The Dragon Rider Drakkin Aeturnus Vidus An elf soars high in the sky upon her Dragon. The magnificent azure scales of her companion reflect light in a rainbow hue to those who witness her descent. The Rider and Dragon known to all as Drakkin protect the weak and help ward off evil. --- Unknown, History of Amarillis Volume VII Dragon Riders were thought to be dead due to the most recent dragon war. This war spanned a decade with the deaths of all known Drakkin. Although there are now whispers in the shadows that the Dragons and now their riders are making a come back to see the land of Amarillis once again. Just like all, they come in many shapes, sizes, religions and creeds. Take heed as they could be a powerful friend or fiendish foe. Radiant Historia In time’s past, the Riders were aligned to many different factions. Some of these faction served powerful gods or aligned themselves with justice, while others took to causing others misfortune. It is of course up to the rider to decide their path. Will you be a paragon of justice or a mastermind of villainy? Those who do not understand your power will come to fear you. Dragon Riders are revered or ostracized. There is no in between for them. Use of cunning and the ever more common Words of Power are becoming a thorn in the Drakkin’s side. With the now reappearance with the Drakkin the order has been recreated. This order once known as “The Order of the Eternal Flame” was one that sought out evil powers that could do harm to the balance of the world and defeat them. Eventually, the powers that be decided that the unchecked power of the Drakkin was too much as at any point they could turn and take over the world and the Great Dragon War ended with the Extermination of the order and the Drakkin themselves. Or so they believe. Drakkin The Term Drakkin is meant to refer to the duo of Dragon and Rider. The individual term for Dragon is Drakkonus and the Rider is Drakkojin. Strong of Arm, Mind & Claw In combat, the Dragon Rider can fight mounted or alongside their partner. The two are mindlinked and can communicate telepathically. Due to this the riders appear to have a hightened sense of awareness to others that seems unnatural. It is very important that Riders seek someone out that can help them harness their newfound power. Dragon Riders are gifted in the arts of magic and gain access to spells and incantations that match their dragon’s affinity. The spells used are often combat based as they often do not rely on spells for trivial means such as travel. This shows in what types of magic they learn. Riders must not neglect their physical prowess either. They are some of the best sword and spear users in the world. This due to the senses gained through the Takalumil as said by the elves but known as the Dragon Bond in the common tongue. This is the Rider’s main way of attacking early on. Lastly, as the Rider and Dragon grow they will be given a choice as to what path to take. The Dragon upon reaching near adulthood will go into a week long slumber with the rider. In this slumber they awaken with a newfound power. This power can augment the rider’s physical prowess even further, enhance their spells or change their dragon. Takalumil Refers to the Bond between Dragon and Rider. It appears as a Dragon shaped tattoo that extends from the Rider’s dominant arm at the elbow and spiraling down the forearm all the way to the palm. At the end of the tattoo lays a gem that mirrors the color of their dragon.
Prerequisites In order to advance as a rider, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class): There can only be one. The party can only contain 1 dragon rider. The Chosen. Humans, Elves, Half-Elves, Aasimar and Tieflings are the only ones a Dragon will hatch for and accept. In the case of Tieflings the resulting dragon will always be a Red Dragon. Complete a Special Task Going on a quest to find the egg is not enough. Through a telepathic dream, the dragon within the egg wants you to find a proper place for it to hatch. becoming a dragon rider As you begin your path to becoming that of legend a word of warning. Dragon Riders are most vulnerable at the early stages of the Dragon’s life period. Still, look for clues as to how to hatch your egg once you have begun your journey with it. These aren’t just mere creatures when they hatch. It is foretold that Riders