Dragon Knight v7 - GM Binder

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The key takeaways are that dragon knights form powerful magical bonds with their dragon companions to fight together on the battlefield. They are divided into different practices and have rivalries but are fiercely loyal to each other.

The different types of dragon knight practices mentioned are Platinum, Shadow, Elemental, Rider and Valiant. Each sees themselves as superior to the others and have different goals and tactics.

The bond between a dragon knight and their dragon is described as nearly unbreakable and they would never betray each other. If one falls in battle, the other will die from grief. They also argue at times but respect each other greatly.

Dragon Knight

A
human clad in gleaming plate armour stares
down a snarling owlbear, slowly reaching for the
lance strapped across her back. The owlbear
charges before she can reach her weapon, but a
gout of fire from the sky stops the owlbear in its
tracks. The gold dragon lands in front of the
human, its eyes burning with a fiery vengeance
as it snorts, causing flames to billow from its nostrils.
Mounting her dragon, the human lets out a war cry as the
dragon takes off into the air.
Pulling the bowstring back, the elf whispers a few hushed
words as an arcane fire erupts around the goblins below.
Lightning sparks at the tip of his arrow, and he grins to
himself as he fires at the goblin chief. The arrow finding its
mark, the goblin chief can barely cry for help as lightning
explodes from his body, arcing off to his nearby guards.
Shouting a war cry, the dwarf waves his banner in the air, a
wave of energy flowing over the battlefield as his allies, a
human and a halfling, harass an ogre. The ogre, seeing the
origin of this magic, stampedes towards the dwarf, but is
quickly stopped as a dragon, its scales shining a brilliant
bronze, spews lightning forth from its maw.
Reaching her hand out, the halfling brushes the hair out of
the eyes of the small boy who lies in the rubble of the
collapsed building. A shield of divine magic wraps around his
small frame as the halfling pulls him into her arms, carrying
him to safety.
Scowling to himself, the half-orc looks around the darkened
cave for his quarry. Letting out a short whistle, a dark dragon,
onyx in colour, seems to appear from the shadows with a dead
drow in its maw. Rolling his eyes, the half-orc makes a motion
with his hands, and the dragon spits out the drow, a sheepish
expression on its reptilian face as a shadow begins to rise
from the corpse.
While different in personality and fighting styles, all of these
heroes are dragon knights, a champion who fights alongside a
dragon companion. Tough, relentless and unyielding, dragon
knights and their dragons never give up, fighting to either
heroic or devious ends. Practice makes Perfect
An Unbreakable Bond All dragon knights are divided by their practices, and much
like the dragons they raise and fight with, the knights are
The bond between a dragon knight and their dragon is nearly known to be proud at their best, and egotistical at their worst.
impossible to eclipse. Only powerful magic can even attempt Two people of different practices are rarely able to get along,
to turn them against one another, and they nearly never fight despite how similar they might be. Those of the Platinum
against their own will. Despite this, a knight and their dragon Practice always regard themselves superior to those of the
have been known to argue over strategy, tactics, or even Shadow Practice, and members of the Elemental Practice
miscellaneous things, as the dragon, despite its respect for its consider the members of the Rider Practice to be brutish and
master, is not quick to let go of its ego. dim-witted. Those of the Valiant Practice seek to unite each
This connection has its drawbacks, however, and should the dragon knight to work under the same banner, despite their
dragon knight fall in battle, the dragon too will die, as the strong differences.
dragon's spirit simply can't live without the knight. Should the Despite these rivalries, dragon knights are fiercely loyal, and
dragon fall in battle, the knight can restore its body with a will never betray another dragon knight, even if they come
costly ritual, but a few knights instead choose to let their from a different practice. Dragon knights believe they only
dragons rest, and go on to instead simply channel their have each other to count on, as no one else understands the
dragon's power. intense bond between the knight and the dragon.

