Dragon Knight, 3rd Variant (5e Class)
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A heavily clad knight walks through the town. The townsfolk make way with fear in their eyes. She hears a scream in the middle of the town and she rushes to the source. A man, the governor, just executed another man for stumbling before him; eyes of rage burn behind her intimidating helmet. She leaps and strikes at the governor; he retracts and tries to cast his spells, to no avail. She grabs the man by the neck, and her cloak spreads out, shifting into wings as she launches into the air. She calls out to the wind, then throws the man downwards; as he falls his last sight is the maw of an ancient dragon. She lands upon her companion, then departs.
Atop a misty mountain, a group of refugees cower as the man before them, an elf, battles the blue dragon that has destroyed their town. He lunges and spews out a massive bolt of lightning, taking out the dragon's eye; He walks to the injured creature. The enslaved child of his enemy lands at his feet. He waves his hand commanding it to protect the villagers. It shields them with its body. In a last ditch effort, a crack of lightning is expelled from the downed foe, directly at the knight. He falls, and for a moment the dragon sees victory. The knight slowly rises. Renewed by the assault, he commands his subject to merge with himself; he crackles with lightning and flies at his foe, caught in a death embrace, as they both fall to their doom.
Among a horde of demons are a warrior and his trusted friend, a scarred silver dragon. He spins his lance around, hitting several of his enemies, to little avail, and as a last ditch effort he expels a wave of ice all around him, killing several of them; he then commands his dragon to brutally assault the remaining demons. Their destruction grants them a small reprieve. He pulls out his ax, takes a deep breath, soars up into the sky with his trusted steed, then jumps to what seems to be certain doom. As he lands, the earth shakes and his enemies fall to the ground. He rises up and looks to the army charging them; he looks back and sees his friend's nest: the last of the silver dragons, not yet even born. He looks to his friend once more, and smiles.
Envoy Of The Dragon
Not many deserve to rule over dragons, and fewer still can ever accomplish such a feat, but those who do mostly become Dragon Knights, an ancient order who once devoted their lives to protecting the eggs of dragons. These warriors would lay down their lives in exchange for the dragon to watch over their race. Occasionally a wyrmling would see the devotion of these knights and would then devote their lives to protecting the one who they owed their chance at life to, but with the dwindling numbers of the dragons, this order simply faded into history. Occasionally a mortal might become a Dragon Knight by raising a dragon, although many have found ways to enslave dragons to their own ends. Neither good nor evil prevents a Dragon Knight from taking form, all it takes is devotion.
The Magic Of Symbiosis
Many dragons possess powers that not even they are aware of. A Dragon Knight knows the ancient arts required in artificial aging and power extraction, and by forging a soul connection with the dragon, either willing or forced, creates a symbiotic relationship between the two, although the knight tends to take more than it gives in the terms of power. Those that act in the best interest of the dragon can benefit their companion to a great degree, accomplishing tasks that would be impossible by themselves alone. Naturally charismatic, Dragon Knights, although usually feared, are called upon to accomplish tasks that not even armies can perform, and are known as great saviors or villains; it is rare for a Dragon Knight to not be known throughout the land. Their courage is boundless, their strength magnificent, and their leadership awe-inspiring.
Creating a Dragon Knight
As a Dragon Knight you gain the following class features.
