Ability
Reckless Leap When you use Dragon Leap, you can spend 3 blessings to make it a Critical on a hit. For each additional blessing spent, you can add 1d6 damage. However, due to the reckless nature of this leap, the target may make an attack on you adding 1d6 damage to their attack for each blessing you spent. This attack made by the target does not count as an Attack of Opportunity.
Dragon's Flight As a bonus action you may spend 2 blessings to double your flying speed when you activate Dragon Wings ability.
Dragon's Speed As a bonus action you may spend any number of dragon blesslings to increase your movement speed by 5ft for each blessing spent, for 1 hour.
Multi-Attack As a bonus action you may spend 2 blessings and gain an additonal attack for every 2 blessings spent.
Draconic Polymorph As an action you may spend 8 Dragon Blessings to polymorph into a Dragon type of your choice for 10 min.



Draconic Polymorph

Large Dragon


  • Armor Class 17
  • Hit Points 50
  • Speed 30 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) Unchanged Unchanged Unchanged

  • Damage Resistances (Chromatic and Metallic Only) acid, cold, fire, lightning, poison
  • Damage Resistances (Gem Only) force, necrotic, psychic, radiant, thunder

  • Condition Immunities Any shape altering spells/abilities, charmed, frightened.
  • Senses Blindsight 30 ft., Darkvision 60 ft.
  • Languages Unchanged

Magic Resistance You have advantage on saving throws against spells and other magical effects.

Actions

You may make a number of claw attacks equal to your normal number of attacks..

Breath Weapon: As an action you exhale destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 damage of a type this dragon has resistance to (your choice) on a failed save, or half as much damage on a successful one.

Claw: To hit: STR + your proficiency bonus, reach 10ft., one target. Hit: 1d6 + STR Modifier piercing damage.

Empowered

You may spend additional dragon blessings to increase the strength of this form as it appears in the statblock, but cannot spend more blessings than half your proficiency bonus rounded up. For each additoinal blessings you gain the following:

  • +1d6 Claw damage
  • +2d6 Breath Weapon Damage
  • +2d10 Health.
  • +1 AC
  • 1 Additional Attack

Draconic Path

At 3rd level a Dragon Knight chooses a path to focus his discipline: Follower of Bahamat, Follower of Tiamat, Dragon Master. Your choice grants you features starting at 3rd level.

Ability Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th, 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 Attack

Beginning at 5th level, you can attack twice instead of once, whenever you take the attack action on your turn.

Dragon Wings

At 14th level, can concentrate and manifest a pair of Magical Dragon Wings that apear to be attached to your back, gaining a fly speed equal to your normal speed. You create these wings as a bonus action, and they last until you dismiss them as a bonus action or you fail a concentration save.

Draconic Presence

At 18th level you can channel the dread presence of your Dragon power, causing those around you to become awestruck or frightened. As an action you may spend 3 Dragon Blessings to draw on this power and exude an aura of awe or fear(your choice) to a distance of 60ft centered on you. For 1 minute or until you lose your concentration(as if you were casting a concentration spell), each hostile creature that enters or starts its turn in this aura must succeed on a wisdom saving throw or be charmed(if you chose awe) or frightened(if you chose fear) until the aura ends. A creature that succeeds on his saving throw is immune to your aura for 24 hours. As a free action you can dismiss this ability early.

Dragon's Dance

At 20th level, you can use your Dragon Leap an unlimited number of times and your movement speed is increased by 10 feet.

Additionally, when using this feature, you can leap to additional targets within 10 feet of you and make single weapon attack. You can do this for every 10 feet of movement selecting a new target, as well as return to a previous target. You can not go beyond your movement with this ability and you can not leap to the same target in succession. Furthermore, when you strike a target with this ability, they have Disadvantage on the STR save. Taking your normal attack action ends your jump chain.

Example If you have total movement of 60 feet and you have 6 targets within that movement, you can hit all 6 of them once as long as they are within 10 feet of each other.

