Ranger Archetype

Dragon Apprentice

Dragon Apprentices dedicate themselves to respecting dragons in all their ferocity and all their mysterious splendor. They learn from dragons and seek to emulate the virtues of those they align themselves with.

Dragon Apprentice Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Dragon Apprentice Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Dragon Apprentice Spells
Ranger Level Spell
3rd cause fear
5th dragon's breath
9th fly
13th polymorph
17th dominate person

In addition, choose a Draconic Affinity as you irrevocably align yourself with either the fearsome, powerful Chromatic Dragons, the mighty, noble Metallic Dragons, or the extraordinary, fierce Divergent Dragons.

You focus your training under one type of dragon associated with your Draconic Affinity, designating them as your Advocate. You can change your Advocate whenever you gain a level in this class. Your Advocate is used for several features you gain.

Chromatic Affinity
Dragon Advocate Damage Type
Black Acid
Blue Lightning
Green Poison
Red Fire
White Cold

Metallic Affinity    Divergent Affinity

Dragon Advocate Damage Type
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Silver Cold

Dragon Advocate Damage Type
Dracolich Necrotic
Dragon Turtle Fire*
Shadow Dragon Necrotic
Wyvern Poison

* Flavored as steam

“Dragon Apprentice” is unofficial Fan Content permitted
under the Fan Content Policy. Not approved/endorsed
by Wizards. Portions of the materials used are property
of Wizards of the Coast. © Wizards of the Coast LLC.

 Art Credit:
 Wizards of
  the Coast




Aspect of the Dragon

At 3rd level, you learn an ancient ritual bestowed by dragonkin upon only their most trusted allies. You perform the ritual over the course of 1 hour, which can be done during a short rest. You must be wearing armor while you perform the ritual.

At the completion of the ritual, your armor is magically reinforced by an infusion of gleaming, resilient dragon scales of the same type as your Advocate. If another creature dons this armor, the scales immediately fade, and you must perform the ritual again in order to gain the benefits of this feature.

While wearing this armor, whenever you take damage of the type associated with your Advocate, the damage is reduced by 3. The amount this damage is reduced increases when you reach certain levels in this class, increasing to 5 at 10th level, 7 at 15th level, and 10 at 20th level.

Dragon Warrior

Starting at 3rd level, you can invoke the nature of your draconic benefactor in battle. As a bonus action, choose one weapon you are holding. All attacks you make with that weapon until the start of your next turn deal an extra 1d4 damage of the type associated with your Advocate.

The extra damage die increases when you reach certain levels in this class, increasing to 1d6 at 10th level, 1d8 at 15th level, and 1d10 at 20th level.

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Dragon's Prey

At 7th level, you learn the battle focus of your dragon allies. When you deal extra damage to a creature from your Dragon Warrior feature, you can mark it as your prey until the start of your next turn.

Chromatic Affinity. You learn to direct your concentrated wrath at your quarry. After your prey makes an attack against you or casts a spell that targets you, you can use your reaction to make a weapon attack against that creature.

Metallic Affinity. Whenever your prey hits you with an attack, you can use your reaction to add your Wisdom modifier to your AC for that attack, potentially causing the attack to miss you.

Divergent Affinity. When you take damage from your prey, you can use you reaction to enter a hyperfocused manic state, maintaining concentration on your prey as if concentrating on a spell. If your concentration is broken or you attack or cast a spell that targets a different creature, the manic state ends.

While in this manic state, the next time you make an attack against that creature, you have advantage on the attack roll and your attack is a critical hit on a roll of 19 or 20. Hit or miss, your concentration fades after the attack.

Advocate’s Presence

At 11th level, you learn to channel the frightful presence of your draconic protector. As an action, you can beseech your Advocate to send a dragon spirit to come to your aid. When you do so, the spectral form of an ancient dragon descends upon your space—only for a moment—as its spirit inhabits your body, allowing you to unleash a terrifying, guttural roar.


Aspect of the Dragon: Divergent Affinity

In place of dragon scales, those of the Divergent Affinity may choose a more appropriate effect for their armor based on their Advocate. For example:
Dracolich Advocates may choose to have their Apprentice's armor interwoven with bone.
Dragon Turtle Advocates may reinforce the armor with a durable shell.
Shadow Dragon Advocates may simply shroud their Apprentice's armor in a persistent black-ish mist.
Wyvern Advocates may choose to cover the armor in stinger-like spines.



 Up to six creatures you choose within 60 feet of you must make a Wisdom saving throw (the DC equals your ranger spell save DC). A target automatically succeeds if it can’t hear or see you.

On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Once you use this feature, you must finish a short or long rest before you can use it again.

Dragon Keeper

Starting at 15th level, your proven kinship with your dragon allies grants you a boon for your friendship and service. You can cast the find greater steed spell with this feature, without expending a spell slot.

When you cast the spell, the form you choose can only be that of a dragon wyrmling of the same type as your Advocate. The summoned creature is considered a dragon. When summoned in this way, the wyrmling is a Large creature and the reach of its bite attack increases to 10 feet. It retains all other statistics.

Once you use this feature, you can't use it again until you finish a long rest.


 For Divergent Affinity wyrmling stat blocks, refer to the
Divergent Affinity Wyrmlings Supplement.

 Art Credit:
 Adam Schumpert
 (adamschumpert.
  artstation.com)

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