- Hit Points
Armor: All armor, shields
Weapons: All weapons
Tools: one type of artisan’s tools of your choice
Saving Throws: Strength, Charisma
Skills: Choose 3 from Acrobatics, Animal Handling, Athletics, Investigation, Arcana, Nature, Perception, Performance, or Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Chain mail or or (b) Leather, long bow and 20 arrows
- (a) A martial weapon and a shield or or (b) Two martial weapons
- (a) A hand crossbow and 20 bolts or or (b) Two daggers
- (a) a dungeoneer’s pack or or (b) An explorer’s pack
|Features||—Spell Slots per Spell Level—|
|1st||+2||Obtain Dragon, Dragon Mark||—||—||—||—||—|
|2nd||+2||Spellcasting, Lords Direction, Fighting Style||2||—||—||—||—|
|3rd||+2||Breath Attack, Dragon Lord||3||—||—||—||—|
|4th||+2||Ability Score Improvement||3||—||—||—||—|
|5th||+3||Heart of the Dragon, Extra Attack||4||2||—||—||—|
|7th||+3||Dragon Lord Features||4||3||—||—||—|
|8th||+3||Ability Score Improvement||4||3||—||—||—|
|10th||+4||Dragon Lord Feature||4||3||2||—||—|
|12th||+4||Ability Score Improvement, Dragon's Legacy,||4||3||3||—||—|
|15th||+5||Dragon Lord Feature||4||3||3||2||—|
|16th||+5||Ability Score Improvement||4||3||3||2||—|
|18th||+6||Dragon Lord Feature||4||3||3||3||1|
|19th||+6||Ability Score Improvement||4||3||3||3||2|
|20th||+6||Dragon fury, Extra Attack||4||3||3||3||2|
Playing as the Dragon Knight and Dragon
Your Dragon listens to your commands as best as it can. It takes its turn on your initiative. On your turn, the dragon moves separately with no action required by you (unless you are riding it). You can use your bonus action to verbally/telepathically command it to take the Attack, Dash, Disengage, Dodge, Help or any action it gains later. Also, once you have the Extra Attack feature, you and your dragon can attack in any combination up to the maximum number of attacks you have. Like any creature, the dragon can spend hit dice during a short rest. If you are incapacitated, absent, or unable to give orders, the dragon acts on its own. It never requires your command to use its reactions, such as when making an opportunity attack. You have separate reactions, unlike the combined actions and bonus actions. The style of play shows the bond between the Dragon and its Knight. You may choose another class to be to ride along side your dragon. You get the traits of the other class you have chosen along with the one's of a Dragon Knight.
Starting at 1st level, you gain a dragon companion. Your dragon ages magically in power and size as you level in this class. When you gain this feature choose a dragon type based on your alignment (your DM can allow you to change your Dragons alignment if it makes sense for your backstory or for the setting of the campaign ), 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 while riding your dragon. Dragons become rideable at large size. In addition, you form a telepathic bond with your dragon (like that in the find familiar spell). Dragon Knights are known to wear armor in the fashion and color of their dragon.
|Type||Alignment||Breath Weapon||Saving Throw||Type||Alignment||Breath Weapon||Saving Throw|
|Black||Chaotic Evil||Acid||Dexterity||Brass||Chaotic Good||Fire||Dexterity|
|Blue||Lawful Evil||Lightning||Dexterity||Bronze||Lawful Good||Lightning||Dexterity|
|Green||Lawful Evil||Poison||Constitution||Copper||Chaotic Good||Acid||Constitution|
|Red||Chaotic Evil||Fire||Dexterity||Gold||Lawful Good||Fire||Dexterity|
|Shadow||Any Alignment||Any||Dexterity||Platinum||Chaotic Good||Radiant||Dexterity|
|White||Chaotic Evil||Cold||Constitution||Silver||Lawful Good||Cold||Constitution|
The Save DC against your dragon's abilities is equal to 8 + your dragon's proficiency bonus + your dragon's Charisma modifier. The saving throw needed for opposing the DC is listed next to the breath weapon.
Your dragon levels with you, as though it has a class: it gains 1d8 + its Constitution modifier in hit points each time you level, and starts with 8 + its Constitution modifier hit points. The dragon starts with the following ability scores (ordered in any way you like): [16, 14, 14, 12, 10, 10]. Your dragon cannot wield weapons: it is considered proficient with its own attacks and uses 8 + its proficiency bonus + its Charisma modifier for its DCs. Its AC = 13 + Dexterity Modifier + AC Bonus, unless it is wearing armor specifically adapted to the size and shape of the dragon, which, due to its specialized nature, will cost 4 times more than the armor base; its AC in that case is its AC Bonus + Armor AC. If your dragon dies you'll have to use part of your bond and a gift to resurrect it, it costs 500 gp and 50 hit points because your dragon is bound to your soul, it's a ritual that will take 8 hours. Your dragon is proficient with 3 skills of your choice and is proficient in 2 saving throw. The dragon has a walking speed of 40 feet, and immunity to its element. Your dragon improves as you level, as shown on the table below. The dragon has the following ability score restrictions: Tiny, Medium, and smaller: Max of 24, Large: 26, Huge: 28, Gargantuan: 30 and it can't trade ability score increases for feats (it gains feats a different way).