DRAGON KNIGHT | RAIN-JUNKIE 1


Creating A Dragon Knight Relationship
When creating your dragon knight, there's one question you The nature of the relationship between dragon and knight
should consider before all others; how did you get your varies between each dragon knight, and changes the way each
dragon? Did you find an egg, and manage to form a bond with knight and dragon interact with each other, and those around
the hatchling? Was it a gift from an ancient dragon, looking for them. This relationship is based on their covenant, ideals,
someone to protect its young? Did it declare you as its master flaws, and personality traits.
one day, much to your suprise? While you decide on your relationship, consider how it will
All dragon knights go through the bonding ceremony, which effect the way you and your dragon fight together.
is where they form a close bond with their dragon, d6 Relationship
establishing each other as allies and protectors. Was your
dragon willing in this ceremony, or was it raised to serve you? 1
Best friends can't even begin to describe you and your
dragon, and you do absolutely everything together.
Or did your dragon actually perform the ceremony, and you
had absolutely no clue as to what was going on? 2
Your dragon is merely a tool to be used, and you like to
Something else you must consider is your character's frequently remind it of such.
martial abilities. All dragon knights are skilled in combat, and Despite your differences and arguments, you and your
how your character is too is something that will need to be 3 dragon have come to respect each other, but your
considered. Perhaps they where a student at a military relationship is still rocky.
academy, or a guard-in-training at their home village?
You and your dragon have both agreed to keep your
Quick Build 4 relationship businesslike. All that matters is how you
You can make a dragon knight quickly by following these can help each other.
suggestions. First, make Strength your highest ability score. 5
Much to your distaste, you actually serve your dragon,
Your next highest ability score should be Constitution if you and it acts as the master in your relationship.
plan to focus on melee combat, or Charisma if you want to You and your dragon bitterly hate each other, but are
improve your overall subclass features. Second, choose the 6 forced together because of the bond you share. You
Soldier background. both understand seperation could prove disasterous.
Covenant
Each dragon knight has a different story to tell when it comes Obstacles
to how they met their dragon. The way a dragon and knight Finally, having a draconic companion is not without its
first meet often set up how they interact for the rest of their complications. Somewhere in your travels, your and your
lives, and a bad first impression can prove disasterous to their companion may have caused fear among travellers or gained
bond. the ire of a noble court. This obstacle might determinte
When you consider the creation of this covenant, also complications that arise in your adventures.
consider the following: were you and your dragon both willing, Should you choose to roll or select from the following
and does your character ever regret the bond? obstacles, or create your own, be sure to consider how it
affects how you and your dragon interact with others.
d6 Covenant
d6 Obstacles
Bonding with a dragon as you reach adulthood is all
1 you've ever known, and is the way your ancestors have The mother of your dragon companion is searching for
1
always lived. its child, and you worry it might find you.
You stumbled across your dragon in a forest, cave, or Bounty hunters are looking for your dragon, as it scales
2
2 on the beach. Since then, it hasn't stopped following and teeth could sell for quite a lot.
you around. A village believes that your dragon is the cause for all of
3
Your dragon has always been with you for as long as their problems, and seeks retribution.
3 you remember, and you can't remember ever Due to your bond, you have slightly draconic features
conducting a formal ritual. 4
that make you appear untrustworthy and intimidating.
As a way of proving yourself, you went out into the wild A religious order considers you a heretic for putting a
4 to capture a dragon as proof of your strength and 5 dragon under your control, and wants to "liberate" it for
power. their own purposes
Forced to bond with your dragon, it acts as a guardian You and your dragon used to be one whole dragon, and
5 and a protector, despite how much you insist you don't 6
the sudden split is strange and uncomfortable.
need its help.
Trading a large amount of treasure for a dragon's egg,
6 you raised the dragon to serve as your mount and
companion.

2 DRAGON KNIGHT | RAIN-JUNKIE


Class Features
The Dragon Knight As a dragon knight, you gain the following class features.
Proficiency Hit Points
Level Bonus Features Hit Dice: 1d10 per dragon knight level
1st +2
Dragon Covenant, Dragon Companion, Hit Points at 1st Level: 10 + your Constitution modifier
Covenant's Bond Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
2nd +2 Fighting Style, Fury of the Dragon
modifier per dragon knight level after 1st
3rd +2 Dragon Knight Practice, Eye for Detail Proficiencies
Armour: All armour, shields
4th +2 Ability Score Improvement Weapons: Simple weapons, martial weapons
5th +3
Coordinated Attack, Wyrmling Tools: None
Advancement Saving Throws: Constitution, Charisma
6th +3 Rending Strikes, Breath Weapon Skills: Choose two from Arcana, Animal Handling, Athletics,
7th +3 Dragon Knight Practice feature
Deception, Intimidation, Perception and Persuasion.
8th +3 Ability Score Improvement Equipment
You start with the following equipment, in addition to the
9th +4
Young Advancement, Fury of the equipment granted by your background:
Dragon Increase
10th +4 Dragon Knight Practice feature
(a) a martial weapon and a shield or (b) two martial
weapons
11th +4 Draconic Nature (a) chain mail, (b) scale mail or (c) leather armour
12th +4 Ability Score Improvement
(a) a light crossbow and 20 bolts or (b) five javelins
(a) a dungeoneer's pack or (b) an explorer's pack
13th +5 Legacy of the Dragon
Alternatively, you may start with 5d4 × 10 gp to buy your
14th +5
Titanic Roar, Fury of the Dragon own equipment.
Increase
15th +5 Dragon Knight Practice feature Multiclassing
Prerequisites. To qualify for multiclassing into the dragon
16th +5 Ability Score Improvement knight class, you must meet these prerequisites: Strength and
17th +6 Ancient Resistance Charisma 13.
18th +6 Dragon Knight Practice feature
Proficiencies. When you multiclass into the dragon knight
class, you gain the following proficiencies: Light armour,
19th +6 Ability Score Improvement medium armour, shields, simple weapons, and martial
20th +6 Essence of the Covenant weapons.
Dragon Covenant
At 1st level, you have a covenant formed with a dragon, either
the one you've bonded to or another. Choose one type of
dragon as the creator of this covenant. Features you gain later
use the damage type associated with each dragon.
Dragon Covenant
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