Dragon Paths

Follower of Bahamut

Those that choose to follow this path have focused their discipline in the Divine Arts. They learn abilities to increase the survival of themselves and their allies. Dragon leap now as a reaction allows you to leap to an ally that they can see that is being attacked and provide disadvantage to one attacking creature for the turn.









































Bahamut's Breath of Life:

At 3rd level as an Action you fill an area with a non-obscuring fog of radiant energy that heals a number of hit points equal to 5x your Dragon Knight level. Choose any creature/s within 30ft of you, and divide those hit points among them as you see fit. You can use this ability 1/long rest (at 9th level 2/long rest).

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Bahamut's Guidance

At 3rd level Bahamut has seen fit to awaken your divine potential. See the following chart. You gain spells from the Clerics Spell List. You regain all expended spell slots after a long rest.

Dragon Knight Spell casting
Dragon Knight Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3 2 3 2
4 2 4 3
5 2 4 3
6 2 4 3
7 2 5 4 2
8 2 6 4 2
9 2 6 4 2
10 3 7 4 3
11 3 8 4 3
12 3 8 4 3
13 3 9 4 3 2
14 3 10 4 3 2
15 3 10 4 3 2
16 3 11 4 3 3
17 3 11 4 3 3
18 3 11 4 3 3
19 3 12 4 3 3 1
20 3 13 4 3 3 1

Bahamut's Blessing

At 6th level Bahamut grants your divine spells and abilities increased power. As a bonus action when you use an ability or cast a spell that would heal, you may spend 1 Dragon Blessing to heal for an additional 1d10. You may spend another 1 Dragon blessings for the same spell or ability after the first to add another 1d10 (max 5d10). Blessings must be spent before rolling the dice.

Bahamut's Aura

At 11th level As an action the Dragon Knight can activate this ability for 5 Dragon Blessings to create an aura that originates from him.

  • Allies within 15ft gain regeneration equal to their Constitution Modifier at the start of each round.

This is a concentration ability that lasts for 1 min or until dismissed/dispelled. It does not affect the Dragon Knight.

Bahamut's Glory

At 17th level Bahamut has unlocked all of your divine potential. As a full round action you become a Dragonborn avatar of Bahamut. When you activate this ability you must expend all your blessings (minimum of 10). When you do for 1 minute, you gain the following benefits:

  • You Draconic Wings activate.
  • You gain a single use breath weapon of a Silver Dragonborn. DC save is 8+Con+Proficiency. Creatures takes 6d6 Radiant Damage(instead of cold) in a 30ft Cone. If you already have Dragonborn Breath weapon racial feature this does not count against its use.
  • Your Draconic Presence activates causing awe(not fear).
  • Enemies within 15ft of you have disadvantage on all saves against your Dragon Knight spells and abilities to include this ability for the duration.












































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Follower of Tiamat

Those that choose to follow this path have channeled their power with the Arcane Arts. They learn abilities to devastate the battlefield and gain combat superiority. Dragon Leap now allows you to make an additional special attack equal to your dex modifier (up to 5). Dragon leap now counts as both your move and attack action and no longer knocks the target prone.









































Tiamat's Resilience


At 3rd level a Dragon Knight may as an action invoke the elements of Tiamat gaining resistance to Acid, Lightning, Fire, Poison, or Cold damage choose one for 1 hour. Another use of this ability will end the previous affect. You may do this a number of times per long rest equal to your CHA Modifier.

Tiamat's Awakening

At 3rd level Tiamat has seen fit to awaken your Arcane potential. See the following chart for spells. You gain spells from Sorcerer Spell List. You regain all expended spell slots after a long rest.

