```metadata title: Dragon Rider description: '' tags: '' systems: [] renderer: legacy theme: 5ePHB ```
# The Dragon Rider
##### The dragon riding class made for the world's greatest roleplaying game
\page ## Dragon Rider The bond formed between rider and mount has long been viewed as something which transcends the common bond between beast and humanoid. Trust must be developed; a relationship built. Not often must a rider form a relationship with a beast whose intelligence and power match their own, yet the Dragon Riders of Mesanffor broke this boundary long ago. ### Isolated Tradition The method of breeding and domesticating dragons began in what are known as the Howling Mountains to the north of the Kingdoms of Antirel and Mafevelle. Surrounded by mountainside, the founder of this ancient tradition slew a gem dragon, however its only egg was moments from hatching. The individual, feeling remorseful for their actions, chose to raise the wyrmling. The wyrmling grew fast, and the rider was marked with a symbol allowing them to telepathically communicate with the dragon. As the years went on, the dragon and individual worked in unison, honing their skills to work alongside one another. The rider taught others this skill, seeing the benefits of sharing this knowledge. However this reached careless and vile individuals, and in time the continent of Varmosa was left in turmoil, the newly donned Dragon Riders taking positions as warlords, generals and strategists against one another and rival kingdoms. For many years this lifestyle led to death on a grand scale, until the divines themselves called for an individual to enact their will, and their will was done. Many of the riders were hunted, captured, and slaughtered, the few remaining forming a school for their craft, and the riders' bane was called off, the divine's will completed. ### A Powerful Bond 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 together and with a physical branding this bond was found to have a magical nature. This encouraged the riders to grow alongside their companion and train with them in a way that promotes both their strengths and intelligence rather than squashing it. This method became the centrepiece of every action they took. Together, a rider and companion could become an unbreakable unit with strategies only their specific partnership could perfect. ## Warning This class is not balanced to be played in a standard group. This class is best played in a solo campaign or with additional players also playing the same class. ``` ``` ### Creating A Dragon Rider When creating a Dragon Rider character, consider the relationship with their dragon companion as an integral part of their story. Have they always wanted to be a Dragon Rider, or was this something thrust upon them unexpectedly? What was the process of receiving or choosing their companion? Discuss with your GM the role Dragon Riders play in the world; how common they are, what organizations they may be a part of, etc. Refer to the Dragon Companion section for more information on choosing your Rider's Companion. #### Quick Build You may make a dragon rider quickly using these suggestions. First, put your highest ability score in either Strength, Dexterity, or Charisma depending on what Draconic Vein you plan to use, followed by Constitution. Second, choose the folk hero background. ## Class Features As a dragon rider, you gain the following class features. #### 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) + your Constitution modifier per dragon rider level after 1st #### Proficiencies ___ - **Armor:** Light armor, medium armor, shields - **Weapons:** Simple weapons, martial weapons - **Tools:** Leatherworker's tools ___ - **Saving Throws:** Dexterity, Charisma - **Skills:** Animal Handling, and choose two from Acrobatics, Athletics, Intimidation, Perception, and Stealth #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - Any martial weapon - Any two simple weapons - (a) leather armor, (b) scale mail or (c) chain mail (if proficient) - leatherworker's tools and an explorer's pack \page
##### The Dragon Rider | Level | Proficiency Bonus | Features | |:---:|:---:|:---| | 1st | +2 | Dragon Companion, Companion Bond, Draconic Vein | | 2nd | +2 | Fighting Style | | 3rd | +2 | Draconic Vein Feature, Eye for Detail, Riding Trainee | | 4th | +2 | Ability Score Improvement | | 5th | +3 | Extra Attack | | 6th | +3 | Riding Adept | | 7th | +3 | Draconic Vein Feature | | 8th | +3 | Ability Score Improvement | | 9th | +4 | Draconic Awareness | | 10th | +4 | ─ | | 11th | +4 | Draconic Vein Feature | | 12th | +4 | Ability Score Improvement | | 13th | +5 | Bond of Scales | | 14th | +5 | Riding Expert | | 15th | +5 | Draconic Vein Feature | | 16th | +5 | Ability Score Improvement | | 17th | +6 | Isolated Prey | | 18th | +6 | Draconic Vein Feature | | 19th | +6 | Ability Score Improvement | | 20th | +6 | Master Rider |
### Dragon Companion You form a bond with your dragon companion. Your dragon companion is friendly towards you and your allies, later seeing you as a friend, and eventually as a confidant the more levels you take in this class. The stats, abilities, and rules for this companion are in the dragon companion section. Your dragon companion gains levels as you level, even if you take a level in a different class. In combat, the companion shares your initiative, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action, relying on your Companion Bond feature instead of spoken words. If you take the Attack action, you may forgo one attack to have your dragon companion make an additional attack if they have the Extra Attack feature, and may forgo two attacks to have your dragon companion make two additional attacks if your dragon companion has reached 15th level. If you are incapacitated, the companion can take any action of its choice, not just Dodge. If you are otherwise absent, it rolls its own initiative. If you die, your dragon companion also dies. If your dragon companion is ever slain, the magical bond you share allows you to return your dragon companion to life. With an expenditure of 25 gp worth of precious gems per dragon rider level and 8 hours of work, you can call forth your companion's spirit and use the inert magic of your bond to create a new body for it. You can return a dragon companion to life in this manner even if you do not possess any part of its body. Returning your dragon to life is a gruelling process however, your maximum hit points being reduced by half until you finish a long rest, and you must expend a number of hit dice equal to half your level (rounded up). ### Companion Bond You and your dragon companion always know the direction to one another while you are on the same plane of existence. You may communicate telepathically with each other while you're within 1 mile of each other, communicating with emotions, feelings, and mental images. ### Draconic Veins At 1st level, you choose one of three Draconic Veins: Dragon Warrior, Dragon Outrider, or Dragon Errant. ### Fighting Style At 2nd level, you adopt a fighting style as your speciality. Choose one of the following options. You can't take a fighting style more than once, even if you later get to choose again. When you reach a level that grants the Ability Score Improvement feature, you may replace a fighting style you know with a fighting style available to dragon riders. #### Archery You gain a +2 bonus to all attack rolls you make with ranged weapons. #### Blind Fighting Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you. #### Cunning Warrior You learn two cantrips of your choice from the bard spell list. They count as dragon rider spells for you, and Charisma is your spellcasting ability for them (see Dragon Errant spellcasting for DC and modifier). Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the bard spell list. #### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gan a +2 to damage rolls with that weapon. \page #### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon 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 2. The weapon must have the two-handed or versatile property for you to gain this benefit. #### Interception When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability score modifier to the damage of the second attack. ### Eye for Detail At 3rd level, you can easily discern the value and rarity of gems, art pieces, and magical items. You can spend 1 minute studying a gem or art piece, after which you learn it's exact value. Additionally, if it is a gemstone, you learn what kind of gemstone it is. If it's an art piece, you learn how old it is. In addition, you can cast the *identify* spell, but only as a ritual. You don't require material components for the spell when you cast it this way. ### Riding Trainee At 3rd level, you have now built up enough trust to ride with your dragon companion. You are capable of riding your companion while it is walking, however it is incapable of carrying you while flying under normal means. For example, your companion's body may not be capable of supporting your weight on top of it while in flight, but it may carry you between its claws, as if you were unconscious, making you incapable of taking normal actions. Alternatively, it may not trust you to be near its most vulnerable point while it is in flight. ### Ability Score Improvement 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 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 At 5th level, you may attack twice, instead of once, whenever you take the Attack action on your turn. ``` ``` ### Riding Adept At 6th level, you have become extremely comfortable on the back of your dragon companion and they are comfortable