Dragon Riders of Alagaesia (5e Class)

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Dragon Riders of Alagaesia[edit]

From soaring the skies, to Roaming the lands, you and your dragon companion are a force to be reckoned with. From the time of the bonding you and your dragon companion have been training and growing together and it finally pays off, now is the time to go out together and meet your destiny.


Dragon - Rider bond[edit]

(This class works in tandem with the [‘’Dragons of Alagaesia’’] class that acts as your dragon partner that a fellow PC or your DM can play as, do to the dragon not being a simple beast but another being that has a personality that could possibly think about things differently than you do, but still is still bound to you on a most basic of level. In a lot of ways you know what each other is thinking and usually have similar thoughts on most things you come across. Setting it up like this pushes for a higher role playing level as well as balancing.)

Creating a Dragon Rider[edit]

Quick Build

You can make a Dragon Rider quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. (Some who choose to focus on heavy weapons will want to pick Strength as your highest score.) Second, choose the Outlander or Far Traveler background. Third, choose scale mail, and a longsword, as well as an explorers pack for your starting equipment.

Class Features

As a Dragon Rider you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Animal Handling, Arcana, Athletics, Intimidation, History, Perception, Persuasion, Ride, and Survival

Equipment

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

  • (a) Studded leather or (b) Scale mail
  • (a) A martial melee weapon or (b) Two simple melee weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A longbow and a quiver of 20 arrows
  • If you are using starting wealth, you have 5d4 x 10gp in funds.

Table: The Dragon Rider

Level Proficiency
Bonus
Cantrips Known Spells Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 0 0 Fighting Style, Dragon Soul-bond
2nd +2 4 2 Spellcasting, Font of Magic 2
3rd +2 4 3 Riders Focus 3
4th +2 4 3 Ability Score Improvement 3
5th +3 4 4 Extra Attack, Magic infusion 4 2
6th +3 5 4 Soul bond Feature 4 2
7th +3 5 5 Riders Focus Feature 4 3
8th +3 5 5 Ability Score Improvement 4 3
9th +4 5 6 4 3 2
10th +4 5 6 Soul-Bond Feature 4 3 2
11th +4 6 7 Riders Focus Feature 4 3 3
12th +4 6 7 Ability Score Improvement 4 3 3
13th +5 6 8 Timeless Body 4 3 3 1
14th +5 6 8 Soul-Bond Feature 4 3 3 1
15th +5 6 9 Riders Focus Feature 4 3 3 2
16th +5 6 9 Ability Score Improvement 4 3 3 2
17th +6 6 10 4 3 3 3 1
18th +6 6 10 Soul-Bond Feature 4 3 3 3 1
19th +6 6 11 Ability Score Improvement, Riders Focus Feature 4 3 3 3 2
20th +6 6 11 Legendary 4 3 3 3 2


Dragon Soul-Bond[edit]

The bonding of Dragon and Rider is a moment that you will remember for as long as you live, and as a Rider that could possibly be forever. You are one of few that was chosen by one of the eggs Eragon saved. After hatching, your new dragon partner made the connection and solidified the bond with you giving you your gedwëy ignasia (or shining palm, a silver diffused spiral oval marking usually in the center of your palm) and are now inseparable. When you become bonded you cease aging becoming in part immortal do to the nature of the dragons magic. The only way that you can now die is sickness or be fatally wounded.


Death's Madness

If your dragon partner starts making death saving throws, you become so distraught you have disadvantage on all Skill checks, saving throws, and attack rolls, because all your focus is drawn to helping your partner recover enough to be stabilized, unless they die. If your dragon partner dies, you are forced to make a Charisma saving throw (DC = 10 + your dragon rider level)(this is due to your ever stronger bond as you level up). If you succeed, you lose all disadvantages and you retain your sanity, but you will still have a pulling sensation in your mind to try to resurrect your dragon partner if possible. If you fail, you become stricken with Madness keeping all disadvantages until your partner is resurrected. You cannot be cured of this madness, always seeking a means of resurrecting your deceased dragon partner.

Soul-Bond Features

At 1st, 6th, 10th, 14th, and 18th level, you gain Soul-Bond Features.

Two minds as one

At 1st level, you and your dragon partner have perfect telepathy with each other up to 1 mile. This distance increases as you level up increasing by 1 mile increments at 5th, 10th, and 15th until your telepathic connection with your dragon partner becomes perfect and reaches any where on the same plane of existence at level 20. You also gain the ability to cast Sending at will, and without needing to do any of its components, but you must be within 30ft and have line of sight to the person.

Dragon Mount

At 1st level, like your name sake suggests part of your bond is your dragon partner acting as your mount roving across the land and soaring though the sky as one.

Rules for mounted combat.

Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0.

If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw.

If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.

If your dragon partner dons a saddle, you get +5 to your ride checks for staying mounted. usually due to a dragons saddle having leg loops to tighten around your legs to hold you on while flying in the air, and using your legs to hold on so your arms are free to use weapons. This bonus only applies to Riding on your dragon companion.

You can make melee attacks, ranged attacks, and cast spells while mounted. Though melee weapons must have the ‘’reach’’ feature due to your dragon partners size.

