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 J.J. Knight's Dragon Rider Homebrew

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J.J. Knight
Envoy Soldier
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J.J. Knight


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J.J. Knight's Dragon Rider Homebrew Empty
PostSubject: J.J. Knight's Dragon Rider Homebrew   J.J. Knight's Dragon Rider Homebrew EmptyWed Jun 07, 2017 5:54 pm

So while writing my custom campaign and writing ahead for the games we have, I've decided to added an available class players can choose: The Dragon Rider. While reading the homebrews of this class however, I found that it was...either too confusing or very lacking. So, I was inspired to create my own version of Dragon Riders. If you have any suggestions for this class, including archtypes, feel free to make suggestions.


Class Features

Hit Points

Hit Dice: 1d12 per Dragon Rider level
Hit Points at 1st Level: 1d12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 5) + Constitution modifier per Dragon Rider level after 1st
Proficiencies
Armor: light armor, medium armor, and shields
Weapons: Simple weapons and one martial weapon of player's choice
Tools: None
Saving Throws: Strength and Charisma
Skills: Two of the following: Acrobatics, Animal Handling, Arcana, Athletics, Intimidation, History, Perception, Persuasion, and Survival

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

One martial weapon (and ammunition, if applicable).
Dragon Scale Mail (Matches the color of your dragon)
An exotic saddle (dragon)
(a) A short bow and a quiver with 24 arrows or (b) A long bow with 24 arrows
(a) A Dungeoneer's Pack or (b) an Explorer's Pack
If getting your own items instead of the ones listed in the Equipment section, starting wealth is 4d4x10 gp.


Table: The Dragon Rider

Level Proficiency Bonus Features
1st +2 New Dragon Rider, Draconic Bond, Dragon Rider Archtype
2nd +2 Sense Dragon
3rd +2 Archtype Feature
4th +2 Ability Score Improvement
5th +3 Wyrmling Dragon Rider
6th +3 Draconic Sense
7th +3 Archtype Feature
8th +3 Ability Score Improvement
9th +4 Draconic Prowess
10th +4 Young Dragon Rider
11th +4 Archtype Feature
12th +4 Ability Score Improvement
13th +5 Draconic Protection
14th +5 Dragon Scales
15th +5 Adult Dragon Rider
16th +5 Ability Score Improvement
17th +6 Heightened Draconic Prowess
18th +6 Archtype Feature
19th +6 Ability Score Improvement
20th +6 Ancient Dragon Rider

New Dragon Rider

You have bonded with a Dragon Hatchling, and a special bond has been forged between you and your first Dragon. At 1st level, you have a Pseudodragon (species is player's choice) whose alignment can differ by one (a LG player would have a dragon of NG, LN, or LG alignment). This dragon is treated as a normal dragon, but is loyal to you, as you’ve raised it. If your dragon is abused by you, however, the dragon may turn on you.

Draconic Bond

When you first began your training, you were given a dragon of your very own. You start off your journey with a Pseudodragon. This dragon acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. As you gain levels in this class, your dragon grows in power. Because of your bond, half of the EXP you earn, rounded up, goes to your dragon. If you are unconscious or absent, your dragon does its best to protect itself and you from harm, even if it means fleeing from danger. Whenever you or your dragon takes damage, you feel each other’s pain. If you or your dragon receives more than 10 points of damage, the other also takes that amount of damage. In the event of your dragon’s death, you take damage equivalent to its maximum HP. If you survive, you must make a wisdom save with penalties against madness. If the rider dies, the dragon will suffer from the same affects. At first level, you have learned to speak with your dragons with your thoughts. Since your bond is relatively new, you can only communicate telepathically up to 100 feet. You can speak, read, and write in Draconic.

Sense Dragon

Starting at 2nd level, you are able to sense the presence of nearby dragons. You know if a dragon is within 1 mile of you, and in what direction. You also can sense its type. However, you cannot discern the age or number of the dragon(s) present.

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.

Wyrmling Dragon Rider

When you reach 5th level, your pseudodragon’s accelerated growth has allowed it to grow into a Dragon Wyrmling. Your dragon’s stats improve. Telepathy with your dragon increases to 500 feet.

Draconic Sense

At sixth level, your bond with your dragon had given you draconic senses. You have advantage on Wisdom (Perception) check that use sight, smell, and/or hearing. Enemies have a disadvantage on Dexterity (Stealth) checks if they can be detected by sight, smell, and/or hearing.