with you on them. You can now ride your companion while it uses its flying speed. ### Draconic Awareness At 9th level, you gain proficiency with the Perception skill. If you already have proficiency in Perception, you instead gain proficiency in another skill of your choice. Additionally, you also gain advantage on Initiative rolls. ### Bond of Scale At 13th level, when you and your companion finish a short rest at the same time, you each benefit from the others' rest. Any hit dice you and your dragon companion expend during a short rest heals the other for the same amount. ### Riding Expert At 14th level, you have nearly perfected aerial combat. While mounted on your dragon companion, you can move freely in the saddle of your dragon companion, capable of attacking creatures that would normally be out of range of your attacks due to your companion's size. In addition, while mounted on your companion you score a critical hit on a 19 or 20. ### 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 dragon companion have advantage. Your companion also functions on its own, acting during your turn alongside your actions, instead of immediately after your turn. In addition, opportunity attacks against the isolated target no longer require a reaction but are still limited to only one attack. The Isolated Prey feature lasts for 1 hour, until you choose to end it (no action required), you and your companion are knocked unconscious or until the creature is killed. You can use this feature once per long rest. ### Master Rider At 20th level, your bond with your companion becomes unbreakable. While mounted on your dragon companion, you and your companion have advantage on all saving throws. In addition, your Companion Bond feature ignores the distance from one another or if you are not on the same plane of existence. Finally, if you or your dragon companion would be reduced to 0 hit points or die, you or your companion can use a reaction to reduce their hit point maximum by half to prevent the other from dying. The unconscious or dying companion regains an amount of hit points equal to the hit points reduced. You or your companion have your hit point maximum reduced until you finish a long rest. \page ## Draconic Veins Dragon Riders may choose one of three Veins with their companions at 1st level. You may bolster your defenses and physical prowess as a Dragon Warrior, flit effortlessly through the sky as a Dragon Outrider, or rain spells from above as a Dragon Errant. ### Dragon Warrior When the warriors of the realm mount horses for tournaments and travel, you travel across the sky upon your companion serving your lord's justice. #### Warrior's Attire Starting at 1st level, you gain proficiency with heavy armor, and both you and your dragon companion's hit point maximum increase by 1 and increases by 1 again whenever you gain a level in this class. #### Scaled Hides At 3rd level, you and your dragon companion's armor class are increased by half your proficiency bonus (rounded down) while within 30 feet of each other. #### Tooth and Claw At 7th level, when you deal damage to a creature, you may deal additional damage equal to your dragon rider level. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. #### Draconic Ability At 11th level, your bond with your companion enhances your fortitude beyond natural capabilities. Your Strength score increases by 2, and your Strength score maximum is increased to 22. You may increase your Strength score above 20 using Ability Score Improvements. #### Strength of Scale At 15th level, whenever you roll a Strength check or Strength saving throw, you may roll a d8 and add the result to the total. Additionally, you and your dragon companion gain proficiency in Constitution saving throws. #### Aura of Dominance At 18th level, you become a bulwark of draconic power. You may choose to gain immunity to your dragon companion's breath weapon damage type, and resistance to bludgeoning, piercing, and slashing damage for 1 minute. During that time, all of your weapon attacks deal an additional weapon damage die of your dragon companion's breath weapon damage type. Once you use this feature, you cannot do so again until you finish a long rest. ### Dragon Outrider Outriders flank the battlefield and rain arrows onto the unprepared enemy. The dragon outrider not only can outpace the enemy, but they can rain arrows from any and all directions, leaving the enemy stranded. ``` ``` #### Outrider's Knowledge Starting at 1st level, you gain proficiency with the Perception skill. If you already have proficiency in Perception, you add double your proficiency bonus to the skill. #### Moonlight Hunters At 3rd level, you gain a darkvision of 60 feet, and your dragon companion increases its darkvision to 120 feet. If you already have darkvision, your darkvision increases by 60 feet. #### Supple