share a bond with their dragons that becomes even more personal than that they share with a lover or a family member. They become empathic and can feel eachother’s thoughts and emotions as if they were words. This sensation takes some getting used to but eventually like all else, you will adapt. Your body will see its share of changes too due to this bond. Some dragons share the ability to breath under water with their bonded. Some allow for heat or cold resistance. Most importantly, as your dragon gets wiser and older. The feelings will turn into spoken word. This time in a dragon and rider’s life is often the hardest as privacy in your own mind become something that is seldom given anymore. Quick Build You can follow this path to evolve your Dragon Rider. First make sure that you prioritze strength if you are becoming a physcial combatant or Wisdom if you plan on utilizing magic offensively. Next, put some points The Dragon Rider Level Proficiency Bonus Features Spells Known — Spell Slots Per Spell Level — 1st 2nd 3rd 4th 5th 1st +2 Dragon Bond, Spellcasting — — — — — — 2nd +2 Elemental Affinity, Fighting Style 2 2 — — — — 3rd +2 The Mark of the Rider, Breath Weapon Attack 3 3 — — — — 4th +2 Ability Score Improvement 3 3 — — — — 5th +3 Extra Attack, Dragon Rider Archetype Feature 4 4 2 — — — 6th +3 Timeless Body, Elemental Resistance 4 4 2 — — — 7th +3 Ability Score Improvement 5 4 3 — — — 8th +3 Dragon Rider Archetype Feature, Additional Fighting Style 5 4 3 — — — 9th +4 — 6 4 3 2 — — 10th +4 Enhanced Natural Weapons 6 4 3 2 — — 11th +4 Ability Score Improvement 7 4 3 3 — — 12th +4 Dragon Wings 7 4 3 3 — — 13th +5 Dragon Rider Archetype Feature 8 4 3 3 1 — 14th +5 Ability Score Improvement 8 4 3 3 1 — 15th +5 Dragon Catalyst 9 4 3 3 2 — 16th +5 — 9 4 3 3 2 — 17th +6 Merge Self 10 4 3 3 3 1 18th +6 — 10 4 3 3 3 1 19th +6 Ability Score Improvement 11 4 3 3 3 2 20th +6 Improved Breath Weapon 11 4 3 3 3 2
into Constitution for more survivability. Lastly, choose the Folk Hero background. Class Features As a Dragon Rider, you gain the following class features Hit Points Hit Dice: 1d8 per Dragon Rider level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Dragon Rider level after 1st Proficiencies Armor: Light Armor, Medium Armor, Shields Weapons: Simple Weapons, Martial Weapons Languages: Common, Dragonic Saving Throws: Strength, Wisdom Skills: Choose two from Animal Handling, Perception, Nature, Intimidation, Investigation Spellcasting Ability Spell save DC = 10 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a chain mail, or leather armor, longbow, and 20 arrows (a) a martial weapon and a shield or (b) two martial weapons (a) a dungeoneer’s pack or (b) an explorer’s pack Dragon Companion At 1st level, you gain a dragon partner that accompanies on your adventures and is born to fight alongside you. The alignment of the creature is independant of the rider but influenced by them. The creature has free will and may obey your commands and it takes turn on its own initiative. The dragon uses your proficiency bonus to its saving throws, skill checks, attack rolls and damage rolls. Ability Scores. When your creature is born, you need to distribute the following scores to its abilities: 15, 14, 13, 12, 10, 8. Speed. Your creature base speed is 30 feet. Starting Hit Points. Your creature has a number of hit points equal to 6d10 + six times its Constitution modifier. Hit Points per Level. 1d12 (or 7) + its Constitution modifier per rider level Size. Your creature is considered small. At 3rd Level it becomes a Large Creature and at 15th Level it becomes Huge. Saving Throws. Your Dragon becomes proficient in two Saving Throws of your choice. Skills. Your Dragon is proficient in Perception, Intimidation, Nature, Perception and Investigation. Natural Armor. Your dragon is not wearing any armor, the Armor Class of your creature is 8 + its Dexterity modifier + its Constitution modifier. At 3rd level this increases to 10 + its Dexterity modifier + its Constitution modifier. Natural Weapons. Your creature has a natural weapon. This could be a bite, claws, hooves, tail, or similar. You can choose to add its Strength or Dexterity modifier to the attack and damage rolls, the damage dealt by the natural weapon is 1d10, and the damage type can be bludgeoning, piercing, or slashing as appropriate to the natural weapon created.