|Dragon Knight Level||Size||Proficiency Bonus||Attacks||AC Bonus||Features|
|1||Tiny||+2||Bite: 1d4+Str||0||Major Trait, Minor Trait|
|2||Tiny||+2||Bite: 1d4+Str||0||Ability Score Increase, Minor Trait|
|3||Tiny||+2||Bite: 1d4+Str||1||Major Trait|
|4||Tiny||+2||Bite: 1d4+Str||1||Ability Score Increase, Minor Trait|
|5||Small||+3||Bite: 1d6+Str||1||Major Trait|
|6||Small||+3||Bite: 1d6+Str||1||Ability Score Increase, Minor Trait|
|7||Small||+3||Bite: 1d6+Str||1||Major Trait|
|8||Small||+3||Bite: 1d6+Str||1||Ability Score Increase, Minor Trait|
|9||Medium||+4||Bite: 1d8+Str, Wings: 2d4+Str||2||Major Trait|
|10||Medium||+4||Bite: 1d8+Str, Wings: 2d4+Str||2||Ability Score Increase, Minor Trait|
|11||Medium||+4||Bite: 1d8+Str, Wings: 2d4+Str||2||Major Trait|
|12||Medium||+4||Bite: 1d8+Str, Wings: 2d4+Str||2||Ability Score Increase, Minor Trait|
|13||Large||+5||Bite: 1d10+Str, Wings: 2d6+Str, Tail: 2d8+Str||2||Major Trait|
|14||Large||+5||Bite: 1d10+Str, Wings: 2d6+Str, Tail: 2d8+Str||2||Ability Score Increase, Minor Trait|
|15||Large||+5||Bite: 1d10+Str, Wings: 2d6+Str, Tail: 2d8+Str||2||Major Trait|
|16||Large||+5||Bite: 1d10+Str, Wings: 2d6+Str, Tail: 2d8+Str||3||Ability Score Increase, Minor Trait|
|17||Huge||+6||Bite: 1d12+Str, Wings: 2d8+Str, Tail: 2d10+Str||3||Major Trait|
|18||Huge||+6||Bite: 1d12+Str, Wings: 2d8+Str, Tail: 2d10+Str||3||Ability Score Increase, Minor Trait|
|19||Huge||+6||Bite: 1d12+Str, Wings: 2d8+Str, Tail: 2d10+Str||3||Major Trait|
|20||Huge||+6||Bite: 1d12+Str, Wings: 2d8+Str, Tail: 2d10+Str||3||Ability Score Increase, Minor Trait|
- The bite attack deals piercing damage and has a reach of 5 feet, this range increases to 10 feet at 9th level.
- The wings attack sweeps around the dragon in a circle. All creatures in a 5-foot radius must make a DC 8 + the dragon's proficiency bonus + the dragon's Strength modifier dexterity saving throw save or take the bludgeoning damage listed and be knocked prone, this range increases to 10 feet at 13th level.
- The tail attack deals bludgeoning damage and has a reach of 10 feet, this range increases to 20 feet at 17th level.
When your dragon gains access to a minor trait it may choose 2 of the following:
- Echoing Voice: The dragon's voice bellows out and can be heard up to a mile away, must be at least large sized.
- Proficient: You and your dragon choose 3 skills of your choice to gain proficiency in (Not expertise), you may select this trait multiple times.
- Language: You and your dragon learn a new language, you may select this trait multiple times.
- Sight: The first time your dragon chooses this it gains darkvision out to 120ft, the second time they gain blindsight out to 60ft.
- Amphibious: You and your dragon can breathe in water.
- Immunity: Your dragon gains immunity to a chosen condition from the following: charmed, exhaustion, poison, stunned, frightened/feared, or paralyzed. You may select this trait multiple times.
- Finesse: Your dragon's attacks become finesse weapons. It must be at least small sized to select this trait.
- Hypnotic Speech: When speaking to a non-hostile creature, your dragon may force them to make a Wisdom saving throw against your dragon's Save DC; if they fail, they become charmed by you(and your dragon) for 24 hours, then become immune to this effect for the next 24 hours. If a creature succeeds their saving throw they are not charmed and become immune for 24 hours. Your dragon must be at least small sized to select this trait.
- Quick: Your dragon's walking speed increases by 10 feet. You may select this trait multiple times.
- Swimmer: Your dragon gains a swimming speed equal to its walking speed.