Also, as an action, you can create small sensory effects Covenant's Bond
appropriate to the colour of your dragon, similar to the ones Also at 1st level, your dragon companion gains a variety of
described under the prestidigitation spell. benefits while you two are together.
A dragon knight who makes a covenant with a red dragon The dragon obeys your commands as best it can. It rolls
might be able to create small puffs of smoke or sparks. initiative like any other creature, but you determine its actions,
Finally, you can speak, read, and write Draconic. decisions, attitudes, and so on (no action required by you).
Dragon Companion When you and your dragon roll initiative, your dragon can
change its initiative to match your own, acting on your turn. If
At 1st level, you gain the service of a dragon hatchling, whose you are incapacitated or absent, your dragon acts on its own.
statistics can be found at the end of this class description. The Your dragon can't take the Attack action. Instead, when you
dragon's colour is the chosen covenant colour. hit a creature within 5 feet of your dragon with an attack, it
If you are ever slain (in battle or otherwise), your dragon will can use its action to deal an additional 1d4 slashing damage
also die after a number of hours equal to your dragon knight to that creature, as it strikes out with its claws.
level, during which it will attempt to do everything in its power Also because of its youth, it has yet to master flying, and as
to return you to life. such, falls if it ends its turn in the air. Additionally, it can't fly
If your dragon companion is ever slain, the magical bond with a creature it has grappled or be used as a mount until
you share allows you to return it to life. With 8 hours of work you reach 9th level, at which point it is strong enough to
and the expenditure of 25 gp worth of precious gems per your properly trained to support other creatures.
dragon knight level, you can call forth your companion's spirit Your dragon companion has abilities and game statistics
and use your magic to create a new body for it. You can return determined in part by your level. Your dragon uses your
a dragon companion to life in this manner even if you do not proficiency bonus rather than its own. While not wearing
possess any part of its body. barding, a dragon companion has a natural armour class of 10
Returning your dragon to life is a gruelling process, and you + its Constitution modifier + your proficiency bonus.
must expend some of your own life force to compel the dragon Your dragon companion gains proficiency in two skills of
back to life. You can choose to expend any number of hit dice your choice. It is also proficient in all the saving throws you're
when you finish the ritual. Make a Charisma check, with the proficient in. Also, your dragon companion can't attune to or
DC being equal to 15 minus the number of hit dice you activate magical items.
expended. The DC cannot be lowered below 5 in this way. For each level after 1st, your dragon companion gains an
On a failed ability check, the dragon is restored to life, but additional hit die and increases its hit points accordingly. The
you aren't able to regain any of the hit dice you expended for dragon's hit dice are d10s, regardless of its size. When the
the ritual until 7 days have passed. Additionally, you and your dragon is reduced to 0 hit points, it makes death saving
dragon both suffer three points of exhaustion. On a successful throws as a player would.
ability check, the dragon is restored to life, and you can regain Also, you and your dragon always know the direction to one
the spent hit dice as normal. another, and can communicate with vague images, emotions,
and feelings, regardless of distance.

4 DRAGON KNIGHT | RAIN-JUNKIE


 
In addition, the dragon cannot have its size increased Fury of the Dragon
beyond large (but would still gain the extra benefits of the
enlarge/reduce spell, for example). The dragon's level is equal Also at 2nd level, your dragon companion has begun to grow,
to your dragon knight level for the purpose of calculating and can now take the Attack action on its turn.
spells like polymorph and true polymorph. Additionally, when the dragon makes a claw attack on its
Whenever you gain the Ability Score Improvement class turn, it can replace the claw attack with a special attack,
feature, your dragon's abilities also improve. Your dragon can which deals the same damage as a claw attack (unless
increase one ability score of your choice by 2, or it can otherwise specified), with the following additional effects,
increase two ability scores of your choice by 1. As normal, your specified under each attack.
dragon can't increase an ability score above 20 using this Your dragon can replace a claw attack with one of these
feature. attacks a number of times equal to your dragon's Strength
Your dragon shares your alignment, and has a personality modifier (minimum 1), and regains all uses when you finish a
trait and a flaw that you can roll for or select from the tables short or long rest.
below. Your dragon shares your ideal, and its bond is always "I Bite Attack
will protect my knight; I will do the best I can for my knight; I Elemental energy swirls in the mouth of your dragon as it
will die for my knight." lunges forward to strike. The target takes an additional 1d8
d4 Trait damage of your dragon's relevant damage type. This damage
___1___ I love to collect gems and art pieces.
increases to 2d8 at 9th level, and 3d8 at 14th level.
2 Threaten my friends, threaten me. Tail Attack
3 I stay on alert so others can rest.
Your dragon's tail whips at a creature within 10 feet of it. The
target must make a Strength saving throw, with the DC being
4 I have a knack for showing up in the nick of time. equal to 8 + your proficiency bonus + your dragon's Strength
modifier. On a failed save, the target is knocked prone. The
d4 Flaw reach of this attack increases by 5 feet at 9th level, and an
___1___ I'm extremely vain.
additional 5 feet at 14th level.
2 I'm secretly terrified of other dragons. Wing Attack
Anyone who offends my dragon knight will suffer
Rather than dealing the damage of its claw attack, your
3
the consequences of their actions. dragon can beat its wings. Creatures of your choice within 10
feet of your dragon must make a Strength saving throw, with
4 I'm very paranoid. Everyone is out to get me. the DC being equal to 8 + your proficiency bonus + your
dragon's Strength modifier. On a failed save, a creature is
Fighting Style pushed 10 feet away from the dragon. The radius of the push
and distance a creature is pushed on a failed save increase by
At 2nd level, you adopt a style of fighting as your specialty. 5 feet at 9th level, and an additional 5 feet at 14th level.
Choose one of the following options. You can't take a fighting After pushing creatures this way, the dragon can
style option more than once, even if you later get to choose immediately move up to half its flying speed.
again.
Archery Dragon Knight Practice
You gain a +2 bonus to attack rolls you make with ranged At 3rd level, you can choose a practice, either Rider,
weapons. Elemental, Valiant, Platinum, or Shadow. These practices are
detailed at the end of the class description.
Defence Your choice grants you features when you choose it at 3rd
While you are wearing armour, you gain a +1 bonus to AC. level and again at 7th, 10th, 15th, and 18th level.
Duelling Eye for Detail
When you are wielding a melee weapon in one hand and no Also at 3rd level, you can easily discern the value and rarity of
other weapons, you gain a +2 bonus to damage rolls with that gems, art pieces, and magical items. You can spend 1 minute
weapon. studying a gem or art piece, after which you learn it's exact
Great Weapon Fighting value. Additionally, if it is a gemstone, you learn what kind of
When you roll a 1 or a 2 on a damage die for an attack you gemstone it is. If it's an art piece, you learn how old it is.
make with a melee weapon that you are wielding with two Furthermore, you can cast the identify spell, but only as a
hands, you can reroll the die and must use the new roll, even if ritual. You don't require material components for the spell
the new roll is a 1 or a 2. The weapon must have the two- when you cast it this way.
handed or versatile property for you to gain this benefit.