Dragon's Awareness

At 6th level, You and your dragon partner have become closer, sharing thoughts with ease and so have increased your bond further. Your senses are now sharper giving you a +1 to your Wisdom score and proficiency in both Perception and Insight. If you already have proficiency in these skills, double the proficiency bonus you gain for them.

Dragon's Resolve

At 10th level, being soul-bound to a dragon, a creature of mythic proportions, has started to alter your body physically. You have started to take on the physical attributes of the elves a longer more beautiful face, angled eyes, and pointier ears. you start to inspire awe in those around you giving you a +1 to Charisma score and Proficiency in both Intimidation and Persuasion. If you already have proficiency in these skills, double the proficiency bonus you gain for them.

Dragon's Body

At 14th level, your body has started to harden and evolve as your bond strengthens, you have also started to grow tiny dragon scales, that match the color of your dragon partner, on the top layer of your skin. Your bodies new sturdiness gives you a +1 to your Constitution score, while your new scales gift you a +1 to your AC.

Dragon's Reflexes

At 18th level, As your bond with your dragon partner has strengthened your body has evolved, looking more elven and agile the longer time flows on. With this new agility come a +1 to your Dexterity score and an increase of +20ft to your base movement speed.

Dragon's Strength (Optional)

At 18th level, (If you are building a Dragon Rider and using the Great Weapon Fighter and using a heavy weapon, you can use this option instead of Dragon's Reflexes, but you cannot take both.) You and your dragons bond has strengthened your body beyond measure, you have rippling muscles gifting you a +1 to Strength, but thats not all you also can now add x2 strength modifier to damage when two-handing a weapon instead of the normal x1.5 strength modifier.


Fighting Style[edit]

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. Also you may use your Dexterity Modifier for your melee weapon attacks instead of Strength for both Attack and Damage except with heavy weapons.

You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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 and is considered a heavy weapon, 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.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

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.


Spellcasting[edit]

Ancient Language

The Ancient Language is the somatic components of all magic in Alagaesia.

The color of your magic when you cast a spell matches the color of your dragon partners scales. (Ex. ‘’Firebolt’’ having a blueish flame color when your dragon’s scales are sapphire.)

At 2nd level, As your bond with your dragon partner strengthens your magic within begins to stir. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Dragon Rider spell list.

Cantrips

At 2nd level, you know four cantrips of your choice from the Dragon Rider spell list. You learn additional Dragon Rider cantrip of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots

The Dragon Rider table shows how many spell slots you have to cast your Dragon Rider spells of 1st 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.

For example, if you know the 1st-level spell ‘’animal friendship’’ and have a 1st-level and a 2nd-level spell slot available, you can cast ‘’animal friendship’’ using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Dragon Rider spell list.

The Spells Known column of the Dragon Rider table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Dragon Rider spells, since your magic draws on your Bond between you and your dragon partner. 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 ranger spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier


Mounted Combat Training[edit]

At 2nd level you begin to become accustomed to riding your dragon partner like a mount and live up to your name sake as a Rider. Your practice have earned you a proficiency bonus in the Ride skill. If you already have proficiency bonus in ride skill double the bonus gained.


Rider's Focus[edit]

At 3rd level, you chose a Rider's Focus, a path that the rider chooses showing your calling in life. Choose between the True Rider, Ancient Language Adept, and Martial Master. All Focus’ are detailed at the end of the class description. Your choice grants you features at 3rd, 7th, 11th, 15th, 19th levels.


Ability Score Increase[edit]

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 using this feature.


Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Magic Infusion[edit]

At 5th level, your continued practice of the Ancient Language has given you ideas of trying new ways of using magic. you can now infuse weak magic (cantrips ex. Firebolt into your attacks. When you take an attack action on your turn you can infuse the damage and damage type of one of your damaging cantrips into one of your attacks as a bonus action.

At 15th level, you can now infuse your cantrip into two of your attacks, in the same attack action, as a bonus action.


Timeless Body[edit]

At 13th level, your body has adjusted entirely to becoming immortal and so you are now immune to age effects including aging by magical means.


Legendary[edit]

At 20th level, you gain 3 legendary actions that are shared between you and your dragon partner and once used they do not return until dawn the next day.


Dragon Rider’s Spell List[edit]

You know all of the spells on the basic Dragon Rider spell list and additional spells based on your subclass.

1st Level


2nd Level


3rd Level


4th Level


5th Level



Dragon Rider’s Focus[edit]

True Rider[edit]

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Ancient Language Adept[edit]

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At 3rd level, you have a better grasp of spells and the energy they consume, thus becoming more efficient and capable. Your spell slots list becomes that of a wizards.


Ryder’s Mystica

At 7th level, you have conditioned your mind and body and have started to tap into a deeper reserve of energy to cast more powerful spells, but the energy cost is still great. You know 1 bonus spell slot of each level that your current level gives you access to.


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At 19th level,

Martial Master[edit]

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Dragon Rider class, you must meet these prerequisites:

Proficiencies. When you multiclass into the Dragon Rider class, you gain the following proficiencies:



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