Dragon Knight Spell casting
Dragon Knight Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3 2 3 2
4 2 4 3
5 2 4 3
6 2 4 3
7 2 5 4 2
8 2 6 4 2
9 2 6 4 2
10 3 7 4 3
11 3 8 4 3
12 3 8 4 3
13 3 9 4 3 2
14 3 10 4 3 2
15 3 10 4 3 2
16 3 11 4 3 3
17 3 11 4 3 3
18 3 11 4 3 3
19 3 12 4 3 3 1
20 3 13 4 3 3 1

Tiamat's Power

At 6th level Tiamat, grants your arcane spells and abilities increased power. As a bonus action when you cast a spell that would deal Acid, Lightning, Fire, Poison, or Cold damage you may spend 1 Dragon Blessing to deal an additional 1d8 damage of the same type. You may spend another 1 Dragon blessings for the same spell after the first to add another 1d8 (max 5d8). Blessings must be spent before rolling the dice.

Tiamat's Aura

At 11th level the dragon knight as an action can activate the power within him for 5 Dragon Blessings to create an aura the originates from him.

  • He can grant allies within 30 ft of him the same resistance he is currently under the effect of from Tiamat's Resilience, as long as they remain within 30 feet of him.

--OR--

  • Enemies within 30ft of him, gain weakness based off the current resistance he has activated from Tiamat's Resilience. Enemies affected in this way may roll a Constitution save to negate its affect on them. If an enemy succeeds the saving throw they are immune to the affect for 24 hours.

This ability lasts for 1 min. This is a concentration ability.

Note: If the Dragon Knight has given himself Fire Resistance enemies will have Vulnerability to Fire etc...). If they have resistance, instead they no longer have it and take damage as normal. If they have immunity instead they now have resistance. Note: If an enemy enters the aura after it is active, they are still affected. If an enemy leaves the aura they are no longer affected. If an enemy reenters the aura (and did not succeed their initial save) they must make another save.

Tiamat's Rage

At 17th level Tiamat has unlocked all of your arcane potential. As a full round action you become a Dragonborn avatar of Tiamat. When you activate this ability you must expend all your blessings (minimum 10). When you do for 1 minute, you gain the following benefits:

  • You Draconic Wings activate.
  • You gain a single use breath weapon of a Multi Headed Dragonborn. DC save is 8+Con+Proficiency. Creatures takes 5d6 Fire, Acid, Lightning, Poison, and Cold damage in a 15ft blast range 120ft (1d6 damage of each type). Ignorning resistances, and immunities become resistance. If you already have Dragonborn Breath weapon racial feature this does not count against its use.
  • Your Tiamat's Resilience activates giving you resistance to Acid, Lightning, Fire, Poison, and Cold damage.
  • Your Draconic Presence activates causing fear(not awe).

Dragon Master

Those that have chosen this path have developed a bond with Dragon on a deep level. In doing so these Dragon Knights have developed combat with a tiny winged friend. These little beasts are tiny forms of their ancestral kin.

Dragonling Ritual

At 3rd level Dragon Knights go through a special 8 hour ritual and must offer 100gp, which allows them to summon a faithful Dragonling companion that accompanies them on their adventures, and fights beside them. The ritual summons a random Dragonling (unless your DM lets you choose). Roll 1d10 to determine which Dragonling type appears to be your ally. Use the chart below:

Your Dragonling has abilities and game statistics determined in part by your level.

  • When you gain your Dragonling at 3rd level, its proficiency bonus matches yours.
  • It applies its proficiency bonus to: AC, Skills, Saving Throws, Attack Bonus, and Damage Rolls.
  • Whenever you gain an Ability Score Improvement class feature, your Dragonling's abilities also improve. Your Dragonling can increase one ability score of your choice by 2 or it can increase two ability scores of your choice by 1. As normal, your Dragonling can't increase an ability score above 20.
  • Your Dragonling shares your alignment and your personality trait. It also gains a trait and flaw that you can roll for or select from the tables below.
  • Your Dragonling shares your ideal, and its bond is always "The Dragon Knight is my beloved companion for whom I would give my life."
d6 Trait
1 I'm dauntless in the face of adversity.
2 Threaten my friends, threaten me.
3 I stay on alert so others can rest.
4 People see a tiny animal and underestimate me. I use that to my advantage.
5 I have a knack for showing up in the nick of time.
6 I put my friends' needs before my own in all things.

d6 Flaw
1 If there's food left unattended, I'll eat it.
2 I growl at strangers, and all people except my Dragon Knight are strangers to me.
3 Anytime is a good time for a belly rub.
4 I'm deathly afraid of water.
5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them how much I love them.


