Dragon Knight, Variant (3.5e 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 posses 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 Dice: 1d12 per Dragon Knight level Hit Points at 1st Level: 12 + Constitution modifier Hit Points at Higher Levels: 1d12 (or 6) + Constitution modifier per Dragon Knight level after 1st
Armor: Medium armor, Heavy armor and shields Weapons: Javelin, mace, quarterstaff, spear, glaive, halberd, lance, morning-star, Scythe, pike and whip
You start with the following equipment, in addition to the equipment granted by your background:
(a) A glaive or halberd or scythe or (b) A mace and a shield (a) Scale mail or (b) Leather armor and 10 javelins (a) Dungeoneeer's pack or (b) Lance (a) Diplomat's pack or (b) Entertainer's pack
|1st||1||2||0||0||Obtain Dragon, Fighting Style, Bonus Feat|
|3rd||3||3||1||1||Breath Attack, Bonus Feat|
|5th||5||4||1||1||Heart of the Dragon, Extra Attack, Dragon Lord Feature|
|9th||9/4||6||3||3||Bellow Of Fear|
|10th||10/5||7||3||3||Dragon Lord Feature|
|13th||13/8/3||8||4||4||Arth Of The Knight|
|15th||15/10/5||9||5||5||Dragon Lord Feature|
|18th||18/13/8/3||11||6||6||Dragon Lord Feature|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
Starting at 1st level, you gain a dragon companion that has the physical stats of a psuedodragon. Your dragon ages magically as you grow in power and will take on the physical traits of new dragon templates 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 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.
|Red/ Chaotic Evil||Fire|
The DC against your abilities is equal to 8 + your Base Attack Bonus + your 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 had a class, for this you will use the Dragon Creature from the monster manual, The Druid animal companion chart for its skills and feats, and the Dragonomicon ( https://www.scribd.com/doc/143495923/D-D-3-5-Draconomicon) for the dragon feats to use with your dragon companion. The dragon has the following ability score restrictions: Medium and smaller: Max of 20, Large: 22, Huge: 26, Gargantuan: 28.
|Dragon Knight Level||Size||Base Attack Bonus||Attacks||AC Bonus||Features|
|1||Tiny||2||None||1||Minor Trait, Major Trait|
|2||Tiny||2||Bite: 1d4+Str||1||Ability Score Increase, Minor Trait|
|3||Small||2||Bite: 1d4+Str||1||Major Trait|
|4||Small||2||Bite: 1d8+Str||1||Ability Score Increase, Minor Trait|
|5||Medium||3||Bite: 1d8+Str Claw: 1d6 + Str/Dex||1||Major Trait|
|6||Medium||3||Bite: 1d8+Str Claw: 1d6 + Str/Dex||1||Ability Score Increase, Minor Trait|
|7||Large||3||Bite: 1d12+Str Claw: 1d10 + Str/Dex||2||Major Trait|
|8||Large||3||Bite: 1d12+Str Claw: 1d10 + Str/Dex||2||Ability Score Increase, Minor Trait|
|9||Large||4||Bite: 1d12+Str Claw: 1d10 + Str/Dex||2||Major Trait|
|10||Large||4||Bite: 1d12+Str Claw: 1d10 + Str/Dex||2||Ability Score Increase, Minor Trait|
|11||Large||4||Bite: 1d12+Str Claw: 1d10 + Str/Dex||2||Major Trait|
|12||Large||4||Bite: 1d12+Str Claw: 1d10 + Str/Dex||3||Ability Score Increase, Minor Trait|
|13||Huge||5||Bite: 2d8+Str Claw: 2d6 + Str/Dex Tail: 1d12 + Str||3||Major Trait|
|14||Huge||5||Bite: 2d8+Str Claw: 2d6 + Str/Dex Tail: 1d12 + Str||3||Ability Score Increase, Minor Trait|
|15||Huge||5||Bite: 2d8+Str Claw: 2d6 + Str/Dex Tail: 1d12 + Str||3||Major Trait|
|16||Huge||5||Bite: 2d8+Str Claw: 2d6 + Str/Dex Tail: 1d12 + Str||3||Ability Score Increase, Minor Trait|
|17||Huge||6||Bite: 2d8+Str Claw: 2d6 + Str/Dex Tail: 1d12 + Str||4||Major Trait|
|18||Huge||6||Bite: 2d8+Str Claw: 2d6 + Str/Dex Tail: 1d12 + Str||4||Ability Score Increase, Minor Trait|
|19||Huge||6||Bite: 2d8+Str Claw: 2d6 + Str/Dex Tail: 1d12 + Str||4||Major Trait|
|20||Gargantuan||6||Bite: 2d8+Str Claw: 2d6 + Str/Dex Tail: 1d12 + Str||4||Ability Score Increase, Minor Trait|
- A bite attack deals piercing Damage and has a reach of 5 feet, this range increases to 10 feet at level 7 and again to 15 feet at level 20.
