Draconic Knight (5e Class)

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Draconic Knight[edit]

mar-hwang-jo-24.jpg
Dragon Knight in Full Plate, [1]

The Eternal Bond[edit]

The bond between a dragon knight and their dragon is nearly impossible to eclipse. Only powerful magic can even attempt to turn them against one another, and they nearly never fight against their own will. Despite this, a knight and their dragon have been known to argue over strategy, tactics, or even miscellaneous things, as the dragon, despite its respect for its master, is not quick to let go of its ego.

This connection has its drawbacks, however, and should the dragon knight fall in battle, the dragon too will die, as the dragon's spirit simply can't live without the knight. Should the dragon fall, the knight can restore its body with a costly ritual, but a few knights instead choose to let their dragon rest and go on to instead simply channel their dragon's power.

Covenant[edit]

Each dragon knight has a different story to tell when it comes to how they met their dragon. The way a dragon and knight first meet often set up how they interact for the rest of their lives, and a bad first impression can prove disasterous to their bond.

When you consider the creation of this covenant, also consider the following: were you and your dragon both willing, and does your character ever regret the bond?


Covenant
1 Bonding with a dragon as you reach adulthood is all you've ever known, and is the way your ancestors have always lived.
2 You stumbled across your dragon in a forest, cave, or on the beach. Since then, it hasn't stopped following you around.
3 Your dragon has always been with you for as long as you remember, and you can't remember ever conducting a formal ritual.
4 As a way of proving yourself, you went out into the wild to capture a dragon as proof of your strength and power.
5 Forced to bond with your dragon, it acts as a guardian and a protector, despite how much you insist you don't need its help.
6 Trading a large amount of treasure for a dragon's egg, you raised the dragon to serve as your mount and companion.

Relationship[edit]

The nature of the relationship between dragon and knight varies between each dragon knight, and changes the way each knight and dragon interact with each other, and those around them. This relationship is based on their covenant, ideals, flaws, and personality traits.

While you decide on your relationship, consider how it will effect the way you and your dragon fight together.

Relationships
1 Best friends can't even begin to describe you and your dragon, and you do absolutely everything together.
2 Your dragon is merely a tool to be used, and you like to frequently remind it of such.
3 Despite your differences and arguments, you and your dragon have come to respect each other, but your relationship is still rocky.
4 You and your dragon have both agreed to keep your relationship businesslike. All that matters is how you can help each other.
5 Much to your distaste, you actually serve your dragon, and it acts as the master in your relationship.
6 You and your dragon bitterly hate each other, but are forced together because of the bond you share. You both understand seperation could prove disasterous.

Obstacles[edit]

Finally, having a draconic companion is not without its complications. Somewhere in your travels, your and your companion may have caused fear among travellers or gained the ire of a noble court. This obstacle might determinte complications that arise in your adventures.

Should you choose to roll or select from the following obstacles, or create your own, be sure to consider how it affects how you and your dragon interact with others.

Obstacles
1 The mother of your dragon companion is searching for its child, and you worry it might find you.
2 Bounty hunters are looking for your dragon, as it scales and teeth could sell for quite a lot.
3 A village believes that your dragon is the cause for all of their problems, and seek retribution.
4 Due to your bond, you have slightly draconic features that make you appear untrustworthy and intimidating.
5 A religious order considers you a heretic for putting a dragon under your control, and wants to "liberate" it for their own purpose.
6 You and your dragon used to be one whole dragon, and the sudden split is strange and uncomfortable.

Creating a Draconic Knight[edit]

When creating your dragon knight, there's one question you should consider before all others; how did you get your dragon? Did you find an egg, and manage to form a bond with the hatchling? Was it a gift from an ancient dragon, looking for someone to protect its young? Did it declare you as its master one day, much to your suprise?