- Climber: Your dragon gains a climbing speed equal to its walking speed.
- Digger: Your dragon gains an excavation speed equal to its walking speed.
- Flight: Your dragon gains a flying speed equal to its walking speed.
- Ice Walk: You and your dragon can walk or run icy surfaces without needing to make an ability check, your dragon can climb it. Additionally, difficult terrain composed of ice or snow doesn't cost extra movement.
When your dragon gains access to a major trait it may choose two of the following:
- Feat: You and your dragon gain a feat of that which you both qualify for, you may select this trait multiple times, each time selecting a different Feat for every time this trait is taken.
- Ability Score Increase: Your dragon's magical growth has increased its physical and mental prowess. Your dragon gains two ability score increases. You may select this trait multiple times.
- Resistance: Your dragon gains proficiency in 1 Saving Throw.
- Elemental Bite: Your dragon's Bite Attack gains a damage bonus equal to its Proficiency Bonus, in the damage type of its Breath Weapon.
- 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.
- Specialty: Choose flying, swimming, digging, or climbing: your dragon's speed is double its walking speed for the movement you choose.
- Caster: You and your dragon learn one spell upon this trait's selection from the sorcerer spell list, which does not count against the amount of spells you currently have prepared. These spells 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. Tiny: cantrips, Small: 1st level, etc. You and your dragon use Charisma as the spell casting modifier.You can use non cantrip spells equal to charisma modifier You may select this trait multiple times.
- Change Shape: The dragon gains the ability to magically polymorph into a humanoid or beast that has a CR no higher than 1/4 its knight's level, or back into its true form. It reverts to its true form if it dies or willingly uses an action to go back. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, armor class, ability to speak, proficiencies, resistances, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
- 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 sized to select this trait.
You adopt a particular style of fighting as your specialty. Choose one of the following options:
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
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 or have heavy armor.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Starting at 1st level you have a mark of a dragon on a part of your body as a symbol of your bond the very first moment you both meet and become partners; as your dragon's or your bonus action, your dragon can go into the mark and stay there until you use another bonus action to release it. You retain your telepathic bond with your dragon while it is inside your mark but can talk to your dragon telepathically
Starting at level 12, you share a portion of the dragon's famed lifespan. For every 20 years passed, you will only age 1 year, and are immune to the effects of aging.
At level 2 you may, as a bonus action, direct your dragon to make a single attack against a target within its range. Additionally, if a creature would provoke an attack of opportunity from your dragon, you may use your reaction to attack them instead if they are in your range. If your attack connects, they don't hit your dragon and don't do damage or cause effects.
When you reach 2nd level, you also gain the ability to cast spells.
The Dragon Knight Table shows how many spell slots you have to cast your spells of first level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You choose spells from the sorcerer spell list. You may know a number of spells equal to half your Dragon Knight level (rounded down). You may only learn spells at levels for which you have spell slots. Each time you gain a Dragon Knight level, in addition to any new spells you learn, you may replace one known spell with a different one from the sorcerers spell list.
Charisma is your spellcasting ability for your Dragon Knight spells, since the power of your magic relies on the bond you share with your dragon. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Your spell save DC = 8 + your proficiency bonus + your Charisma modifier.
Spell attack modifier = your proficiency bonus + your Charisma modifier.
You can use your Dragon Mark as a spellcasting focus for your spells.
Beginning at level 3, as an 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, you may command it to use its breath attack as a bonus action instead. After having used its breath weapon, at the start of each of your turns, roll 1d6 -- on an 6 it can use its breath weapon again. The chance of recharging gets better as you level, as shown in the Damage/Recharge Requirement column of the table below. The breath is either a cone or a line when using a breath attack depending on the dragons color. If your dragon already has a preexisting breath attack, these bonuses do not stack. The old breath attack is removed and the new one is put in its place (even if it's weaker, this is due to the giving of power to the knight).
|Dragon Size||Damage/Recharge Requirement||Area|
Special Breath Attacks
Some dragons have specialized breath attacks, these attacks do not deal damage, but cause different effects, which only take hold on a failed save. The specifics for time spent under a condition, or how far an enemy moves from Repulsion, is listed in the table.
- Sleep: Causes a creature to fall unconscious, this effect ends if the creature takes damage or a creature uses an action to wake it up.