Wings At 7th level, you and your companion can take the Dash action as a bonus action, and any Dexterity (Stealth) checks are made with advantage. #### Draconic Ability At 11th level, your bond with your companion enhances your scouting abilities beyond natural capacity. Your Dexterity score increases by 2, and your Dexterity score maximum is increased to 22. You may increase your Dexterity score above 20 using Ability Score Improvements. #### Take Aim At 15th level, your bond with your companion enhances your accuracy. Once per turn, you may choose to reroll one attack roll that missed. Additionally, you and your dragon companion gain proficiency in Wisdom saving throws. #### Aura of Agility At 18th level, you may choose to enhance your quickness massively. For 1 minute, the movement speed of you and your companion is increased by half their current speed, and you may both make an extra attack when you take the Attack action. Once you use this feature, you cannot do so again until you finish a long rest. ### Dragon Errant The average errant would travel by land to fill the castles and halls with poetry and tales. The dragon errant not only accomplishes the same goals in half the time, but their companion assists them in the event that something would go awry. #### Spellcasting Starting at 1st level, assisted by your companion, you learn to use your sharp wit and tongue to assist your allies and assail your foes. See chapter 10 in the *Player's Handbook* for the general rules of spellcasting and chapter 11 for the bard and wizard spell lists. ***Cantrips.*** You learn two cantrips: *vicious mockery* and one other cantrip of your choice from the bard spell list. You learn an additional bard cantrip at 10th level. ***Spell Slots.*** The Dragon Errant Spellcasting table shows how many spell slots you have to cast your spells of 1st level or 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 *cure wounds* and have a 1st-level and 2nd-level spell slot available, you can cast *cure wounds* using either slot. \page ##### Dragon Errant Spellcasting | Rider
Level | Cantrips
Known | Spells
Known | 1st | 2nd | 3rd | 4th | |:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | 2 | 2 | 2 | ─ | ─ | ─ | | 2nd | 2 | 3 | 2 | ─ | ─ | ─ | | 3rd | 2 | 3 | 2 | ─ | ─ | ─ | | 4th | 2 | 4 | 3 | ─ | ─ | ─ | | 5th | 2 | 4 | 3 | ─ | ─ | ─ | | 6th | 2 | 4 | 3 | ─ | ─ | ─ | | 7th | 2 | 5 | 4 | 2 | ─ | ─ | | 8th | 2 | 6 | 4 | 2 | ─ | ─ | | 9th | 2 | 6 | 4 | 2 | ─ | ─ | | 10th | 3 | 7 | 4 | 3 | ─ | ─ | | 11th | 3 | 8 | 4 | 3 | ─ | ─ | | 12th | 3 | 8 | 4 | 3 | ─ | ─ | | 13th | 3 | 9 | 4 | 3 | 2 | ─ | | 14th | 3 | 10 | 4 | 3 | 2 | ─ | | 15th | 3 | 10 | 4 | 3 | 2 | ─ | | 16th | 3 | 11 | 4 | 3 | 3 | ─ | | 17th | 3 | 11 | 4 | 3 | 3 | ─ | | 18th | 3 | 11 | 4 | 3 | 3 | ─ | | 19th | 3 | 12 | 4 | 3 | 3 | 1 | | 20th | 3 | 13 | 4 | 3 | 3 | 1 | ***Spells Known of 1st-Level or Higher.*** You know four 1st-level spells of your choice from the bard and wizard spell lists. The Spells Known column of the Dragon Errant Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. One of the additional spells you learn at 5th, 9th, 13th, and 17th level can come from the any spell list. Additionally, when you gain a level, you can choose one of the spells you know and replace it with another spell from the bard or wizard spell lists, which also must be of a level for which you have spell slots. ***Spellcasting Ability.*** Charisma is your spellcasting ability for your spells, since your obtain your spells through your innate connection 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 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
``` ``` #### Blade and Tongue At 3rd level, you can cast a cantrip that has a casting time of an action with a bonus action instead. You cannot do so if you have already cast a cantrip as an action this turn, and cannot cast a cantrip as an action after doing so this turn. #### Protective Tales At 7th level, while mounted on your companion, if either you or your companion are subjected to an attack or damaging spell, you can use your reaction to be considered under the *sanctuary* spell until the end of your next turn. You can use this feature once, and you regain the ability to do so when you finish a short or long rest. #### Draconic Ability At 11th level, your bond with your companion enhances your spellcasting abilities beyond normal possibilities. Your Charisma score increases by 2, and your Charisma maximum is increased to 22. You may increase your Charisma score above 20 using Ability Score Improvements. #### Spinner of Narratives At 15th level, you can pick two spells of 1st-level that you know. You can cast those spells as if they were cantrips for the purposes of the Blade and Tongue feature. Additionallly, you and your dragon companion gain proficiency in Intelligence saving throws. #### Aura