DRAGON KNIGHT | RAIN-JUNKIE 5


Ability Score Improvement As an action on its turn, the dragon can breathe its relevant
destructive energy in either a line or a cone, as shown on the
When you reach 4th level, and again at 8th, 12th, 16th, and table. Each creature in the area takes 4d6 damage on a failed
19th level, you can increase one ability score of your choice by save, or half as much on a successful one.
2, or you can increase two ability scores of your choice by 1. As The area of the line and cone and the damage of the breath
normal, you can't increase an ability score above 20 using this weapon increase as you gain levels in this class, as shown
feature. below.
Coordinated Attack Once your dragon has used this ability, it cannot do so again
until you finish a short or long rest.
Beginning at 5th level, you and your dragon companion form a
more potent fighting team. When you take the Attack action Level Damage Area
on your turn, if your dragon companion can see or hear you, it 6th 4d6 5 by 30 ft. line / 15 ft. cone
can use its reaction to make a melee weapon attack. 9th 6d6 10 by 60 ft. line / 30 ft. cone
Wyrmling Advancement 14th 8d6 10 by 90 ft. line / 60 ft. cone
Also at 5th level, your dragon companion continues to grow,
and gains the following benefits: Rending Strikes
Its claw attacks deal an additional 1d4 slashing damage. Also at 6th level, your dragon's attacks count as magical for
Its flying speed increases by 15 feet, and it’s other speeds the purpose of overcoming resistance and immunity to
increase by 5 feet. nonmagical attacks and damage.
The dragon's wings are stronger, and it no longer falls to
the ground if it ends its turn in the air. Young Advancement
At 9th level, your dragon companion still grows, and gains the
Breath Weapon additional following benefits:
Starting at 6th level, your dragon has developed the glands to The dragon's size is now large.
shoot raw, destructive elements from its mouth, with the Its flying speed increases by 15 feet, and it’s other speeds
saving throw calculated as follows: increase by 5 feet.
As long as your dragon can see you, it has advantage on all
Breath Save DC = 8 + your proficiency bonus + saving throws.
your dragon's Constitution modifier

The shape of the breath is different depending on the colour


of your dragon, as shown in the table below. The damage is
the same as the dragon's relevant damage type (e.g. a red
dragon's breath would deal fire damage).
Dragon Breath Weapon
Black 5 by 30 ft. line (Dex. save)
Blue 5 by 30 ft. line (Dex. save)
Brass 5 by 30 ft. line (Dex. save)
Bronze 5 by 30 ft. line (Dex. save)
Copper 5 by 30 ft. line (Dex. save)
Gold 15 ft. cone (Dex. save)
Green 15 ft. cone (Con. save)
Platinum 5 by 30 ft. line (Dex. save)
Red 15 ft. cone (Dex. save)
Shadow 15 ft. cone (Con. save)
Silver 15 ft. cone (Con. save)
White 15 ft. cone (Con. save)

6 DRAGON KNIGHT | RAIN-JUNKIE


Draconic Nature
Beginning at 11th level, the dragon's claw attacks deal an
additional 1d4 slashing damage, you gain resistance to the
damage type appropriate to your dragon, and can choose one
of the following benefits:
Scales. A thin layer of scales covers your body. While you
are not wearing armour, your AC equals 10 + your Dexterity
modifier + your Charisma modifier. You can still wield a shield
and get this benefit.
Eyes. Your eyes become dragon-like, and you gain
proficiency in the Perception and Investigation skills. You also
have advantage on any (Wisdom) Perception or (Intelligence)
Investigation checks based on sight.
Tail. Your spine extends and you grow a scaled, muscular
tail. Whenever you take the Attack action on your turn, you can
whip around and attempt to shove a creature within 10 feet of
you as a bonus action.
Legacy of the Dragon
At 13th level, you have taken on a dragon's extended lifespan.
You age only one year for every ten years that pass, and can't
be aged magically.
Titanic Roar
Starting at 14th level, your dragon can let loose a vicious roar,
filling nearby creatures with dread.
As an action on its turn, your dragon can roar. Any number
of creatures of its choice within 20 feet of the dragon must
make a Wisdom saving throw against the dragon's breath
weapon DC. On a failed save, creatures are frightened by the
dragon for 1 minute. The creature can repeat the saving throw
at the end of their turn, ending the effect on a success.
Once your dragon has used this ability, it can't do so again
until you finish a long rest.
Ancient Resistance
At 17th level, you can shrug off even the most dangerous
effects. Whenever you or your dragon would fail a saving
throw, you can choose to succeed instead. You can't do so
again until you finish a long rest.
Essence of the Covenant
At 20th level, the bond between you and your dragon is so
strong that you can suffer each other's blows. Whenever you
or your dragon would take damage, if you are within 30 feet of
each other, either of you can take the damage for the other,
causing them not to take the damage. Instead, the one who
used the ability takes the damage. This damage can’t be
reduced or prevented in any way.
Additionally, you automatically succeed on the ability check
you make to restore your dragon to life.