- Repulsion: Pushes the target from the dragon.
- Slowing: The creature can't use reactions, its speed is halved and can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. The creature can repeat the saving throw at the end of each of its turn, ending the effect on itself with a successful save.
- Weakening: Creature has disadvantage on Strength based attack rolls, Strength checks, and Strength saving throws. The creature can repeat the save at the end of its turns, ending the effect on itself on a successful save.
- Paralyzing: Causes the creature to become paralyzed . A creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful save.
At 3rd level you choose the type of dragon lord you shall become. Choose Dark Arisen, Dragon Slayer, or Dragoon, detailed at the end of the class description. The Lord you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 when using this feature.
Heart Of The Dragon
Starting at level 5, you gain your dragon's damage immunity as a resistance (Necrotic for Shadow and Radiant for Platinum). At 15 level you gain immunity to your Dragons element.
The bond between you and your dragon has pushed your combat limits further. Starting at level 5 you gain a second attack with either your melee or ranged weapon. This happens again at 13th, and 20th level.
At level 6, you or your dragon can use an action to focus attention on the region around them. For 1 minute you or your dragon can feel each other within a 3 mile radius of each other and the hostile creatures around you within that radius. This feature does not reveal the number of creatures just the direction.
At 11th level, when you are affected by an elemental ability, first level magic or higher, or a breath attack based on your element, you can spend a reaction and you and your dragon earn a temporary health amount equal to half of the damage. You can use this a number of times equal to your 2+charisma mod per long rest At 13th level you can choose to have advantage on any Strength or Constitution check or saving throw, you can only use this feature once per long or short rest.
At level 14, when either you or your dragon fails a save, you may use a reaction to automatically succeed on the save. You may use this feature two times per day.
At 20th level you may use an action to merge your dragon's spirit with yourself; while merged, you crackle with elemental energy, all of your attacks gain an extra 2d10 damage of your dragon's element, you gain an extra attack when you take the attack action (which stacks with extra attack), and you ignore resistance and immunities to your physical attacks. This lasts for 5 minutes and you may use this only once per long rest. While in this form, you gain one more choice in the draconic Likeness and temporary hit points equal to your dragon's health; if it is reduced to 0, the merge ends and your dragon falls unconscious. When you revert back, the dragon's health becomes double the remaining temporary health points.
Dragon Knights rule their dragons in very unique ways. Typically categorized by their connection with their subject, they are each able to channel the spirit of a dragon in powerful ways.
A Dragon Slayer is not born, it is made. Slayers forcefully control the magic of their subject to grant them abilities specifically crafted to desolate dragons. There is only one creature a dragon fears, and that is a Dragon Slayer.
Power Of The Blood
At level 3, a Dragon Slayer gains an increased fortitude, gaining 3 more hit points. Every time you level past this, you gain 1 additional hit points.
When you reach 3rd level you begin growing scales over your back and arms that match your dragon's. Your AC increases by 1.
Beginning at 7th level, you are able to use the attack of your dragon's breath as an action. You have the same attack type and recharge rate as your dragon.
When you reach 10th level, you and your dragon’s spell and breath attack ignores resistance and treats immunity as resistance. And at 15th level you ignore immunity all together
Beginning at 15th level, when a creature within 5ft of you uses a legendary action or resistance, you can use your reaction to negate it. You may use this once per long rest.
At 18th level your body changes, morphing into a more dragon like creature at will; choose 2 of the following whenever you morph: Claws, teeth, scales, or wings and a tail. You may use an action to attack with 1 of your new natural weapons as if you were your dragon's; the attack is considered magical. the damage die is your strength modifier+1 and you can morph once per long rest. If you choose claws and you have a free hand you may attack with it as an off hand attack as if two weapon fighting. if you choose teeth you deal elemental damage of the same type as your dragon equal to your proficiency modifier. if you choose tail you can attack 10 feet instead of 5. If you choose scales, your AC increases by 2. If you choose wings, you may fly your dragon's fly speed. At level 20, you can morph twice before long rest, the damage die is doubled or your AC goes up by 3 instead of 2.
A Dragoon has deepened their telepathic link with their dragon, granting them a deeper connection with the dragon and improving their dragon's strength and speed.