of Chronicles At 18th level, you may choose to enhance your spellcasting to an incredible extent. For 1 minute, you may cast the spells affected by your Spinner of Narratives feature without expending a spell slot. If a target must make a saving throw against a spell you cast, it makes the saving throw with disadvantage. If the spell has a damage or healing die, the dice result cannot be lower than the average result (4 + your spellcasting modifier for *cure wounds*). Once you use this feature, you cannot do so again until you finish a long rest. \page ### The Dragon Companion At 1st level, the Dragon Rider has a dragon as a companion to grow, level, explore, and fight alongside them. Due to these endangered dragons' interbreeding, their growth is rapid while they're younger but become stunted before they properly mature, never reaching the heights of power like a true dragon. The dragon companion is a sidekick, and follows the rules for sidekicks (as described in the Sidekick section of *Tasha's Cauldron of Everything*). **Additionally**, the dragon is most importantly not a beast companion, nor a familiar. The dragon is a intelligent being, and will behave differently whenever its companion takes a level in a different class. Whenever the dragons' companion reaches or exceeds a number of levels equal to half their dragon rider level in other classes, the dragon companion requires an action to command with the Dragon Companion feature instead of a bonus action. If the companion reaches or exceeds a number of levels equal to their dragon rider level in other classes, the dragon rider will also have to make a Wisdom saving throw equal to (8 + the companion's proficiency bonus + the companion's level) before they are able to use their action to command the dragon companion. ##### The Dragon Companion | Level | Proficiency Bonus | Features | |:----:|:----:|:----------| | 1st | +2 | Companion Coloration | | 2nd | +2 | Breath Weapon | | 3rd | +2 | Size Increase | | 4th | +2 | Ability Score Improvement | | 5th | +3 | Breath Weapon Range Increase, Flying Speed Increase, Shape Change | | 6th | +3 | ─ | | 7th | +3 | Extra Attack | | 8th | +3 | Ability Score Improvement | | 9th | +4 | Darkvision Increase | | 10th | +4 | Ability Score Improvement | | 11th | +4 | Breath Weapon Range Increase | | 12th | +4 | Ability Score Improvement | | 13th | +5 | Flying Speed Increase | | 14th | +5 | ─ | | 15th | +5 | Extra Attack (2), Size Increase | | 16th | +5 | Ability Score Improvement | | 17th | +6 | ─ | | 18th | +6 | ─ | | 19th | +6 | Ability Score Improvement | | 20th | +6 | Breath Weapon Range Increase | ___ > ## Dragon Companion >*Medium dragon, Alignment - Same as Rider* > ___ > - **Armor Class** 10 + its Constitution modifier + PB (Natural Armor) > - **Hit Points** 19 (2d12 + 6) > - **Speed** 30 ft., fly 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|10 (+0)|16 (+3)|10 (+0)|12 (+1)|14 (+2)| >___ > - **Saving Throws** Con +Con mod plus PB, Cha +Cha mod plus PB > - **Skills** Perception +Wis mod plus double PB, Stealth +Dex mod plus PB > - **Damage Immunities** acid (Ferberite), cold (Diamond), fire (Proustite), lightning (Larimar), or poison (Aventurine) > - **Condition Immunities** poisoned (Aventurine) > - **Senses** Darkvision 60 ft., passive Perception 10 + Wis mod + double PB > - **Languages** Draconic, plus speaks or understands Common (your choice) > - **PB** = Proficiency Bonus > ___ > ### Actions > ***Bite.*** *Melee Weapon Attack:* +Str mod plus PB to hit, one target. *Hit* 5 (1d6 + Str mod) piercing damage plus 2 (1d4) damage of the breath weapon damage type. > > ***Claw.*** *Melee Weapon Attack:* +Str mod plus PB to hit, one target. *Hit* 4 (1d4 + Str mod) slashing damage. > > ***Tail.*** *Melee Weapon Attack:* +Str mod plus PB to hit, one target. *Hit* 6 (1d8 + Str mod) bludgeoning damage. #### Companion Coloration *1st-level Dragon Companion feature*
The dragon companion is of one of the following colors: aventurine, diamond, ferberite, larimar, or proustite. The choice affects what damage immunity and breath weapon the dragon companion has, as shown on the Dragon Companion stat block. The aventurine dragon also has immunity to the poisoned condition. ##### Aventurine Dragon This dragon's scales begin as a light, grassy green, then age into a light, cyan color if female, or a darker green color if male. Their breath is released in a toxic cone of poisonous gas, deadly enough to leave even the most potent enemies retching and gasping for air. The Aventurine Dragon's breath attack deals poison damage in a 15-foot cone, and requires a Constitution saving throw. \page ##### Diamond Dragon This dragon's scales begin as a gleaming white, sometimes having phosphorescent flecks of other colours gleaming off. As they age, those phosphorescent flecks will expand across the body, giving