Death Saving Throws. When your creature drops to 0 hit points, it falls unconscious and it must make the death saving throws as a player character would (explained in the Chapter 9 of the Player’s Handbook). Dragon Bond - Takalumil At the birth of a dragon, it mentally reaches out to the person that it hatched for. This link imprints the dragon for life to its partner and the two share the following abilities: Mental Link Dragon and Rider’s thoughts become telepathically entangled. With a push of their mind, one can convey emotions, memories, thoughts into the other’s. This allows the two to speak freely without need of speaking directly. The two must be within a 2 mile radius of eachother for this to work. Starting at 3rd level, the dragon gains the ability to speak common telepathically. Shared Destinies Once bonded, they will stay together until death. If either the Dragon or Rider dies, the one still alive will suffer fatal psychic damage. Riders or Dragons that die this way cannot be turned into undead or ressurected by any means. Spellcasting At 1st level, you have gained an innate sense of natural magic that you draw from the world around you. This is due to the dragonic powers that course through your veins. Preparing and Casting Spells The Dragon Rider table shows how many spell slots you have to cast your spells. To cast one of your spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. The Dragon Rider can learn magic from all schools and has access too all spell tables. Due to this they have a restricted amount of spells that they can learn as they grow. As with all spells they must follow the proper rules of magic and suffer the same consequences as any other magic wielding combatant. Spellcasting Ability Wisdom is your spellcasting ability for your Dragon Rider spells, since their pow er derives from the strength of your dragon’s knowledge. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Dragon Rider spell you cast and when making an attack roll with one. Spell save DC = 10 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus You can use an arcane focus as a spellcasting focus for you Dragon Rider Spells. Elemental Affinity As the dragon grows larger it starts to change color. The color of the dragon determines what elemental affinity it has. Roll a d10 to determine its Elemental Affinity. Additionally, Elemental Affinity gives your Dragon Companion the following: Elemental Resistance Your Dragon gains resistance to the type its aligned to. Elemental Affinity D10 Dragon Damage Type 1 Black Acid 2 Blue Ligtning 3 Brass Fire 4 Bronze Lightning 5 Copper Acid 6 Gold Fire 7 Green Poison 8 Red Fire 9 Silver Cold 10 White Cold Dragonic Ancestry Dragon Damage Type Element Black Acid 5 by 30 ft. line (Dex. save) Blue Ligtning 5 by 30 ft. line (Dex. save) Brass Fire 5 by 30 ft. line (Dex. save) Bronze Lightning 5 by 30 ft. line (Dex. save) Copper Acid 5 by 30 ft. line (Dex. save) Gold Fire 15 ft. cone (Dex. save) Green Poison 15 ft. cond (Con save) Red Fire 15 ft. cone (Dex. save) Silver Cold 15 ft. cond (Con save) White Cold 15 ft. cond (Con save) Shared Senses The Rider and the Dragon share senses. The sense sharing is something that goes beyond normal understanding. The pair are bonded in such a close way that they can emulate and be empathetic to each other entirely. The two can speak to eachother with their minds and not only share words but senses and experiences. 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 m ore than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, 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. 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 im pose disadvantage on the attack roll. You must be wielding a shield. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Breath Weapon Attack When you reach 3rd level, you and your dragon can use your action to exhale destructive energy. Your dragon’s elemental affinity determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 9th level, and 5d6 at 12th level. After you and your dragon use your breath weapon, it can’t be used again until you both complete a short or long rest.
Ability Score Improvement When you reach 4th level, and again at 7th, 11th, 14th, 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. Additionally, you can choose to instead take a feat instead of an Ability Score Improvement. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 10th level in this class and to four when you reach 15th level in this class. The Mark of the Rider Riders are destinguishable by those with a moderate knowledge of Amarliss’ history. Those blessed to bear the mark of the dragon have a tattoo in the shape of their partner circling down their arm from elbow to the backs of their right hand. Timeless Body Starting at 6th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. Elemental Resistance When you reach 6th level, you gain a resistance of your dragon’s type. Due to the elemental resistance of your dragon and its effects on your body, you gain the same elemental resistances as your Dragon Companion. This includes any immunities that the dragon gains. Once you reach 8th level, this resistance becomes a boon as you can absorb the damage of the attack and transform it into 1D10 worth of Temporary Hit Points. Once you reach 13th level, the temporary hit points become 1D20 instead. Additional Fighting Style At 8th level, you can choose a second option from the Fighting Style class feature. Dragon Wings At 12th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the arm or is made to accomodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. Dragon Catalyst At the 15th level, the Dragon gains the ability to assist its partner in their spellcasting abilities. When the Dragon Rider casts a spell they can instead use their Dragon’s innate magical power to power that spell. In doing so, they do not spend a spell slot to cast it. This can be used 1 time per day and cannot be used again until you both complete a long rest. At the 17th level, the Dragon gets stronger and can now assist with the casting of 2 spells per day. At the 19th level, the Dragon again gets additional strength and can assist with casting 3 spells per day. Merge Self The bond between Dragon and Rider has become its strongest by this point. At the 17th level the Dragon Rider and Dragon can internally communicate to the point where they share and can use each other’s Reactions and Bonus Actions for a round. Once you use this you cannot use it until you both complete a short or long rest. Improved Breath Weapon At the 20th level, The Breath Weapon Attack Gains the Following Improvments: The action no longer requires both the Dragon Rider and Dragon to use their action to cast it. The Breath Weapon now does 6D6 damage with the damage type matching the Dragon’s Affinity. The Dragon can now cast this 3 times per day and now only needs to be the one that has taken a long rest to be able to cast this once more.
Rheyna & Valmuth paramore of drakkin