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Dracotem
Animus

A Dracotem Animus is defined by an ancient pact made between dragon kind and all living races. The pact forms a bond between the Rider their Dragon, allowing them to share a telepathic bond, connected arcanic abilities, and an everlasting life; given that the Dragon or the Rider are not slain.

Humble Beginnings and Entwined Fate

This class must be taken as a first level, if you have any other levels in another class you must forfiet them as part of your background. You may not multi-class. If you do have any levels, your DM determines what you may keep.

The Dragon Rider
Level Proficiency Bonus Features Cantrips Known Spells Known Slot Level Draconic Invocations Total Magic Energy
1st +2 Draconic Hatchling 1 1st 2
2nd +2 Psionic Link 1 2nd 2
3rd +2 Small Dragon Growth, Enhanced Spell Casting 1 2 2nd 4
4th +2 Ability Score Improvement, Shared Minds, Medium Dragon Growth 1 3 3rd 6
5th +3 Extra Attack 2 4 3rd 10
6th +3 Ancient Wisdom 3 5 4th 12
7th +3 Draconic Invocation, Large Dragon Growth 4 5 4th 1 16
8th +3 Ability Score Improvement 5 5 5th 1 18
9th +4 Draconic Influence 5 6 5th 1 20
10th +4 Draconic Invocation 6 7 5th 2 20
11th +4 Dragon Pact 7 8 5th 3 22
12th +4 Ability Score Improvement 7 8 5th 3 24
13th +5 Dragon Pact Feature, Adult Dragon Growth, Draconic Influence 8 9 6th 4 30
14th +5 Ability Score Improvement, Draconic Invocation 8 10 6th 4 32
15th +5 9 12 6th 5 38
16th +5 Ability Score Improvement, Draconic Invocation 10 14 7th 6 42
17th +6 Dragon Pact Feature 10 15 7th 6 46
18th +6 Ancient Dragon Growth, Draconic Invocation, Draconic Influence 10 16 7th 7 80
19th +6 Ability Score Improvement 11 18 8th 7 85
20th +6 Magical Source, Draconic Invocation, Dragon Pact Feature 12 20 9th 8 90

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Class Features

As a Dragon Rider you gain the following class features

Hit Points

  • Hit Dice: 1d10 per level
  • Hit Points as 1st Level: 10 + Consitution Modifier
  • Hit Points at Higher Levels: 1d10 +Constitution Modifier per level

Proficiencies

  • Armor: Select one from; Light, Medium, Heavy Armor & Shields
  • Weapons: Martial Weapons
  • Tools: Choose additonal from Background
  • Saving Throws: Wisdom and Constitution
  • Skills: Chose two from; Perception, Arcana, Athletics, Investigation, Acrobatics, Animal Handling, Insight, Survival, Medicine, Nature, Intimidation, Persuasion

Equipment

You start with the following equipment, in addtion to the equipment granted by your background.

  • (a) 2 martial weapons or (b) a martial weapon and a shield
  • Select one from; Light, Medium, Heavy Armor
  • (a) an explorer's pack or (b) a scholar's pack
















Spellcasting

After making first contact with your dragon hatchling, it leaves a mark on your dominant hand, which is typically the Dragon Rider's arcane focus.


You may chose spells from any Class.

The Rider's spellcasting is different than any other class, as listed in the Magical Energy sections on the next page.

To cast these spells you speak in the Ancient tongue. These are the true words for things inside the celestial planes. While Speaking Ancient you cannot lie.

Spellcasting Ability

CHA is your spellcasting ability for your Dragon Rider spells. You use your CHA whenever a spell refers to your spellcasting ability. In addition, you use your CHA modifier when setting the saving throw DC for a Dragon Rider spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus +
your CHA modifier

Spell attack modifier = your proficiency bonus +
your CHA modifier

Magical Energy

Unlike other spellcasters, you draw your power from your own stamina, and that of your Dragon's. You cast these spells using the the point values located in Magial Energy - Pools. You regain one third (rounded up) of your magical energy on a short rest and all of it after a long rest.