- A claw attack deals slashing damage and has a reach of 5 feet, this range increases to 10 feet at level 20, this has the finesse property.
- A tail attack sweeps around the dragon in a circle, all creatures in a 15 foot radius must make a dexterity save or take bludgeoning damage, the radius increases to 20 feet at level 20.
Minor Traits When you gain access to a minor trait you may choose one 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 may choose 1 skill of your choice to gain proficiency in, you may only select this trait a maximum of 4 times.
- Language: You learn a new language, you may select this trait multiple times.
- Sight: The first time you choose this you gain darkvision out to 60 feet, the second time you gain blindsight out to 10 feet.
- Amphibious: You can breath air and 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 walking speed increases by 10 feet, you may select this trait multiple times.
- Swimmer: You gain a swim speed equal to your walking speed.
- Immunity: Choose charmed, exhaustion, frightened, or paralyzed, you gain immunity to your chosen condition. You may select this trait multiple times.
- Finesse: Your bite attack becomes a finesse weapon. You must be at least small sized to select this trait.
- Hypnotic Speech: You may speak to a non hostile creature, do a persuasion check, the target makes a wisdom saving throw against your check, if they fail they become charmed by you for 1 day, then become immune to this effect for 24 hours, if a creature succeeds their saving throw they also become immune for 24 hours. You must be at least medium size to select this trait
- Greater Capacity: You gain one more use of your dragon breath. You must be at least medium size to select this trait.
Major Traits When you gain access to a major trait you may choose one of the following.
- Feat: You gain a feat of your choice that you qualify for, you may select this trait multiple times.
- Ability Score Increase: You gain an ability score increase, you cannot use this on your highest ability score, you may select this trait multiple times.
- Proficiency: You gain a +1 to 2 of your Saving Throws of your choice of Reflex, Fortitude, and Wisdom. You may take this trait 4 times.
- Additional Breath Attack: You may choose any breath that a different dragon would know, you may now use it in place of your own breath attack.
- Overcome Resistance: Your attacks ignore resistances, you must be at least huge sized to choose this trait.
- Skilled: You may choose 2 minor traits to gain, you may select this trait multiple times.
- Flight: You gain the ability to fly at a speed equal to double your walking speed.
- Burrow: You gain a burrow speed equal to double your walking speed. Can only take this trait if the dragon has a burrow ability.
- Specialty: Choose fly, burrow, or swim: your speed is double your walking speed for the movement you choose.
- Caster: Choose a first level spell off the sorcerer's and Cleric's spell list. You may select this trait up to 5 times, each time selecting a spell level 1 level higher than the last.You cast spells a day equal to your level + your charisma modifier. You use your charisma as your spell casting modifier and cast your spells by using a full attack round.
- Change Shape: Once per day you may transform into a humanoid of a level or challenge rating equal to the amount of Dragon Knight levels your lord has, you may maintain this form for 15 hours a day. You revert to your true form if you die, and you choose if any equipment you are carrying is absorbed or borne by the new form. You keep your alignment, hit points, Hit Dice, proficiencies, ability to speak, spellcasting, Overcome Resistance trait, Feats you have taken that the new form qualifies for, All ability scores, as well as the ability to revert back to Dragon form. Your stats and capabilities are otherwise replaced with those of the new form, except any class features or Legendary actions they may have.
Fighting Style You adopt a particular 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.
Stylish 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.
Strategist 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 (Aberation, Humanoid, Monstrosity, etc) and your AC, saves, attack, and damage rolls are increased by 1 against those creatures.
Brutal You focus on hard, explosive blows in combat. When your physical attacks connect, roll a d20, if the number rolled is above 15 you may add half of the damage dealt again. (you may not take 15 on this roll)
Dancer You are always ready for an attack and constantly changing your foot work. When a melee attack misses against you, you may immediately make an attack against the attacker but do not add any of your modifiers.
Lord's Direction At level 2 your skin has a faint look of scales that resemble those of your bonded dragon.
Beginning at level 3 you may make a breath attack the same type as your dragon. cool-down for this ability is a d4. If you already have a breath weapon add an extra 5 feet.
Special Breath Attacks Some dragons have specialized breath attacks, these attacks do not deal damage, but cause different effects, these effects 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.
Dragon Affinity At 4th level you gain immunity to what your dragon is immune to but take triple damage from the source you dragon is Vulnerable to.