a living diamond colour if female, or disappear and be replaced with a clear, glass-like reflection if male. The Diamond Dragon's breath is a cone of ice so frigid that it freezes the very air inside it, and any living thing in the area may shatter from the sheer cold. The Diamond Dragon's breath attack deals cold damage in a 15-foot cone, and requires a Constitution saving throw. ##### Ferberite Dragon This dragon's scales appear almost dark grey at birth, eventually growing to look encased in glass if female, or scales as black as night if male. The Ferberite Dragon's breath is a heaving line of virulent acid, destructive enough at young ages to melt flesh and bone. At older ages, this acid is rumored to be able to melt stone and metal. The Ferberite Dragon's breath attack deals acid damage in a 30-foot by 5-foot line, and requires a Dexterity saving throw. ##### Larimar Dragon This dragon's scales begin as the color of the sky; soft blue, with flecks of cloudy white. As they age, the scales shift towards more white and light blue if female, or the white creates a cracking appearance, scattering the deeper blue coloration if male. Their breath manifests as a line of electrical energy, eventually gaining enough power to stop the heart of creatures caught in its fury. The Larimar Dragon's breath attack deals lightning damage in a 30-foot by 5-foot line, and requires a Dexterity saving throw. ##### Proustite Dragon This dragon's scales are a dark red color at a young age, eventually progressing towards a near-black coloration with red highlights later in life if female, or dulling to look more marone if male. Their breath is released in a fiery cone of intense heat, easily incinerating anything in its path. The Proustite Dragon's breath attack deals fire damage in a 15-foot cone, and requires a Dexterity saving throw. #### Breath Weapon *2nd-level Dragon Companion feature*
The dragon companion may use their action to expel its breath weapon. Any creature caught in its range must succeed on a saving throw (DC 8 + its proficiency bonus + its Constitution modifier), the type stated with the Companion Coloration feature. On a failed save, they take 2d6 damage of the appropriate type, or half as much on a successful one. This damage increases by a d6 every second level after the 2nd. The companion's breath weapon can be used a number of times equal to its proficiency bonus, and regains all expended uses after a long rest. ``` ``` #### Size Increase *3rd-level Dragon Companion feature*
The dragon companion's size increases from Medium to Large, its AC increases by 1, its walking speed increases by 5 feet, and its flying speed increases by 10 feet. In addition, the damage die for its Bite, Claw, and Tail attacks increase by one die size (d4 to d6, d6 to d8, etc). At 15th level, its size increases from Large to Huge and gains the same increases to its AC, walking speed, flying speed, and damage die size. #### Ability Score Improvement *4th-level Dragon Companion feature*
At 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, the dragon companion may choose one of the following options. The dragon companion cannot increase an ability score above 24 using this feature. - Increase one of its ability score by 3. - Increase one of the its ability scores by 2 and another by 1. - Increase three of the its ability scores by 1. #### Breath Weapon Range Increase *5th-level Dragon Companion feature*
The range of the dragon companion's Breath Weapon feature increases by 15 feet if the companion is a Aventurine, Diamond, or Proustite dragon, or 30 feet if the companion is a Ferberite or Larimar dragon. This increases again at 11th and 20th level. #### Flying Speed Increase *5th-level Dragon Companion feature*
The dragon companion's flying speed increases by 10 feet. This increases again at 13th level. #### Shape Change
*5th-level Dragon Companion feature*
The dragon companion gains the ability to change its form into a medium humanoid as an action. The dragon companion chooses the form it will take, and the dragon will assume this form every time it uses this ability. While in the humanoid form the companion can still use its claw and breath attacks, but loses its flying speed, and its walking speed is 30 feet. Its stats otherwise remain the same. #### Extra Attack *7th-level Dragon Companion feature*
The dragon companion can attack twice, instead of once, whenever it takes the Attack action on your turn. The dragon companion can only make one Bite attack per turn. The number of attacks increases to three when the dragon companion reaches 15th level. \page #### Darkvision Increase *9th-level Dragon Companion feature*
The dragon companion's darkvision is doubled. > ##### Art Credits > "Dragon rider" by Andrew Clark on ArtStation > >
"Dragon's Rider's" by Omar Samy > >
"Dragon Knight of Darkness" by Blackfoxst