Strike Of Anti Magic
Starting at 3rd level, when you strike a target with a weapon you are proficient with, you can make them perform a Constitution save against a DC of (8 + proficiency + strength or dexterity) or be unable to cast spells until the end of their next turn. However, they receive no damage from this attack. Additionally, if they are concentrating on a spell they have to make a concentration check. Once this skill is used on a spell caster once, they have advantage on the save until next dawn.
When you reach level 7, you may use your dragon's major and minor skills (those that pertain only to the dragon) a number of times equal to your Charisma modifier after you take a short or long rest.
When you reach 10th level, if you fall in less than half of your life, your dragon goes into draconic rage, he gains a hate bonus on attack rolls and damage equal to his Strength modifier, but must pass a Wisdom check each round so as not to be forced to attack a random target chosen by the DM once. The DC is, 8+ Charisma modifier + his proficiency bonus. you can snap him out of draconic rage by preforming an Animal Handling check with a dc equal to that of the dragon's wisdom save DC
Beginning at level 15, you can, as a bonus action, allow your dragon to take two attack actions; In addition, it can move without provoking attacks of opportunity. You can use this feature a number of times equal to your Charisma modifier +1(once at minimum).
Additional Breath Attack
at the beginning of level 18, You can choose any breath a different dragon knows; your dragon can now use it instead of its own breathing attack, each recharging individually. You can select this stroke multiple times.
The Dark Arisen command the power of a dragon and focus on the ancient spellcasting abilities of dragons. They typically seek the power of dragons or are granted a dragon's strength if it deems them worthy to rule over dragons.
Art Of War
Starting at level 3, You adopt a particular style of fighting as your specialty. Choose one of the following options.
Crush Dance: When you take the attack action and your attack(s) connect, you may make a secondary attack against the same target with the same weapon; you do not add your modifier to the damage of this attack.
Cross Slash: When you take the attack action, your attack connects, and there is another target within your reach, you add 2 to the secondary target's AC. If your original attack would also connect, you also attack them, you do not add your modifier to this damage.
Spinning Cane: You may make two additional attacks when you use the attack action; you do not add your modifier to these attack or damage rolls and you must move at least 5 feet between each attack.
Pinning Shot: When you take the attack action you can attack a target's vitals; if the attack connects they make a Dexterity save against your attack. If they fail, then you pin the target (if possible) to the floor, forcing them to take a bonus action and half their movement to remove the projectile safely or be restrained.
Flurry Of Styx: When you make an unarmed strike you may make 2 attacks; if both attacks connect, you may push the target of the second attack 5 feet from you and they take 2d4+str of your dragon's color.
Bone Crusher: When you take the attack action you place a large amount of force with your attack, adding a 1d6 of weapon damage, and if you roll a 6 on the extra die they are knocked prone.
When you reach 7th level, you can access ancestral dragon magic based on your dragon type. You may use an action to cast your spell once after a long rest. Your DC= 8 + your proficiency bonus + your Charisma modifier.
Flameshot (Red/Brass/Gold): You swirl fire into a concentrated ball then hurl it in a 10 foot wide line 120 feet long, you deal 4d6 + Charisma modifier fire damage to all creatures in the line and an additional 2d6 force damage to the first target, dexterity save for half damage.
Astral Drain (Shadow): Shadows surround your weapon; you then make an attack (you may throw a weapon without the thrown property at a range of 20/60), and if your attack connects the target takes damage as normal, then takes 3d6 + Charisma modifier necrotic damage, and you heal a number of hit points equal to the necrotic damage.
Moonlight (Platinum): Moonlight shines directly on you and radiates with a radius of 40 feet. Every creature you choose heals 3d8 + your Charisma modifier hit points, and if any undead are within the moonlight, they take 2d8 radiant damage.
Thunder God (Blue/Bronze): Lightning strikes you from out of nowhere several times; your body glows with lightning energy, your movement speed doubles, and you gain more 3 attacks. You gain advantage on attack rolls. Each attack that connects deals an extra 1d6 + your Charisma modifier lightning damage, and you may move your speed without provoking attacks of opportunity.
Ice Salvo (White/Silver): The air in the area becomes frigid and extinguishes all flames. Ice builds up around you and you throw out a wave of cold: each creature within a 40-foot radius of you, that is hostile, makes a Constitution save. If they fail they take 4d6 + your Charisma modifier cold damage and are restrained until the start of your next turn; if they succeed they take half damage and are not restrained.