DRAGON KNIGHT | RAIN-JUNKIE 7


Dragon's Scale
Dragon Knight Practice Starting at 7th level, if your dragon is within 5 feet of you, it
All dragon knights can call themselves members of the Rider can protect you from a creature it can see as an action. Until
Practice, Elemental Practice, Valiant Practice, Platinum the start of the dragon's next turn, the creature's attack rolls
Practice, or Shadow Practice. The Rider Practice focuses on against you have disadvantage. If your dragon isn't within 5
working in sync with their dragon: both in and out of the heat feet of you, the effect ends.
of combat. The bond between knight and dragon is highly Additionally, you can use an action to stabilize your dragon,
valued by those of the Rider Practice. The Elemental Practice without needing to make a Wisdom (Medicine) check. When
heightens their battle skill with magic, believing that the only stabilized this way, your dragon will regain 1 hit point after
true way to bond with their dragons is reflect their destructive 1d4 minutes instead of 1d4 hours.
powers with magic. The Valiant Practice use a banner to
support their allies in the heat of battle. The Platinum Dragon's Wing
Practice uses the divine magic of Bahamut to support their Starting at 10th level, you and your dragon rule the sky.
allies, protecting them with their divine armour. The Shadow Mounting and dismounting your dragon only costs 5 feet of
Practice uses misdirection and guile to gain the upper hand in movement instead of half your speed, you have advantage on
all situations. saving throws made to avoid falling off your dragon, and
neither you or your dragon take falling damage if you fall 20
Rider Practice feet or less.
The bond between a dragon knight and their dragon is strong, Additionally, your dragon can fly up to 20 feet in a straight
but those of the Rider Practice take that even further beyond. line upward as an action. This movement doesn't provoke
They seek to live and to die beside their dragon, a sentiment opportunity attacks.
shared by the dragon itself. While not all riders mount their Dragon's Fang
dragons, those who don't are rare. Those of the Rider Practice Starting at 15th level, you and your dragon are able to tear
fight in tandem with their dragon, and win in tandem with through your enemies. If your dragon moves at least 20 feet
them. straight toward a creature and then hits it with a bite attack in
Dragon's Claw the same turn, the target takes an extra 2d10 piercing
Starting at 3rd level, you and your dragon are able to co- damage.
ordinate to disorientate your enemies. When both you and Additionally, your dragon can use an action to rampage and
your dragon are within 5 feet of a hostile creature, the make a claw attack against any number of creatures within 5
creature has disadvantage on any attack roll that doesn't feet of it, with a separate attack roll for each target. If you're
target you or your dragon. within 5 feet of your dragon when they rampage, you can use
Additionally, when a hostile creature's movement provokes your reaction to make a melee weapon attack against each
an opportunity attack from you, you can use your reaction to creature within your reach that was attacked by your dragon
attempt to grapple or shove the creature. during their rampage. Your dragon can't rampage again until
you finish a short or long rest.
Dragon's Eye Dragon's Presence
At 3rd level, you and your dragon's keen understanding of each Starting at 18th level, the range of Titanic Roar is increased to
other allows you to better act in battle. You and your dragon 120 feet, creatures that are frightened of your dragon have a
can add your Charisma modifier to each of your initiative speed of 0, and when you or your dragon hit a creature that is
rolls. frightened of your dragon with a weapon attack, the attack is
Additionally, if you can see your dragon, creatures that it considered a critical hit.
can see don't gain advantage on attack rolls against you as a
result of being hidden from you.
Elemental Practice Elemental Practice Spellcasting
Dragon knights who practice with the arcane elements are Level Cantrips Known Spells Known 1st 2nd 3rd 4th
often called 'elementals' for short. They value the raw, 3rd 2 2 2 ‒ ‒ ‒
destructive power of their dragons, and strive to emulate this
through magic. Elementals focus on spells from the evocation 4th 2 3 3 ‒ ‒ ‒
and transmutation schools. 5th 2 3 3 ‒ ‒ ‒
Spellcasting 6th 2 3 3 ‒ ‒ ‒
When you reach 3rd level, you heighten your battle ferocity 7th 2 4 4 2 ‒ ‒
with the ability to cast spells. See chapter 10 of the Player's
Handbook for the general rules of spellcasting and chapter 11 8th 2 5 4 2 ‒ ‒
of the Player's Handbook for the sorcerer spell list. 9th 2 5 4 2 ‒ ‒
Cantrips. You learn two cantrips of your choice from the
sorcerer spell list. You learn an additional sorcerer cantrip of 10th 3 6 4 3 ‒ ‒
your choice at 10th level. 11th 3 6 4 3 ‒ ‒
Spell Slots. The Elemental Practice Spellcasting table 12th 3 7 4 3 ‒ ‒
shows how many spell slots you have to cast your spells of 1st
level and higher. To cast one of these spells, you must expend 13th 3 8 4 3 2 ‒
a slot of the spells level or higher. You regain all expended 14th 3 9 4 3 2 ‒
slots when you finish a long rest.
For example, if you know the first level spell chromatic orb 15th 3 9 4 3 2 ‒
and have a 1st-level and 2nd-level spell slot available, you can 16th 3 10 4 3 3 ‒
cast chromatic orb using either slot.
Spells Known of 1st Level and Higher. You know two 1st- 17th 3 10 4 3 3 ‒
level sorcerer spells of your choice, one of which you must 18th 3 10 4 3 3 ‒
choose from the evocation and transmutation spells on the
sorcerer spell list. 19th 3 11 4 3 3 1
The Spells Known column of the Elemental Spellcasting 20th 3 12 4 3 3 1
table shows when you can learn more sorcerer spells of 1st
level or higher. Each of these spells must be an evocation or Elemental Weaponry
transmutation spell of your choice, and must be of a level for At 3rd level, whenever you cast a spell of 1st level or higher,
which you have spell slots. For instance, when you reach 7th you can imbue your weapon with ancient elemental power.
level in this class, you can learn one new spell of 1st of 2nd The next time you would hit a creature with a weapon attack
level. before the end of your next turn, that creature takes an
The spells you learn at 8th, 14th, and 20th level can come additional 1d4 damage of your dragon's relevant damage type
from any school of magic. per level of the spell you cast.
Whenever you gain a level in this class, you can replace one
of the sorcerer spells you know with another spell of your Combat Magic
choice from the sorcerer spell list. The new spell must be of a Beginning at 7th level, when you use your action to cast a
level for which you have spell slots, and it must be an cantrip, if your dragon companion can see you, it can use its
evocation or transmutation spell, unless you’re replacing the reaction to make a melee attack.
spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Charisma is your spellcasting ability Elemental Fury
for your sorcerer spells, since your magic draws from the At 10th level, whenever you or your dragon rolls damage dice
power and dominance of dragons. You use your Charisma of the appropriate damage type of your dragon, you can treat
whenever a spell refers to your spellcasting ability. In addition, any 1 you roll as a 2.
you use your Charisma modifier when setting the saving
throw DC for a sorcerer spell you cast and when making an Destructive Reach
attack roll with one. Starting at 15th level, your elemental prowess extends beyond
your simple weapon strikes. Whenever you would deal your
Spell Save DC = 8 + your proficiency bonus + Elemental Weaponry damage to a creature, you can have up
your Charisma modifier
to two creatures within 10 feet of the target of the attack also
take half as much damage.
Spell attack modifier = your proficiency bonus +
Improved Combat Magic
your Charisma modifier At 18th level, when you use your action to cast a spell, if your
dragon companion can see you, it can use its reaction to make
a melee attack.