Magical Exhaustion


Casting spells causes the energy to drain from you and your Dragon's body. When you cast a spell it uses your magical energy. Spend the appropriate points, either from your combined pool or your own, to cast the spell at the level of your choice.


When you cast a spell, subtract the cost divided between your Dragon and yourself to your choosing, count the remaining points.

Magical Energy Remaining Exhaustion Level
<0 Unconcious Roll Death Saves
0% Unconcious (1 Level Of Exhaustion)
25% One Level of Exhaustion
>25% No Noticeable Effect

Your health does not drop if you are unconcious. However, you are unable to move until you finish a short rest.

Upon waking from this short rest you gain one level of exhaustion until a long rest.























Magical Energy Cost Per Spell Level
Spell Level Magical Energy Cost
1st 2
2nd 4
3rd 6
4th 8
5th 10
6th 15
7th 20
8th 30
9th 40

Ancient Language Magic

Additionally, you may attempt to cast spells which have no name, but your knowledge of the Anceint Language allows you to shape it's will.

Describe the Spell to your DM, your DM may decide whether you know enough Ancient words to complete the spell. If your DM decides yes, ability check using your spellcasting attack modifier to shape the spell.

Depending on the spell, Ancient Language Magic may use zero or any amount of your Magical Energy.












Many Dragon Riders have died to crafting spells using Ancient Language Magic that consume more energy than they or their Dragon have.

Avoid spells that require large effort, great distances, and powerful magic when casting this way.

Magical Energy - Pools

All magic comes with the physical toll of having to do the task. If you want to lift a boulder with magic, it will take the same amount of effort as if you went and lifted the boulder yourself.


As a Dragon Rider you share a soul with your Draconic Partner, from there you can access and use the same pool of energy to cast spells.


You and your partner abide by the Magical Exhaustion table above

Dragon Rider
Level Magical Energy
1st 2
2nd 2
3rd 2
4th 2
5th 4
6th 6
7th 6
8th 8
9th 10
10th 10
11th 10
12th 10
13th 10
14th 12
15th 16
16th 16
17th 16
18th 20
19th 25
20th 30




When you cast magic you must choose either yourself or your partner as the source of the magic.

Your Dragon must be concious and within Psionic Link Range. If you are not within range of your Dragon use the Dragon Rider table only.




Draconic Partner
Level Magical Energy
1st 0
2nd 0
3rd 2
4th 4
5th 6
6th 6
7th 10
8th 10
9th 10
10th 10
11th 12
12th 14
13th 20
14th 20
15th 22
16th 26
17th 30
18th 60
19th 60
20th 60

Draconic Hatchling

At first level, you come into contact with a Dragon Egg, and it hatches from its shell. The color and type is chosen by your DM. It has a limited telepathic bond with you and can understand basic commands and ideas.


Draconic Hatchling

Tiny Dragon, any alignment


  • Armor Class 13
  • Hit Points 7(2d4 + 2)
  • Speed 15ft., fly 20ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3, Stealth +4
  • Senses passive Perception 12
  • Languages Understands Common And Draconic But Can't Speak

Keen Senses. The Draconic Hatchling has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Magic Resistance The Draconic Hatchling has advantage on Saving Throws against Spells and other magical Effects.

Limited Telepathy The Draconic Hatchling can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.

Actions

Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.

Claws *Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) slashing damage.

If your dragon dies, your DM rolls percentile dice

Dragon Death
Dice Roll Result
100-80 Reduce HP to 1/10th Max
79-45 Player is unconscious with 0 health
44-01 Roll Death Saves for Permadeath

Psionic Abilities

Addtionally starting at second level, if you focus you are able to see into the minds of creatures around you. By reaching out with your mind you may use these Psionic Abilities.