Dragon Lord At 2nd level you choose the type of dragon lord you shall become. Choose Blood Lord, Dragon Slayer, or Dragoon, detailed at the end of the class description. The Lord you choose grants you features at 2nd level and again at 7th, 10th, 15th, and 18th.
Heart Of The Dragon Starting at level 5 you gain +2 hitpoints per level and a natural armor bonus of 3.
Extra Attack At level 5 you may attack one additional time per round.
Dragon Sense At level 6 you gain advantage on Wisdom (Perception) checks equal to half your level +Cha modifier. You automatically succeed your Perception checks against creatures related to dragons that are within your sight range. You also gain Blindsense and at level 10 you gain tremorsense.
Dragon Magic (Ally) At level 7 you may cast the spells that your dragon knows minus 1 level of the highest level spells it knows. You may use an action to cast this spell equal to your level + your Charisma modifier per day. This also counts towards the spells per day the Dragoon Lord class offers.
Bellow Of Fear
When you reach level 9, as an action, you may let out a fearsome roar that rivals those of dragons. Each creature within 120 feet of you must succeed on a Will saving throw or become frightened ( DC is 10+ Cha Modifier) of you for 5 minuets; you may allow creatures friendly to you to succeed the save. At the end of a frightened creature's turn they may make another Wisdom saving throw; if they succeed they are no longer frightened and become immune to this ability for 24 hours.
Draconic Fortitude At 11th level you gain advantage on Strength and Constitution saves. Additionally, if you willingly jump and would receive fall damage, you may reduce the amount of fall damage by five times your Dragon Knight level as a reaction; if this effect reduces the damage to 0, you may use your action to transfer the force of your descent into the object or creature you landed upon. Everything in physical contact with the object must make a Dexterity save with a DC equal to your Strength ability score, or take the amount of damage you negated. Creatures huge or bigger automatically succeed the save. If you instead hit the ground, every creature within 10 feet must make a Strength saving throw or fall prone. Creatures huge or bigger automatically succeed the save.
Dragon's Legacy 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.
Art Of The Knight When you reach 13th level you may add an additional bonus to your Charisma and Strength skill rolls equal to half your Basic Attack Bonus (rounded down).
Dragon Fury At 13th level you may use an action to merge your dragon with yourself; while merged, you crackle with elemental energy, all your attacks gain an extra 3d6 damage of your dragon's element, you gain an extra attack when you take the attack action, and you ignore resistance and immunities to your physical attacks. This lasts for 1 minute and you may use this only once per long rest. While in this form, you gain temporary hit points equal to Half your dragon's health; if it is reduced to 0, the form ends and your dragon falls unconscious. When you revert back, the dragon looses health based on the Temp Hit points you lost.
Dragon's Assault Starting at level 14, as a immediate action,you grow limbs of the dragon(s) your attached to like claws, wings, and a tail you are then allowed to make 2 claw attacks, 1 bite attack, 1 tail swipe, and 1 wing attack; additionally, you may move with provoking attacks of opportunity. You may use this ability after a cool-down of 1d12 turns. damage is based on dragons adult age category.
Legendary Resistance At level 17, you gain DR 10.
Draconian Likeness At 20th level your body changes, morphing into a more dragon like creature; choose 1 of the following: Claws, teeth, wings, or a tail. You may your new natural weapons as if you were an Ancient Dragon; the attack is considered magical. 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. Additionally you gain all the Minor Traits possessed by your dragon (you only can gain quick once).
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 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 level 3, a Blood Lord gains an increased fortitude, gaining 3 more hit points. Every time you level as a Dragon Knight you gain 1 additional hit point. Additionally, your enhanced fortitude grants you proficiency with heavy armor.
Strike Of Antimagic Starting at 7th level, when you strike a target that is capable of spellcasting with your weapon, they must make a Constitution save or be unable to cast magic or use any magic items until the end of their next turn. Additionally, any magical effects (such as from items or spells) are also repressed, if they are concentrating on a spell they lose their concentration. You can use this feature a number of times equal to your Charisma modifier per short rest.
Dragon Scales When you reach level 10 you begin growing scales over your back and arms that match your dragon's. Your AC increases by 1 and you gain immunity to your dragon's element. Additionally, your deepened bond with your dragon allows you to split the damage you both receive with each other. Doing so more than 5 times in a minute, however, is mentally taxing, and will impart disadvantage for all actions to your next turn.