DRAGON KNIGHT | RAIN-JUNKIE 9


Valiant Practice
Those of the Valiant Practice strive to lead their allies in
battle. By weilding a magical banner to inspire valor and hope
in their allies, these dragon knights are able to control and
command the battlefield.
Valiant Banner
Additionally at 3rd level, you can imbue a glaive, halberd, pike,
spear or trident with your magic. During the course of a short
or long rest, you can spend 1 hour to create this special
weapon. You can only have one special weapon made this way
at a time; if you create a new special weapon, the previous
weapon loses its magic.
The weapon's damage type is the same as the dragon's
relevant damage type (e.g. a dragon knight with a red dragon
will have a weapon that deals fire damage), rather than its
normal damage type.
Symbol of Inspiration
Also at 3rd level, you can use your banner to inspire your allies
to greater feats of strength. As an action, you can wave your
banner until the start of your next turn. When you do so, an
allied creature can use a bonus action while within 10 feet of
you to gain one of the following effects, which you choose
when you wave your banner.
Banner of Might. While in this banner’s range, an ally can
activate the effect of the banner to add 1d4 damage to any Undying Courage
weapon attacks they make until the start of their next turn. Starting At 15th level, your banner becomes much more
The additional damage's type is the same as your dragon's powerful. Whenever you wave your banner, all of the effects
relevant damage type. become available to choose from, rather than just one.
Banner of Resilience. While in this banner’s range, an ally Whenever you use a bonus action to gain a benefit from the
can activate the effect of the banner to increase its AC by 1 banner, you can choose a second benefit.
until the start of its next turn. Additionally, if you would be reduced to 0 hit points while
Banner of Agility. While in this banner’s range, an ally can you are waving your banner, you can choose to be reduced to
activate the effect of the banner to double its movement speed 1 hit point instead. When you do so, your banner loses the
until the end of its turn. ability to grant one of the benefits it offers until you finish a
Alternatively, you can choose to plant the banner in the long rest. You choose the benefit that is lost.
ground after choosing an effect, placing it in an empty space Once you use this feature, you can't do so again until you
within 5 feet of you. When you do so, an you and your allies finish a long rest.
can interact with your banner in the same way as though you
were waving it using a bonus action. The banner remains for Valiant Bindings
1 minute, and can't be reclaimed or used as a weapon during At 18th level, your banner not only inspire allies, but also
this time. After you plant your banner, you can't do so again create barriers to trap foes. When you place a banner, you can
until you finish a short or long rest. create two additional banners, each of which must be within
30 feet of the first banner.
Battle Standard When these banners land, you can create a transparent wall
Beginning at 7th level, whenever you use your action to wave of shimmering energy appear between any number of the
your valiant banner, if your dragon companion can see you, it banners. The wall is 10 feet high and 1 inch thick, and is
can use its reaction to make a melee attack. immune to all damage, but can be dispelled by a 6th level
In addition, the banner’s range while planted increases to dispel magic or a spell that nullifies magic of a similar or
30 feet. Its range is also increased to 30 feet if you wave it higher level. Spells that dispel walls in this way only dispel
while you are within 5 feet of your dragon. walls in the area they target, and any section outside of wall
outside their range is not dispelled.
Valiant Strike The walls cannot be moved through by creatures, other
At 10th level, whenever a creature would make an attack than ones you designate when you create the walls. When the
against you while you are waving the banner, you can make an wall appears, all creatures in its space are pushed to a side of
attack against that creature as a reaction. the wall of your choice.
Once you use this ability, you cannot do so again until you
finish a long rest.