Dragonling

Tiny Dragon, Alignment of Dragon Knight


  • Armor Class 13 + your proficiency bonus
  • Hit Points 3d6+Con when summoned and 1d6+con each time you gain a level after 3rd.
  • Speed 20t., fly 60ft.

STR DEX CON INT WIS CHA
7(-2) 16(+3) 14(+2) 10(+0) 12(+1) 12(+1)

1d10 Type Stat Bonus Resistance/Breath Weapon
1 Black +2 Dex Acid
2 Blue +2 Dex Lightning
3 Brass +2 Con Fire
4 Bronze +2 Con Lightning
5 Copper +2 Con Acid
6 Gold +2 Con Fire
7 Green +2 Dex Poison
8 Red +2 Dex Fire
9 Silver +2 Con Cold
10 White +2 Dex Cold

  • Saves: Proficient with all saving throws
  • Senses: Blind sight 15ft, Dark vision 30ft
  • Languages: Understands Common and Draconic(it can't speak them)
  • Skills: Gains proficiency in two skills of your choice
  • Keen Senses: Has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
  • Draconic Heritage: Resistant to Damage of its type. They gain 3 cantrips when first summoned. These cantrips are chosen from the Cleric/Sorcerer list (may only choose from one list).
  • Magic Resistance Has advantage on saving throws against spells and other magical effects.
  • Sanctuary: If an attack would kill your Dragonling he will instead teleport to another plane, where he will be safe. You must perform a ritual for 2 hours that will bring him back. If you do not perform the ritual it will return on its own in 24 hours.

Actions

Breath Weapon: As an action, you exhale dealing 1d6 damage(Dragon type). At 5th level 2d6, 11th level 3d6, and 17th level 4d6. Choosing 15ft cone or a 30ft line (Dragon type). Recharges 6 on 1d6 roll. Save DC=8 + Constitution Modifier + your proficiency bonus.

Claw: To hit: Dex + your proficiency bonus, reach 5ft., one target. Hit: 1d8 + your proficiency bonus.

Dragonling Bond

Your Dragonling companion gains a variety of benefits while its linked to you. Beginning at 3rd level choose 2 of the following traits. At 6th, 11th, and 17th level you may choose an additional trait

  • Combat Fighting You and your Dragonling form a more potent fighting team. When you use the Attack action on your turn, if your Dragonling can see you, it can use its reaction to make a melee attack on the same target.
  • Precision Fighting If you are within 10ft. of each other and attacking the same target you both gain advantage on your attacks.
  • Improved Saves While your Dragonling is within 30ft. of you, it gains advantage on all saving throws.
  • Natural Ability Your Dragonling can now recharge its breath weapon on a 1d6 roll of 5 or 6.
  • Improved Heritage The Dragonling's ancestry begins to manifest more. It has Blind sense 30ft., Dark vision 120ft., speaks Draconic fluently.
  • Steadfast Whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack's damage against it.
  • Dragon Ancestry It has immunity to damage of its type instead of resistance.
  • Dragon Hide Its base armor is now 15 instead of 13.
  • Growth Your Dragonling increases by one Size. You may choose this feature multiple times. You may not choose it twice at 3rd level. Addtionally each time you choose this feature your dragonling gains a +2 to one physical stat and +1 to the other two physical stats, as well as increasing the hit die size they gain each level there after. (not retroactively).
    Size Damage Hit Die
    Medium 1d10 1d10
    Large 1d12 1d12
    Huge 2d8 2d8
  • Improved Constitution Your Dragonling gains 2 extra hit points when you gain this ability and each level you gain after.
  • Trained Your Dragonling has been trained to give a potion to you or an ally. When you become unconscious your Dragonling will make every attempt to rejuvenate you first. It knows where your potions are and has learned to feed them to you. It will always use your stock of potions to heal allies. It uses its entire action to perform this feat.
  • Linked Your Dragonling not only have a strong bond but you are linked. You gain resistance equal to the resistance of your Dragonling. If your dragonling also has the Dragon Ancestry Bond you still only gain resistance.
  • Shared Soul When either you or your Dragonling receives healing, both are healed. When either you or your dragonling take damage as a reaction divide damage evenly between the Dragon Knight and the Dragonling, rounding up before any damage reduction applied. Additionally if one of you is affected by a spell requiring a Save DC both are affected and make the saves individually.