Rainbow Breath (Black/Green/Copper): You breathe in deeply, then exhale in a 60-foot cone: each creature within the cone must make a Dexterity save or take 4d6 + your Charisma modifier acid damage; they take half damage on a successful save. They must then make a Constitution save or take 2d6 poison damage and become poisoned for 1 minute; if they succeed they take half damage and are not poisoned.
Dragon Knight Art
When you reach level 10, you adopt a particular style of fighting as your specialty. Choose one of the following options:
When you attack with your weapon you tend to show off. When you strike at an enemy, you may make an Intimidation or Performance check against a foe within 30 feet of you opposed by a Wisdom saving throw. If they fail, they focus their attention on you, granting them disadvantage on their next attack if it is not against you. You are also considered to have the feat Defensive Duelist.
Your cunning in battle allows you to make an appropriate knowledge check (Arcana, History, Nature, or Religion) once per encounter against a particular type of foe. If you beat its amount of Hit Dice/Level (take the highest of the group if there is one of that type that is higher) with your check, you gain insight against that creature type (Aberration, Humanoid, Monstrosity, etc) and your AC, saves, attack, and damage rolls are increased by 1 against those creatures. You are also considered to have the feat Alert.
You focus on hard, explosive blows in combat. When your physical attacks connect, you may force the target to make a Strength save with a DC equal to 10 + your strength modifier + your proficiency bonus; if they fail you may move the target 5 feet away from you in any direction. You are also considered to have the feat Great Weapon Master.
You are always ready for an attack and constantly changing your foot work. When a melee attack misses you, you may use your reaction to attack the target. You are also considered to have the feat Mobile.
You proficient with charging enemies in the heat of battle. When you make a Dash and Attack on the same turn or when you make an Attack after moving at least half your maximum movement, you gain advantage on your first attack roll. You are also considered to have the feat Charger.
You are always swinging your swords in readiness. While you have 2 melee weapons drawn, you gain +2 AC. You are also considered to have the feat Dual Wielder.
You prefer to fight at a distance compared to close-range fighting. When using a ranged weapon, you gain a +2 bonus on attack and damage rolls. You are also considered to have the feat Sharpshooter.
Channel Dragon's Power
Beginning at 15th level as an action, you can channel your dragon's strength through your body: for the next minute, you can add your Dragon's Charisma modifier to your attack and damage rolls (even if it already has been added); you can do this with the number of times per long rest equal to your Charisma modifier.
Starting at 18th level, You imbue your weapon with the elemental power of your dragon: when dealing damage with your weapon add 3d6 extra damage of your dragon's elemental power.
A Blood Lord has mixed their blood with that of their dragon, granting them a deeper connection with the dragon and allowing them to take on some of their traits. Many sorcerers can trace their lineage to an ancient Blood Lord dragon knight.
Power Of Blood
At 3rd level, a Blood Lord gains an increased fortitude, gaining 6 more hit points. Every time you level past this, you gain 2 additional hit point.
Starting at 7th level, you are capable of using your dragon's breath attack as an action. Your recharge die have the same size from your dragon's one, but the recharge rate is separate from your dragon's.
When you reach the 10th level, you begin growing scales over your back and arms that match your dragon's. Your AC increases by 1 and you gain resistance to your damage type associated with your dragon.
At 15th level your connection with your dragon allows you to sprout dragon wings from your back. Activating your wings requires a bonus action. Your flight speed equals your dragon's flying speed, but you can only fly for 1 hour before retracting your wings for 10 minutes.
At 18th level you may use an action to merge your dragon's spirit with yourself for 1 minute. While merged, you crackle with elemental energy, and all of your attacks gain an extra 2d10 damage of your dragon's damage type, you gain one additional attack when you take the Attack action, and you ignore resistance and immunities to your melee and ranged weapon attacks.
While in this form, you gain temporary hit points equal to half your dragon's number of hit points. If your temporary hit points are reduced to 0, the fusion ends and your dragon is reduce to half its maximum hit points.
You can chose to end this fusion spontaneously, with an action. When you revert back, the dragon have a number of hit points equal to the double of the remaining temporary health points. You can use this feature once, and regain the ability to do so after the completion of a long rest.
Proficiencies. When you multiclass into the dragon knight class, you gain the following proficiencies: all armor and shields.