Player Level Abilities
2 Detect Intentions
4 Detect Thoughts, Enhanced Telepathy
5 Psionic Attack
8 Dragonscale Thoughts
12 Danger Sense, External Psionic Link
16 Local Perception
20 Preemptive Action

At second level, your bond with your dragon grows stronger. It opens it's mind and yours. Your Draconic Hatchling now has normal Telepathy instead of Limited.

You can see through your familiar's eyes and hear what it hears, as well as it's through yours.

Psionic Range
Level Range
2 100 feet
4 500 feet
5 1000 feet
8 2000 feet
12 1 mile
14 2 miles
16 3 miles
18 4 miles
20 8 miles

Detect Intentions

As a bonus action, by reaching out with your mind you may force a target to make a Wisdom saving throw agaisnt your spell save DC. If the target fails you can ascertain their intentions and alignment.






Detect Thoughts

As a bonus action, by reaching out with your mind you may attempt to enter a targets mind. This functions like the "Detect Thoughts" spell

Enhanced Telepathy

Your ability has allowed you to communicate complex thoughts and emotions to all creatures, not just your Dragon.

Psionic Attack

As an action, you attack your targets psyche, your target is forced to make a wisdom saving throw against your spell save DC. If the target fails they take damage equal to 1d6 times your Rider level.

Dragonscale Thoughts

When something tries to read your mind, you may make a reaction action to attack or defend.

Type Result
Attack You may make a Psionic Attack. If it succeeds they fail their attack
Defend You fortify your mind, anything reading your mind must makes a saving throw versus your spell save DC or you may read their thoughts as a free action and they fail their attempt.

Danger Sense

You gain the feature Danger Sense as described in the Barbarian Class.

When you use Detect Thoughts or Psionic Attack and succeed; you remain inside the mind of your target. The creature makes a Wisdom saving throw versus your Spell Save DC. On a failure you can influence their actions and will. Much like the Dominate Person 5th Level Spell.

Local Perception

You are aware of all living things within 30 feet of your character or your Dragon. You have advantage on rolls that require intelligence or wisdom that are within this radius. Additionally you may use Danger Sense within this radius without the need for sight.

Preemptive Action

When a creature who's mind your are still inside of makes an action, you may use your reaction as a legendary action. You may not use this feature again until you finish a long rest.

Small Dragon Growth

Your dragon grows in size, and is now considered small instead of tiny. It has the following stats.


Small Dragon

Small Dragon, any alignment


  • Armor Class 14
  • Hit Points 10(2d8 + 2)
  • Speed 30ft., fly 60ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 12 (+1)

  • Skills Perception +3, Acrobatics +5
  • Senses passive Perception 12
  • Languages Draconic, Telepathy

Keen Senses. The Small Dragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Magic Resistance The Small Dragon has advantage on Saving Throws against Spells and other magical Effects.

Actions

Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage.

Claws *Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.


Enhanced Spellcasting

As your dragon grows you can feel magical energy welling up within it. You may now use the Draconic Parther table for spell casting. Addtionally you learn one cantrip of your choice from any spell list, and the associated Ancient phrase. You are also now able to devide the points you spend between you and your partner as you see fit.

Shared Minds

You may now instruct your dragon to attack without using an action. You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

  • Increase your Intelligence by 1, to a maximum of 20.

  • You always know which way is north.

  • You always know how the number of hours left before the next sunrise or sunset.

  • You can accurately recall anything you have seen or heard within the past month.

Medium Dragon Growth

Your Dragon grows in size, and is now considered medium instead of small. It has the following stats.


Medium Dragon

Medium Dragon, any alignment


  • Armor Class 16
  • Hit Points 28(4d10 + 2)
  • Speed 30ft., fly 60ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 18 (+4) 14 (+2) 16 (+3) 16 (+3)

  • Skills Perception +6, Acrobatics +5, Athletics +5, History +6, Deception +6, Intimidation +8
  • Senses passive Perception 13
  • Languages Draconic, Telepathy

Keen Senses. The Medium Dragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Magic Resistance The Medium Dragon has advantage on Saving Throws against Spells and other magical Effects.