All dragon knights go through the bonding ceremony, which is where they form a close bond with their dragon, establishing each other as allies and protectors. Was your dragon willing in this ceremony, or was it raised to serve you? Did your dragon actually perform the ceremony, and you had absolutely no clue as to what was going on?

Something else you must consider is your character's martial abilities. All dragon knight's are skilled in combat, and how your character is too is something that will need to be thought about. Perhaps they where a student at a military academy, or a guard-in-training at their home village?

Quick Build

You can make a Draconic Knight quickly by following these suggestions. First, pick Constitution or Strength followed by the other and then pick Charisma. Lastly, choose either the Soldier or the Outlander as your background.

Class Features

As a Draconic Knight you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools:
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Acrobatics, Insight, Intimidation, Perception, and Survival

Equipment

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

Table: The Draconic Knight

Level Proficiency
Bonus
Features
1st +2 <!-Class Feature1->
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3 Ability Score Improvement
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5 Ability Score Improvement
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Draconic Knight Features[edit]

Whenever this class refers to a Draconic Knight save DC you use the formula below to calculate it.

Draconic Knight save DC = 8 + your proficiency bonus + your Strength modifier

Draconic Weapon[edit]

You have gained an ancient weapon passed on to you, as a Draconic Knight as a bonus action, you're able to reforge the blade whenever it suits you by melting it into a shape of your choice.

The weapons you will be able to choose from are, a lance, a longsword, and a chain.

Weapon Damage Weight Properties
Lance 1d12 slashing 6 lb Reach, Special
Longsword 1d8 slashing 3 lb Versatile (1d10)
Chain 1d6 piercing 10 lb Finesse, Special, Range (20/30)

Chain: When you hit, the target is grappled (Draconic Knight Save) if it is a Large or smaller creature.

Dragon Companion[edit]

You gain a dragon companion. Your dragon ages magically as you grow in power and size as you level in this class. When you gain this feature choose a dragon type based on your alignment, at least 1 axis of which you must share with the dragon. You also learn Draconic; if you already know Draconic, you may instead teach a language you know to your dragon. You also gain the feat Mounted Combatant with your dragon only, if it is large enough for you to ride. You also form a telepathic bond with your dragon and can now sense its moods, the dragon understands common and draconic but can't speak. Dragon Knights are known to wear armor in the fashion and color of their dragon. If your dragon dies, it can be resurrected using an 8-hour ritual. Although your dragon can't polymorph into a human, it can transform into a pseudodragon but keeps its hitpoints.

Draconian Heritage[edit]

Your body has gained even more apparent draconic aspects and its influence is continuing to grow.

Tail

You have developed a tail that can be used to attack and provide greater stability. You gain the following benefits:

When you make a successful melee attack against a creature within 5 feet of you, you can swipe at that creature's legs as a bonus action. The creature must succeed on a Strength saving throw or fall prone and take bludgeoning damage equal to 1d8 + your Strength modifier. The DC is your Draconic Knight Save.

When you need to make a Dex saving throw to stay on your feet or maintain balance, you automatically succeed on the saving throw.

Claws

You have developed retractable claws from the tips of your fingers and harder scales on your hands and arms. You gain the following benefit:

You have a pair of claws that can be extended or retracting freely. These claws are natural weapons, which you can use to make unarmed strikes. If you successfully hit a target, you deal slashing damage equal to 1d6 + your Strength modifier.

Draconic Resilience[edit]

At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Fighting Style[edit]

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Obstruction
Before the outcome of the roll is determined, you can use your reaction to gain a +2 bonus to your Armor Class against that attack, potentially causing the attack to miss. You must be wielding a shield.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Close Quarters Shooter
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
Tunnel Fighter
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Mariner
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Draconian Health[edit]

By 3rd level, the draconic blood flowing through you makes you immune to disease.

Heart of the Dragon[edit]

Starting at level 5, you gain your dragon's damage immunity as a resistance.