  • Tiamat's Shimmer This may only be selected if you have not chosen Bahamut's Shimmer. When you gain this bond your dragonling gains a secondary resistance to a damage type. This bond may be chosen more than once Roll 1d6 to determine it randomly:

    Damage Resistance Type
    Fire 1 Poison 4
    Acid 2 Lightning 5
    Cold 3 Arcane 6
  • Bahamut's Shimmer This may only be selected if you have not chosen Tiamat's Shimmer. When you gain this bond your dragonling can cast Cure Wounds 3x per day. Does not count against its spell slots
  • Dragon Legacy They learn to cast more spells. It can learn spells from its Draconic Heritage. They learn 1 first level spell imidiately, as wel as the following: At 5th; one spell from 2nd level list, 7th; one spell from 3rd level list, 9th; one spell from 4th level list, 11th; one spell from 5th level list, 13th; one spell from 6th level list, 15th; one spell from 7th level list, 17th; one spell from 8th level list, 19th; one spell from 9th level list. It may cast a number of spells equal to its casting modifier per day; spells above 5th level require using 2 slots. If you have Improved Heritage, Dragon Ancestry, and Dragon Hide you can cast spells 2 times your casting modifier per day. These spells are cast only at their base level.
  • Dragon Clutch You were lucky in your dragon summon and managed to summon a clutch of dragonlings, roll 1d4. You have 1d4 dragonlings and all bonds chosen here-after apply to both dragonlings. Affects do not stack. They are the same in every way for game mechanic features. Arbitrary features such as personality and gender can be different. This must be chosen at 3rd level and you lose your level 17 Bond.
  • Pack Tactics You and dragonlings, gain the Pack Tactics feature with each other.
  • Dragon Meld You must have Linked and Shared Soul to use this feature. You and your dragonling's soul become one. You may use this feature a number of times per day equal to your CON Mod as an action meld with your dragonling, gaining some of their traits. This ability lasts for 1 hour, or may dismiss it as a bonus action. When you activate this feature you man choose any number of the following features equal to 1 + your CON Mod. Each use of this feature you gain 1 level of exhaustion. While melded you lose benefits from your other Dragonling Bonds and gain the choice of the following:
    • You grow wings and gain flying speed equal to your movement speed if you already have the "Dragon Wings" class feature your fly speed is doubled.
    • You gain your dragonlings breath weapon except increase the damage die to d10's and it has recharge 6.
    • Your gain +2 Natural AC as scales cover your body.
    • Your STR bonus is doubled for your attacks and damage.
    • You may cast the spells your dragonling knows and use your casting modifier for spell attacks, DC, and damage.
    • You gain temporary health equal to twice your level + dragonlings health. Losing this temp HP ends the meld.
    • Your ability scores are increased by 1 for the duration.
    • You gain 1 additional attack.
    • You gain your dragonlings Blind Sight feature.
    • You gain your dragonlings Darkvision feature.
    • You gain your dragonlings damage resistance feature except you have immunity.
    • You gain your dragonlings Magic Resistance feature.



Credit for borrowed content

  • Homebrewery.naturalcrit.com I'd like to credit Homebrewery for the free tools I used to make this home brew class.
  • Dawnweaver13 for the Dragonslayer picture.
  • Some picutres I would like to thank WOC for a few are from their books.