Mythical Flight At 15th level your connection with your dragon allows you to enchant a cloak and transform it into dragon wings. Transforming it requires a bonus action. The cloak still retains its features and is still somewhat recognizable from its original form. You may only have 1 enchanted cloak at a time. If it sustains too much direct damage it becomes unusable as wings. You may create these wings with a ritual lasting 4 hours. Your flight speed equals your walking speed, but you may only fly for 1 hour before retracting your wings for 10 minutes.
Dragon Blade Starting at level 18, while you wield a weapon you may impart magic into it; weapons you wield may deal 3d6 damage of your dragon's type when the attack connects.
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.
Fuel Of The Slayer At level 3, when you are affected by an elemental spell of first level or higher or a breath attack based on your element that neither you nor your dragon caused, you become immune to the damage and you regain an amount of health equal to the damage.
Draconic Expulsion 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.
Unequaled Intensity When you reach 10th level, your breath attack ignores resistance and treats immunity as resistance.
Legendary Interference Starting at level 15, when a creature within 5 feet of you uses a legendary action or its resistance comes into effect, you may use a reaction to cancel it out. You may use this ability once per short or long rest. Additionally, you may use this to cause a creature to reroll a saving throw, taking the lower of the two rolls.
Dragon Fury At 13th level you may use an action to merge your dragon with yourself; while merged, you crackle with elemental energy, all your attacks gain an extra 3d6 damage of your dragon's element, you gain an extra attack when you take the attack action, and you ignore resistance and immunities to your physical attacks. This lasts for 1 minute and you may use this only once per long rest. While in this form, you gain temporary hit points equal to your dragon's health; if it is reduced to 0, the form ends and your dragon falls unconscious. When you revert back, the dragon's health becomes the same as the temporary health was.
A Dragoon commands the power of a dragon and focuses on the ancient spellcasting abilities of dragons. Dragoons 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 2 you gain training in all weapons, and you may utilize a single fighting specialization when you make an attack, based on your current weapon.
Crush Dance (Swords/Hammers): When you take the attack action and your attack connects, you may make a secondary attack against the same target; you do not add your modifier to the damage of this attack.
Cross Slash (Axes): When you take the attack action, your attack connects, and there is another target within your reach, you may 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 (Staffs): 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 (Ranged): When you take the attack action you may take a penalty to your attack of 2; 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.
Flurry Of Styx (Unarmed): 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.
Bone Crusher (Two-handed): 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 5th level, you can access ancestral dragon magic based on your dragon type. You may use an action to cast this spell equal to your level + your Charisma modifier per day.
Flameshot (Red/Brass/Gold): You swirl fire into a concentrated ball then hurl it in a 5 foot wide line 120 feet long, you deal 5d6 + Charisma modifier fire damage to all creatures in the line and an additional 3d6 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 4d6 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 30 feet (must be in a dark area or at night to use this). Every creature you choose heals 3d10 + your Charisma modifier damage, and if any undead are within the moonlight, they take 2d10 + your charisma modifier 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 may immediately move your speed and make 6 unarmed strikes. Each attack that connects deals 1d6 lightning + your Strength modifier + your Charisma modifier damage, while this is active you do not provoke attacks of opportunity. If you hit with all the attacks when you activated this spell, the next two rounds you may only move or make one single attack without adding damage modifiers.
Diamond Dust (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 30 foot radius of you makes a Constitution save (off your charisma). If they fail they take 4d10 + your Charisma modifier cold damage and are slowed until the start of your next turn; if they succeed they take half damage and are not slowed.
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 3d8 + your Charisma modifier acid damage; they take half damage on a successful save. They must then make a Constitution save or take 2d10 poison damage and become poisoned for 1 minute; if they succeed they take half damage and are not poisoned.
Armor Of Yore At level 10 you may spend 8 hours infusing your armor with ancient dragon magic. While you wear this armor you become immune to the poisoned condition, are immune to fear effects, and cannot be stunned. You may only have 1 set of this armor; if you enchant another the original loses this property.
Channel Dragon's Might Beginning at 13th level, as an action, you may channel your dragon's strength through your body: for the next minute, you may add your Charisma modifier to all your attacks' damage (even if it would already be added); you may do this a number of times per long rest equal to your Charisma modifier.
Dragoon's Calling When you reach level 18, you may use your dragon magic twice as many times a day. You also gain the ability to summon another dragon to fight with you that's and exact copy of the dragon you already for have for 1d12 rounds + Your Charisma modifier. you may use this ability 3 times per day.
Epic Dragon Knight
+ Int modifier skill points per level.
Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.
Epic Bonus Feat List: .
Dragon Knight Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: .
Playing a Dragon Knight
Other Classes: .
Dragon Knights in the World
Daily Life: .
NPC Reactions: .
Dragon Knight Lore
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Dragon Knights in the Game
Sample Encounter: .
EL : .