Actions

Multiattack The Medium Dragon makes one attack with its bite and one attack with his claws.

Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage.

Claws *Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage.

Ancient Wisdom

Your bond with your Dragon gives you Wisdom beyond your years. You gain the following benefits:

  • Increase your Wisdom by 1, to a maximum of 20.

  • You have Advantage on History, Survival, and Arcana Checks.

  • You may store Magical Energy into gems. (See Gem Storage)


Draconic Invocations

When you reach seventh level your soul begins to meld and bind with Dragon Kind. You may select a Draconic Invocation from those that are availible to you. You gain more at 10th, 11th, 13th, 15th, and 20th levels.

Draconic Blast

Prerequisite: Eldritch Blast cantrip

When you cast Eldritch Blast, your Draconic partner has advantage on his breath weapon until the end of its turn.


The damage type is equal to your Dragon's Breath Weapon type.

Wrym Gaze

You can cast Detect Magic at will.

At 15th Levelyou can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Dragon's Wings

Prerequisite: Dragonborn, Fey or Fiend Race
Prerequisite: 10th level

You gain a movement speed equal to half your Dragon's move speed. You may chose your form and function of your wings.

Dragonskin

You have resistance to Slashing and Cold Damage

You have immunity to your Dragon's Breath Weapon

Ancient Rituals

You may cast any of yours spells as ritual spells, doing so costs half the Magical Energy.

Magi Infusion

You gain bonus Magical Energy.

You may take this Invocation multiple times, doing so increases it's level.

Magi Infusion Bonus
Magi Level Bonus
1 4
2 8
3 16
4 32
5 64

Blazing Rebuke

When you take damage, you can use your reaction to make an attack with your Psionic Attack agaisnt the creature that damaged you.

You may use this again after a long rest.

Hero's Tale

Your fame and legend has spread far, people have heard rumors, for bad or for good.

Alignment Bonus
Evil You have advantage on
intimidation and persuasion
checks

You gain 8 Magical Energy as you thirst
for power

Agents of good seek to destroy you
Good You have advantage on
intimidation and persuasion
checks

You are adored by the people

You start the day with one inspiration,
which you regain at dawn.
Neutral You seek to balance the world
and as such may seek audience with
any nation

You gain +2 Wisdom

Dragon's Breath

As an action you channel the spirit of Dragonkind, you make a breath attack using your Dragon's breath attack.

You may use this again after a long rest.

Dragon's Strength

Increased your strength by 1, to a maximum of 20

Aspect of the Dragon

As an action you may attack as if you had your Dragon's claws or bite.
You make use this again after a long rest.

Imposing Presence

Prerequisite: 13th Level

Each creature of the your choice that is within 120 feet of the you and aware of you must succeed on a Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the Effect on itself on a success. If a creature's saving throw is successful or the Effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

You make use this again after a long rest.

Frightful Blast

Prerequisite: Eldritch Blast cantrip
Prerequisite: 10th Level

When you hit a creature with Eldritch Blast, they must succeed on a Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the Effect on itself on a success. If a creature's saving throw is successful or the Effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

You may use this again after a long rest.

Magical Dominance

You may use Dispel Magic as a reaction using your highest level spell slot.

Doing so costs half the Magical Energy

You may use this again after a long rest.

Drakeshield

You may cast Fire Shield at will.

Dragon Charm

Your Charm Person, Friends, and Suggestion spells cost half the Magical Energy.

Tooth and Claw

When you make a Melee Attack on your turn, you may make an additional attack.

Serpents' Tongue

As a Bonus Action you can cover your weapon with your Dragon's Breath Attack

When you deal damage with this weapon you may deal an additional 2d10 damage of the damage type to the creature.

Hearty Race

The Dragon's blood runs heavy through your veins.
Increased your constitution by 2, to a maximum of 20

Large Dragon Growth

Your Dragon grows in size, and is now considered Large instead of Medium. It is also now large enough to ride comfortable, carry provisions, breath fire, and is self sufficient given there is enough food for it to hunt nearby.