Draconic Prowess[edit]

Your connection to the dragons becomes deeper, granting you dragonlike speed. Starting at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. The number of attacks increases to three at 10th level. In addition, your walking speed increases by 10 feet.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 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.

Draconic Expulsion[edit]

Starting at 7th level you are capable of using your dragon's breath attack as an action. You retain the same cool down and breath pool, but the recharge rate is separate

Indomitable[edit]

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Unequaled Intensity[edit]

When you reach 10th level, your breath attack ignores resistance and treats immunity as resistance. At 18th level, your breath attack ignores immunity altogether.

Lord[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Knight[edit]

Power of Blood

Starting at 3rd level, you gain resistance to bludgeoning, piercing, and slashing damage.

Draconic Defender

Starting at 7th level, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature.

Superior Power of Blood

At 10th level, you have resistance to all damage except psychic damage.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 19-20.

Survivor

At 18th level, at the start of each of your turns, you regain hit points equal to 5 + your constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Dragoon[edit]

Improved Critical

Starting at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity or Constitution check you make that doesn't already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Survivor

At 18th level, at the start of each of your turns, you regain hit points equal to 5 + your constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Creating your dragon[edit]

Breath Attack[edit]

Beginning at level 3, as a bonus action, you may command your dragon to use its breath attack. If your dragon has an intelligence of 12 or has been under your service for at least a year, it may perform its breath attack on its own. After having used breath weapon, at the start of each of the dragon's turns, roll 1d6 -- on a 6 it can use breath weapon again. This becomes 5-6 at level 7 and 4-6 at level 14, and 3-6 at level 20.

Dragon Size Damage Area
Small 3d6 Cone: 10
Medium 6d6 Cone: 20
Large 9d6 Cone: 30
Huge 12d6 Cone: 40
Gargantuan 15d6 Cone: 50

Creating your dragon[edit]

1: Choose a Dragon Type[edit]

Type Breath Weapon Saving Throw
Black Acid Dexterity
Blue Lightning Dexterity
Green Lightning Constitution
Red Fire Dexterity
White Cold Constitution
Brass Fire Dexterity
Bronze Lightning Dexterity
Copper Acid Constitution
Gold Fire Dexterity
Silver Cold Constitution

2: Devide your Ability Scores[edit]

Take each of the numbers and assign them to the ability scores of your choice: 18, 16, 14, 14, 12, 10

3: Calculate your Hit Points[edit]

Your dragon's Hit Points is calculated in the same way you would your character. There's only one difference, when your dragon grows its Hit Dice grows with it. This change only affects rolls for future Hit Points, not the ones already rolled for lower levels.

Level Hit Dice Level Hit Dice
1 d6 11 d10
2 d6 12 d10
3 d6 13 d12
4 d6 14 d12
5 d8 15 d12
6 d8 16 d12
7 d8 17 d20
8 d8 18 d20
9 d10 19 d20
10 d10 20 d20
Level Proficiency Bonus Size Attacks AC Bonus Features
1 +2 Small None 1 Minor Trait, Major Trait
2 +2 Small Bite: 1d4+Str 1 Ability Score Increase, Minor Trait
3 +2 Small Bite: 1d4+Str 1 Major Trait
4 +3 Medium Bite: 1d4+Str 2 Ability Score Increase, Minor Trait
5 +3 Medium Bite: 1d4+Str 2 Major Trait
6 +3 Medium Bite: 1d4+Str 2 Ability Score Increase, Minor Trait
7 +3 Medium Bite: 1d8+Str 2 Major Trait
8 +4 Large Bite: 1d8+Str 3 Ability Score Increase, Minor Trait
9 +4 Large Bite: 1d8+Str 3 Major Trait
10 +4 Large Bite: 1d8+Str - Claw: 1d6+Str 3 Ability Score Increase, Minor Trait
11 +4 Large Bite: 1d8+Str - Claw: 1d6+Str 3 Major Trait
12 +5 Huge Bite: 2d6+Str - Claw: 1d6+Str 4 Ability Score Increase, Minor Trait
13 +5 Huge Bite: 2d6+Str - Claw: 1d8+Str - Tail: 1d6+Str 4 Major Trait
14 +5 Huge Bite: 2d6+Str - Claw: 1d8+Str - Tail: 1d6+Str 4 Ability Score Increase, Minor Trait
15 +5 Huge Bite: 2d6+Str - Claw: 1d8+Str - Tail: 1d8+Str 4 Major Trait
16 +6 Gargantuan Bite: 2d10+Str - Claw: 2d6+Str - Tail: 1d12+Str 5 Ability Score Increase, Minor Trait
17 +6 Gargantuan Bite: 2d10+Str - Claw: 2d6+Str - Tail: 1d12+Str 5 Major Trait
18 +6 Gargantuan Bite: 2d10+Str - Claw: 2d8+Str - Tail: 1d12+Str 5 Ability Score Increase, Minor Trait
19 +6 Gargantuan Bite: 2d10+Str - Claw: 2d8+Str - Tail: 1d12+Str 5 Major Trait
20 +6 Gargantuan Bite: 2d12+Str - Claw: 2d10+Str - Tail: 2d8+Str 6 Ability Score Increase, Minor Trait