Draconic Prowess

At level 9, your bond with your dragon seems to have quickened your limbs. Whenever you take the attack action, you may make two attacks. However, if you are wielding a weapon with the Heavy or Oversized properties, you do not get this bonus. You also increase your walking speed by 10ft. However, if you are wearing Heavy Armor, you do not get this bonus.

Young Dragon Rider

When you reach 10th level, your first dragon becomes a young dragon due to its accelerated growth. You are now able to ride your dragon. If you are not proficient in Animal Handling, you gain this proficiency. Your dragon’s stats improve. Telepathy with your dragon improves to 1000 feet. As a result of your strong bond, your body ceases to age and cannot be aged magically. You can still die of old age, disease, etc.

Draconic Protection

At level 13, you have found that you don't notice when your dragon uses a breath attack. You gain immunity to the damage type of your dragon's breath weapon. If you dragon is nearby, enemies get disadvantage on attack rolls against you, and you can give disadvantage on attacks against your dragon.

Dragon Scales

At 14th level your skin becomes scaly as a result of the bond between you and your dragon, giving you +3 to AC against physical and magical attacks.

Adult Dragon Rider

When you reach 15th level, your dragon becomes an adult dragon due to its accelerated growth. Your dragon’s stats improve. You and your dragon are now able to take one legendary action in addition to your actions. Telepathy with your dragon improves to one mile.

Heightened Draconic Prowess

At level 17, whenever you take the attack action, you may make up to 3 attacks. However, you can only make up to 2 attacks if you are wielding a weapon with the Heavy or Oversized properties. You also have +20 feet to movement speed, which is decreased to +10 feet if you are wearing Heavy armor (this ability effectively replaces Draconic Prowess).

Ancient Dragon Rider

When you reach 20th level, your dragon has reached its pinnacle strength due to its accelerated growth. Your dragon’s stats improve. You and your dragon are now able to take three legendary actions in addition to your actions. Telepathy has improved so much, you are now mentally linked with your dragon, no matter the distance between the two.

Dragon Rider Archtypes

If you start at level one and have no other class, you may choose one of the three different Archtypes of Dragon Riders; Dragon Knight, Dragon Mage, and Dragon Archer. If you are multiclassing, you do not get these archtypes.

Dragon Knight

You have chosen to revel in the physical might of dragons. Few can hope to match a Dragon Knight. At level 1, you automatically gain one Feat of your choice: Blade Mastery, Defensive Duelist, Dual Wielding, Grand Weapon Master, or Savage Attacker.

Draconic Strength

At level 3, you already can feel the strength of dragons strengthen your body. Increase your strength score by 2, and every level afterward, you gain one score in strength. This cannot exceed 22.

Draconic Resistance
At level 7, you can resist certain attacks. You gain resistance to the damage type of your dragon's breath weapon and magic of that damage type. Your AC is also increased by 3 when wearing armor or riding on your dragon.

Relentless

At level 11 you discovered that when you get going, almost nothing can stop you. You can be immune to one instance of each of the following statuses: Prone, Charmed, Sleep, and Restrained (only before, this ability does not work while restrained, but can prevent being restrained). (If you choose to be immune to prone (by instantly getting back up), you can still be immune to Charmed, but are no longer immune to prone until your next long rest.) You cannot use this again until you complete a long rest.

Last Stand

At level 19, you and your dragon are so bound together, you can even resist death for them. When you drop to 0 HP or die (including instant death, death through exhaustion, etc.), make a Constitution saving throw. If you fail, you are treated as normal, if you succeed, you drop to 1 HP instead. You also lose one level of exhaustion. This lasts as long as you still have 1 HP. If your dragon is within 120 feet of you, you automatically succeed in the saving throw. You cannot use this again until you complete a long rest.

Dragon Mage

At first level, your mind awakens and expands as you give in to the magic. Dragon Mages use their dragons to fuel spells and other magical effects, suffusing their spells with draconic power. You find that you are now able to cast Sorcerer Magic.