Large Dragon

Large Dragon, any alignment


  • Armor Class 18
  • Hit Points 136 (16d10+48)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 16 (+3) 16 (++3) 16 (+3)

  • Saving Throws Dex +4, Con +6, Wis +4, Cha +5
  • Skills Deception +5, Perception +7, Stealth +4
  • Condition Immunities Breath Attack Damage Type
  • Senses Blindsight 30 Ft., Darkvision 120 Ft., passive Perception 17
  • Languages Draconic, Telepathy

Keen Senses. The Medium Dragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Magic Resistance The Medium Dragon has advantage on Saving Throws against Spells and other magical Effects.

Actions

Multiattack. The Dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 5 (2d6 + 4) slashing damage.

Breath Weapon (Recharge 5-6) The dragon exhales in a 15-foot cone. Each creature in that area must make a DC 14 Dextrity saving throw, taking (3d6) breath damage type on a failed save, or half as much damage on a successful one.

You may spend 20 mintues to fashion a crude saddle out of leather



Mounted Combat

While riding your dragon in combat, you may make an extra action on your turn to attack or move with your Dragon.

Otherwise you may attack normally as if you were on a steed.

Entering the saddles requies a bonus action, while leaving it is a free action.

Draconic Influence

Beginning at 9th level your bond changes the very structure of your being. Human's gain Elf Ears, Dark Vision, and no longer need to sleep during long rests. Fey, and Elves gain resistances, Fiends gain are Enlightened and gain traits of the Aasimar.


A Pact Between Races

An ancient Pact Between the Races seals the bonds between the races included below.


When you gain this feature roll a d12 to pick another race from the list below and gain an attribute from that race. These can be senses, languages, resistances, immunities, and more. If you roll a race that is your own, you must reroll.

Pact Races

d12 Result Race
1 Aasimar
2 Changeling
3 Dragonborn
4 Elf
5 Firbolg
6 Genasi
7 Goliath
8 Halfling
9 Human
10 Kalashtar
11 Tabaxi
12 Tiefling

Friend of the Races

When you gain an attribute with a race, their attitude towards you changes significantly in a positive way. You have advantage when using abilities that interact with your Draconic Influenced races.




















Balanced Form

When you gain your final Draconic Influence at 18th level, you made add three ability points to any stat.

Any ability increased in this manor cannot exceed a maximum of 20














Draconic Pact

You finalize your Ancient Pact with your Dragon, melding your souls and minds to a degree you never thought possible.

Both you and your Dragon must decide what type of Dracotem Animus you will be. This is akin to a Moral and Ethical philosophy and will dictate your actions and responses to future challenges.

When you gain this feature at 11th level you may chose a Pact to follow. When you gain this feature above 11th level you gain features from your selected Pact.

Spellweaver

You fight with your mind, rather than blade and bite, and as such you strive to unlock the secrets of magic. Your understanding of the Ancient Language and it's grammer is such that the downsides of casting Ancient Language Magic are mostly mitigated. Spells cast in this are easier to perform and sustain.

When you chose this pact both you and your Dragon gain 8 Magical Energy.

Additoinal Pact Levels

At 13th level you and your dragon both gain an additional 8 Magical Energy.

At 17th level you and your Dragon may cast Ancient Language Magic as if it were Meta Magic

At 20th level at the end of your turn you may regain 2d8 Magical Energy. You may not use this again until a short rest.

Additionally with much effort; You may learn the true names of any living creature, speaking their true name lets you cast a 9th level Dominate Person spells at will, doing so costs 12 Magical Energy















Blade and Bite

Your sword is an extension of your body as your Dragon's Fangs and Claws are a part of thiers. You both may double your To Hit value for weapons you are proficient in. You may do this once a day

Serpents' Tongue may also now be cast at will as a free action.

Additoinal Pact Levels

At 13th level when you make an attack as an action, you may make an additional attack as a Bonus Action.

At 17th level your Dragon's Breath Attack has no Recharge.