Minor Feats[edit]

Echoing Voice

The dragon's voice bellows out and can be heard up to a mile away, must be at least large sized.

Proficient

Your dragon may choose 1 skill of your choice to gain proficiency, it may only select this trait a maximum of 4 times

Language

Your dragon learns a new language, you may select this trait multiple times.

Sight

The first time your dragon chooses this it gains darkvision out to 60 feet, the second time they gain blindsight out to 10 feet.

Amphibious

Your dragon can breathe in water.

Ice Walk

The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally difficult terrain composed of ice or snow doesn't cost extra movement.

Quick

Your dragon's walking speed increases by 10 feet, you may select this trait multiple times.

Swimmer

Your dragon gains a swim speed equal to your walking speed.

Immunity

Choose charmed, exhaustion, frightened, or paralyzed, your dragon gains immunity to your chosen condition. You may select this trait multiple times.

Finesse

Your dragon's attacks becomes finesse weapons. It must be at least small sized to select this trait.

Greater Capacity

Your dragon gains one more use of its breath attack before needing to recharge. It cannot recharge while it has uses remaining unless it is at least large size. It must be at least medium size to select this trait.

Major Feats[edit]

Feat

Your dragon gains a feat of that it qualifies for, you may select this trait multiple times selecting a different Feat each time it does.

Ability Score Increase

Your dragon gains an ability score increase, you cannot use this on your highest ability score unless tied, you may select this trait multiple times.

Saves

Your dragon gains proficiency in 2 of the following saves, Strength, Intelligence, or Charisma.

Additional Breath Attack

You may choose any breath that a different dragon would know; your dragon may now use it in place of its own breath attack, each recharging individually. You may select this trait multiple times.

Overcome Resistance

Your dragons attacks ignore resistances, it must be at least huge sized to choose this trait.

Skilled

Your dragon may choose 2 minor traits to gain, you may select this trait multiple times.

Flight

Your dragon gains the ability to fly at a speed equal to twice its walking speed. You may select this trait multiple times, each time adding 20ft.

Burrow

Your dragon gains a burrow speed equal to your walking speed.

Specialty

Choose fly, burrow, or swim: your dragons speed is double your walking speed for the movement you choose.

Caster

Your dragon learn's one spell upon this feat's selection from the sorcerer spell list. At every other level after the level this feat was selected at, your dragon may learn a new spell from the sorcerer spell list. These spells may be cast once per day and are recharged after a long rest. Your dragon must be small or larger to select this feat. Every size category increase gains access to the next level spell. Small 0 level, Medium 1st level, etc. Your dragon uses its charisma as the spell casting modifier and cast spells by using the warrior's bonus action.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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