10 DRAGON KNIGHT | RAIN-JUNKIE


Platinum Practice
A few dragon knights worship the Platinum Dragon,
Bahamut. These few are members of the Platinum Practice,
and are dedicated to preserving the lives of their allies and the
innocent.
Draconic Radiance
At 3rd level, your draconic nature and that of your companion
shifts to reflect the holy magic you now wield. Your dragon's
relevant damage type becomes radiant, and any damage and
condition immunities it has are replaced with immunity to
radiant damage.
Your dragon also physically shifts to reflect this change, and
its scales change colour to look like the brightest platinum.
Platinum Protector
At 3rd level, you can imbue your armour with Bahamut's
divine light, allowing you to better protect your allies. As a
bonus action on your turn, you can cause your armour to glow
with divine power; for 1 minute or until you're incapacitated,
you shed bright light in a 5 foot radius and dim light for an
additional 5 feet.
Whenever you or another creature takes damage while
within 5 feet of you while you shed this light, you can use your
reaction to reduce the damage by an amount equal to 1d6 +
half your dragon knight level.
Once you use this feature, you can't do so again until you
finish a short or long rest.
Holy Light
Beginning at 7th level, you now shed bright light in a 10 foot
radius when you cause your armour to shed divine light, and
you can now reduce the damage a creature takes while it's
within 10 feet of you.
When you reach 15th level, both the radius of the light and
range you can protect your allies increases to 15 feet.
Radiant Bastion
Beginning at 10th level, you're able to easily stand against the
tide of battle. When you or your dragon take the Dodge action
on your turn, you can't be moved against your will as long as
you're not incapacitated.
Divine Covenant
Starting at 15th level, when you reduce the damage a creature
would take to 0 with your Platinum Protector, you can cause
that creature to gain a number of temporary hit points equal
to 1d6 + your Charisma modifier.
Divine Ward
At 18th level, you no longer need to use a reaction to reduce
the damage a creature takes with your Platinum Protector
feature, and you can reduce the damage a creature takes a
number of times equal to your half your Charisma modifier
(rounded up_. You can't reduce a single instance of damage
that a creature takes multiple times this way. You regain all
uses of this feature at the start of your next turn.

DRAGON KNIGHT | RAIN-JUNKIE 11


Shadow Practice Night Walker
Dragon knights who revere dark magic, or even strive to cause At 10th level, you and your dragon can take the Hide action as
suffering in others, make up members of the Shadow a bonus action while in dim light or in darkness, and gain
Practice. Dark and elusive, these dragon knights use advantage on the ability check.
misdirection and guile to gain the upper hand in battle. Shifting Shadows
Draconic Darkness Starting at 15th level, you can manipulate darkness to slip
At 3rd level, your draconic nature and that of your companion away from your foes. When you use your Shadow Cloak
shifts to reflect the influence of darkness you now wield. Your feature, you can choose to also become invisible and teleport
dragon's relevant damage type becomes necrotic, and any up to 30 feet to an empty space you can see within range. You
damage and condition immunities it has are replaced with remain invisible until the end of your next turn or until you
immunity to necrotic damage. attack, deal damage, or force a creature to make a saving
Your dragon also physically shifts to reflect this change, and throw.
its scales change colour to look like the darkest ebony. Umbra Pulse
Shadow Cloak At 18th level, you can create a vortex of swirling darkness
Also at 3rd level, you can surround yourself in a shroud of around yourself as an action on your turn. Any number of
darkness. As a bonus action on your turn, a 5 foot diameter creatures you choose within 30 feet of you must make a
sphere, centered on you, becomes heavily obscured to Constitution saving throw, with the DC being equal to 8 + your
creatures other than yourself and your dragon. The sphere of proficiency bonus + your Charisma modifier. On a failed save,
shadow lasts until the start of your next turn, and doesn’t creatures take 10d10 necrotic damage and you can choose to
move with you. have them either pulled up to 15 feet towards you or pushed
up to 15 feet directly away from you. On a successful saving
You can use this ability a number of times equal to your throw, creatures take half as much damage and aren't moved.
Charisma modifier (minimum 1). You regain all expended Once you use this ability, you can't do so again until you
uses of this ability when you finish a short or long rest. finish a long rest.
Withering Breath
Beginning at 7th level, when a creature fails its saving throw
against your dragon's Breath Weapon feature, it begins to
wither for 1 minute. During that time, when it hits a creature
with a weapon attack, the damage of that attack is reduced by
an amount equal to your Charisma modifier. The target can
make a Constitution saving throw at the end of each of its
turns, ending the effect on itself on a success.