At 20th level when you damage an enemy, you may make an additional attack, there is no limit to attacking in this manor.

Doing so costs 12 Magical Energy

Draconic Inspirator

To you; your soul, and the actions that are caused by it, is more important than any magic or blade. While within a 120ft radius of you or your dragon, allies cannot be Charmed or Dominated

Additoinal Pact Levels

At 13th level Allies within your Draconic Inspiration radius have advantage on saving throws

At 17th level Allies within your Draconic Inspiration at the end of a long rest can gain 4d10 Temporary Health

At 20th level when an ally takes damage within your Draconic Inspirator radius, you may make a Legendary Action. Doing so costs 20 Magical Energy

Adult Dragon Growth

Your dragon matures into a full fledged dragon Adult. It's size is now Huge instead of Large. It has the following stats.

Additionally your dragon man now maneuver with you in the saddle much more deftly, you gain advantage on any ability checks pertaining to staying in your Dragon Rider saddle.







Adult Dragon

Huge dragon, any alignment


  • Armor Class 19
  • Hit Points 256 (19d12+133)
  • Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
27 (+8) 15 (+2) 25 (+7) 16 (+3) 16 (+3) 18 (+4)

  • Saving Throws Dex +6, Con +13, Wis +7, Cha +11
  • Skills Perception +13, Stealth +6, Athletics +14
  • Damage Immunities Breath Attack Damage type
  • Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 23
  • Languages Draconic, Telepathy

Legendary Resistence (3/Day) If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (2d10 + 8) piercing damage plus (2d6)breath damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6) The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking (10d6) fire damage on a failed save, or half as much damage on a successful one.

Wing Attack The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


































Ancient Dragon

Gargantuan dragon, any alignment


  • Armor Class 22 (Natural Armor)
  • Hit Points 546 (28d20+252)
  • Speed 40 ft., climb 50 ft., fly 120 ft.

STR DEX CON INT WIS CHA
30 (+10) 16 (+3) 29 (+9) 18 (+4) 18 (+4) 23 (+6)

  • Saving Throws Dex +9, Con +16, Wis +12, Cha +15
  • Skills Perception +15, Stealth +3, Athletics +20
  • Damage Immunities Breath Attack Damage type
  • Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 26
  • Languages Draconic, Telepathy

Legendary Resistence (3/Day) If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: (2d12 + 10) piercing damage plus (2d8)breath damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: (2d8 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: (2d10 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6) The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking (15d6) fire damage on a failed save, or half as much damage on a successful one.

Wing Attack The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Magic Source

You delve even deeper within your pact and your soul. From a teacher, an inspiration, battle, or great feat. You gain an understanding of the eb and flow of the universe to a much higher degree.

All Life is Magic

Your understanding of life and its magical energy unifies. The Magical Energy you use to cast spells can be found within all life. Willing creatures and creatues you inhabit with your External Psionic Link can be used to cast spells instead of you or your Dragon's Magical Energy pools. Doing so drains energy from the target equal to the cost of the spell cast.

You may also use this to recharge yourself or your Dragon.

Extra Benefits by Pact

Spellweaver

Your understanding of the Ancient Language is that matched by only a few others. Spells below 6th level cost half as much Magical Energy

Both you and your Dragon gain 8 Magical Energy.


Additionally you learn everyword in the Ancient Language Dictionary, as well as the word for the Ancient Langauge itself. You may cast Dispel Magic at your highest level slot, for free, at will.

You may break oaths sworn in the Ancient Language by speaking the True Name and weave magic like no one before. With great effort, you may learn spells higher than 9th level.


















Blade and Bite

You trust nothing as much as you do your own blade and your Dragon. After a long and arduous journey you have learned to become great in soul and might.

You may make one of your ability stats equal to that of your dragon. Additionally you may add half your Dragon's health to yours.

Both you and your Dragon gain 20 Magical Energy.