—Spell Slots per Spell Level—

Level Cantrips|Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st 4 2 2 - - - - - - - -
2nd 4 3 3 - - - - - - - -
3rd 4 4 4 2 - - - - - - -
4th 5 5 4 3 - - - - - - -
5th 5 6 4 3 2 - - - - - -
6th 5 7 4 3 3 - - - - - -
7th 5 8 4 3 3 1 - - - - -
8th 5 9 4 3 3 2 - - - - -
9th 5 10 4 3 3 3 1 - - - -
10th 6 11 4 3 3 3 2 - - - -
11th 6 12 4 3 3 3 2 1 - - -
12th 6 12 4 3 3 3 2 1 - - -
13th 6 13 4 3 3 3 2 1 1 - -
14th 6 13 4 3 3 3 2 1 1 - -
15th 6 14 4 3 3 3 2 1 1 1 -
16th 6 14 4 3 3 3 2 1 1 1 -
17th 6 15 4 3 3 3 2 1 1 1 1
18th 6 15 4 3 3 3 3 1 1 1 1
19th 6 15 4 3 3 3 3 2 1 1 1
20th 6 15 4 3 3 3 3 2 2 1 1

Body of a Dragon

When you reach 3rd level, the bond with your dragon has caused a mutation in your body. At will, you are able to manipulate your body to grow and transform into a dragon-like creature. You can grow a pair of dragon wings and have a fly speed of 60 feet. You can grow a set of dragon claws on each hand. These claws count as finesse magic weapons that deal 2d6 slashing or piercing damage on a hit. The damage dice increase by 1d6 each time you gain a feature in this bond. You grow a scaly tail. This tail is a finesse magic weapon that deals 3d8 blugeoning damage in a 10-foot radius. Any creature hit by this attack must make a strength saving throw equal to 8 + your strength/dexterity modifier plus your proficiency bonus or be knocked prone. Your skin can be replaced by a thick layer of dragon scales. You gain +3 in AC. This stacks with Dragon Scales. With Draconic Prowess, you can make a Claw/Claw or Claw/Tail attack. With Heightened Draconic Prowess, you can make a Claw/Claw/Tail attack. Replace Claw with weapon if you use a weapon.

Dragon Breath

Starting at 7th level, you may use the breath attack(s) of your first dragon. This includes saving throw DCs, damage dice, and modifiers.

Magic Resistance

Your draconic bond has granted you resistance to magic. At 11th level, you gain advantage on saving throws made against magic or magical effects.

Last Stand

At level 19, you and your dragon are so bound together, you can even resist death for them. When you drop to 0 HP or die (including instant death, death through exhaustion, etc.), make a Constitution saving throw. If you fail, you are treated as normal, if you succeed, you drop to 1 HP instead. You also lose one level of exhaustion. This lasts as long as you still have 1 HP. If your dragon is within 120 feet of you, you automatically succeed in the saving throw. You cannot use this again until you complete a long rest.


Dragon Archer

As you bond with your dragon, you’ve gained some amazing abilities. Your speed and aim has become super human. You have a 40-foot walk speed and you gain a +3 on attack rolls when using archery. This can stack with other attack rolls or archery feats.

Dragon Speed

Starting at 3rd level, you have become as swift as a dragon. Your walk speed is now 60 feet and your fly speed is now 100 feet if you are not wearing Heavy Armor. You gain +3 in initiative. When making an attack action, you can attack twice per every attack action with a long/short bow or light/heavy crossbow.

Bullseye

At level 7, you can use your action to take aim at a target within range. On your next turn, it is a guarantee critical hit. Apply damage modifier after the critical hit damage. You are not restricted to being stationary. You can hit the target while moving or riding on your dragon. If the target dies or moves out of sight, then you must take your next action picking a new target and restart taking aim at a new target.

Untouchable

At level 11, you can force your body to move impossibly fast. When you are about to be hit, the damage is automatically avoided, even when it is impossible to avoid the damage. You cannot use this again until you complete a long rest. Your speed increases by 20 when not wearing heavy armor.

Last Stand

At level 19, you and your dragon are so bound together, you can even resist death for them. When you drop to 0 HP or die (including instant death, death through exhaustion, etc.), make a Constitution saving throw. If you fail, you are treated as normal, if you succeed, you drop to 1 HP instead. You also lose one level of exhaustion. This lasts as long as you still have 1 HP. If your dragon is within 120 feet of you, you automatically succeed in the saving throw. You cannot use this again until you complete a long rest.
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PostSubject: Re: J.J. Knight's Dragon Rider Homebrew   J.J. Knight's Dragon Rider Homebrew EmptyWed Jun 07, 2017 9:14 pm

hmm, ok to start I suggest that the dragons and their owners share the same initiative, it just makes things easier to deal with tbh.

Also the knight archetype's +1 strength every level is a bit ridiculous, something that could maybe work better is being able to double your strength modifier in certain situations, maybe with some limited amount of uses.

And the knight mage i feel should not have a full spell slot, it should be limited to level 5 like an eldritch knight, ranger or arcane trickster. You shouldn't be both physically able and extremely competent with spells.
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