12 DRAGON KNIGHT | RAIN-JUNKIE


Appendix A: Dragon Companion Stats
Black Dragon Brass Dragon
Medium dragon, (alignment same as knight) Medium dragon, (alignment same as knight)

Armour Class 15 (natural armour) Armour Class 15 (natural armour)


Hit Points 9 (1d10 + 3) Hit Points 9 (1d10 + 3)
Speed 20 ft., fly 30 ft., swim 20 ft. Speed 20 ft., climb 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 10 (+0) 8 (-1) 12 (+1) 14 (+2) 8 (-1) 16 (+3) 12 (+1) 10 (+0) 14 (+2)

Saving Throws Same as knight Saving Throws Same as knight


Skills Perception +3, Stealth +4 Skills Perception +4, Stealth +1
Damage Immunities acid Damage Immunities fire
Senses darkvision 60 ft., passive Perception 15 Senses darkvision 60 ft., passive Perception 15
Languages Draconic Languages Draconic

Amphibious. The dragon can breathe air and water. Actions


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

Bronze Dragon
Blue Dragon Medium dragon, (alignment same as knight)
Medium dragon, (alignment same as knight)
Armour Class 15 (natural armour)
Hit Points 9 (1d10 + 3)
Armour Class 15 (natural armour) Speed 20 ft., fly 30 ft., swim 20 ft.
Hit Points 9 (1d10 + 3)
Speed 20 ft., climb 20 ft., fly 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 16 (+3) 12 (+1) 10 (+0) 14 (+2)
14 (+2) 8 (-1) 16 (+3) 12 (+1) 10 (+0) 14 (+2)
Saving Throws Same as knight
Skills Perception +4, Stealth +1
Saving Throws Same as knight Damage Immunities lightning
Skills Perception +4, Stealth +1 Senses darkvision 60 ft., passive Perception 14
Damage Immunities lightning Languages Draconic
Senses darkvision 60 ft., passive Perception 15
Languages Draconic Amphibious. The dragon can breathe air and water.

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

DRAGON KNIGHT | RAIN-JUNKIE 13


Copper Dragon Green Dragon
Medium dragon, (alignment same as knight) Medium dragon, (alignment same as knight)

Armour Class 15 (natural armour) Armour Class 15 (natural armour)


Hit Points 9 (1d10 + 3) Hit Points 9 (1d10 + 3)
Speed 20 ft., climb 20 ft., fly 30 ft. Speed 20 ft., fly 30 ft., swim 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 14 (+2) 8 (-1) 12 (+1) 14 (+2) 10 (+0) 16 (+3) 14 (+2) 8 (-1) 12 (+1)

Saving Throws Same as knight Saving Throws Same as knight


Skills Perception +4, Stealth +3 Skills Perception +4, Stealth +3
Damage Immunities acid Damage Immunities poison
Senses darkvision 60 ft., passive Perception 14 Condition Immunities poisoned
Languages Draconic Senses darkvision 60 ft., passive Perception 14
Languages Draconic
Actions Amphibious. The dragon can breathe air and water.
Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit: 4 (1d4 + 2) slashing damage. Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit: 4 (1d4 + 2) slashing damage.
Gold Dragon
Medium dragon, (alignment same as knight)

Armour Class 15 (natural armour)


Hit Points 9 (1d10 + 3)
Red Dragon
Speed 20 ft., fly 30 ft., swim 20 ft. Medium dragon, (alignment same as knight)

Armour Class 15 (natural armour)


STR DEX CON INT WIS CHA Hit Points 9 (1d10 + 3)
14 (+2) 10 (+0) 16 (+3) 14 (+2) 8 (-1) 12 (+1) Speed 20 ft., climb 20 ft., fly 30 ft.

Saving Throws Same as knight STR DEX CON INT WIS CHA
Skills Perception +4, Stealth +3
Damage Immunities fire 14 (+2) 8 (-1) 16 (+3) 10 (+0) 12 (+1) 14 (+2)
Senses darkvision 60 ft., passive Perception 14
Languages Draconic Saving Throws Same as knight
Skills Perception +5, Stealth +2
Amphibious. The dragon can breathe air and water. Damage Immunities fire
Senses darkvision 60 ft., passive Perception 15
Actions Languages Draconic
Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit: 4 (1d4 + 2) slashing damage. Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit: 4 (1d4 + 2) slashing damage.

14 DRAGON KNIGHT | RAIN-JUNKIE


Silver Dragon White Dragon
Medium dragon, (alignment same as knight) Medium dragon, (alignment same as knight)

Armour Class 15 (natural armour) Armour Class 15 (natural armour)


Hit Points 9 (1d10 + 3) Hit Points 9 (1d10 + 3)
Speed 20 ft., climb 20 ft., fly 30 ft. Speed 20 ft., climb 20 ft., fly 30 ft., swim 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 14 (+2) 12 (+1) 16 (+3) 8 (-1) 10 (+0) 14 (+2)

Saving Throws Same as knight Saving Throws Same as knight


Skills Perception +5, Stealth +2 Skills Perception +5, Stealth +3
Damage Immunities cold Damage Immunities cold
Senses darkvision 60 ft., passive Perception 15 Senses darkvision 60 ft., passive Perception 15
Languages Draconic Languages Draconic

Actions Ice Walk. The dragon can move across across and climb
icy surfaces without needing to make an ability check.
Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one Additionally, difficult terrain composed of ice or snow
target. Hit: 4 (1d4 + 2) slashing damage. doesn’t cost it extra movement.

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

Credits
Lead Designer/Producer: u/Rain-Junkie
Additional Design: u/Cometdance
References: Player's Handbook, Xanathar's Guide
to Everything.
Editing/Proofreading: u/Cometdance, u/DriverX9,
u/SargeBriar, u/VampireBagel_
Special Thanks: Discord of Many Things, Unearthed
Arcana Subreddit
Dragon Knight Icon: Game Icons
Interior Illustrators: Lee Yun-hee, Sergey Zabelin,
Anastassia Grigorieva, Carlos Fabián Villa, David
Villegas, Daniel Ljunggren, Sandara Tang, Jason
Nguyen, Mike Azevedo
The Dragon Knight 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.

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