You and your Dragon form a flurry of teeth, blade, fire, and magic while fighting. You gain one addtional action per turn in combat. Doing so costs 4 Magical Energy

Draconic Inspirator

Rather than spend time working on blade or magic, you instead invested it spending time with your allies, forging strong bonds between you all.

All your allies gain 8 Magical Energy while within your Draconic Inspirator Radius.


Any allies within your Draconic Inspirator Radius may add a +5 to any of their rolls.

Addtionally, your allies move twice as fast towards you or your Dragon.

Dark Lord

You treat this newfound power with the utmost perversion.

When slaying a Dragon, you may instead place it's soul within a gem of 200,000gp or more.

You may treat this as an addtional Dragon of it's level when casting spells such as you would your Draconic Partner.

Dracomortuus

Your Dragon's death shakes you to the very core of your being. If you survive the effects from your Dragon's Death you make a Wisdom Saving throw. If you fail you may reselect any class choices for the Dracotem Animus. You lose all Dragon Pact features and abilities pertaining to your Dragon.

No amount of magic contains enough power to ressurect the soul of your Dragon to a corporeal form, save for that of Tiamat herself. Your Alignment becomes Evil, if its not already so, and after much tormet your goal becomes clear; Find a Dragon and subjugate it to your will using Dark Ancient Language Magic.

You gain access to the following features, spells, and Draconic Pact.

Mad King's Terror

When you inhabit a Dragon's Mind and make a Psionic Attack, you may instead weave wards inside the Dragon's Mind, the Dragon rolls death saving throws at the start of its turn.

On three failures you form an evil pact between yourself and the Dragon and bend it to your will.

On three successes you roll a death saving throw yourself.

Improved Psionics (Invocation)

Your tormented mind as you reach out for the vacuum where your partner used to be enhances your abilities.

  • Double your Psionic Range
  • You have advantage on all Psionic attacks
  • When you inhabit the mind of a creature, you may deal your Psionic Attack Damage.

Reign of Terror (Invocation)

Enemies move at half their movement speed towards you and double when moving away from you.

Binder of Wills (Invocation)

You can cast planar binding for half the cost. This does not count towards your known spells.

Hand of the Mad (Invocation)

Prequisite: mage hand cantrip

You can use your action to grapple a creature up to size large or smaller with your mage hand by making an athletics check using your Charisma modifier instead of Strength contested by an athletics or acrobatics check from the target creature.



Dracomortuus Dragon Pact

Dark Lord

You gain this pact when you bend a Dragon to your will.

Your perverted bond is like no other in any plane of exsistence. Your Dragon will do anything you ask it to, regardless of whether it puts itself in danger or not.

Additoinal Pact Levels

At 13th level Your Dragon is ruthless dealing an extra 4d10 Damage whenever it attacks, it deals half this damage to itself as well.

At 17th level You may cast spells unheard of in any realm, to do so you sacrifice your Dragon to cast the spell.

At 20th level Torturing a creature before it dies yeilds twice as much Magic Energy from Magic Source

If your Dracomortuus Dragon dies, you do not suffer the side effects as you did when your first Dragon dies.

Gem Storage

Your knowledge of Magical Energy lets you keep and store energy within Gemstones. The more expensive the gem the more energy it can hold.


To store energy inside these gems you need only to focus your energy. For every 2 points of Magical Energy you may store 1 point of Magical Energy with in the gem, up to its Maximum Capacity.




Capacity Per Cost

Gem Cost Energy
10gp 1
50gp 2
100gp 4
500gp 8
1000gp 16
5000gp 32
10,000gp 64
20,000gp 128
50,000gp 256
100,000gp 512
150,000gp 800
200,000gp 1000
350,000gp 1200
400,000gp 1400
450,000gp 1500
500,000gp 1600
550,000gp 1650
600,000gp 1750
650,000gp 1850
700,000gp 1900
750,000gp 1950
800,000gp 2000
850,000gp 2050
900000gp 2100
950,000gp 2150
1,000,000gp 2200
1,050,000gp 2300
1,100,000gp 2400
1,200,000gp 2500

Credits