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Published by Chara, 2020-12-22 19:04:48

Dragon Knight v8 _ GM Binder

Dragon Knight v8 _ GM Binder

Dragon Knight Practice Makes Perfect

A human clad in gleaming plate armour stares down a All dragon knights are divided by their prac ce, and much like
snarling owlbear, slowly reaching for the lance strapped the dragons they raise and fight with, the knights are known to
across her back. The owlbear charges before she can reach her be proud at their best, and ego s cal at their worst. Two people
weapon, but a gout of fire from the sky stops the owlbear in its of different prac ces are rarely able to get along, despite how
tracks. The gold dragon lands in front of the human, its eyes similar they might be. Those of the Pla num Prac ce always
burning with a fiery vengeance as it snorts, causing flames to regard themselves superior to those of the Shadow Prac ce,
billow from its nostrils. Moun ng her dragon, the human lets and members of the Elemental Prac ce consider the members
out a war cry as the dragon takes off into the air. of the Rider Prac ce to be bru sh and dim-wi ed.

Pulling the bowstring back, the elf whispers a few hushed Despite these rivalries, dragon knights are fiercely loyal, and
words as an arcane fire erupts around the goblins below. will never betray another dragon knight, even if they come from
Lightning sparks at the p of his arrow, and he grins to himself a different prac ce. Dragon knights believe they only have each
as he fires at the goblin chief. The arrow finding its mark, the other to count on, as no one else understands the intense bond
goblin chief can barely cry for help as lightning explodes from between the knight and the dragon.
his body, arcing off to his nearby guards. In the trees, a nearby
blue dragon chuckles to itself as it descends upon those le .

The pla num dragon sniffs at some rubble before nudging it,
looking back towards a halfling. She comes over and together
they shi the rocks. Reaching her hand out, the halfling brushes
the hair out of the eyes of the small boy who lies in the rubble.
A shield of divine magic wraps around his small frame as the
halfling pulls him into her arms, carrying him to safety.

Scowling to himself, the half-orc looks around the darkened
cave for his quarry. Le ng out a short whistle, a dark dragon,
onyx in colour, seems to appear from the shadows with a dead
drow in its maw. Rolling his eyes, the half-orc makes a mo on
with his hands, and the dragon spits out the drow, a sheepish
expression on its rep lian face as darkness begins to swirl
around the pair, causing them to vanish.

While different in personality and figh ng styles, all of these
heroes are dragon knights, a champion who fights alongside a
dragon companion. Tough, relentless, and unyielding, knights
and their dragons never give up, figh ng to either heroic or
devious ends.

An Unbreakable Bond

The bond between a knight and their dragon is nearly
impossible to eclipse. Only powerful magic can even a empt to
turn them against one another, and they nearly never fight each
other against their own will. Despite this, a knight and their
dragon are known to argue over strategy, tac cs, or even
miscellaneous things, as the dragon, despite its respect for its
knight, is not quick to let go of its ego.

As the knight and dragon grow together, this bond
strengthens, gran ng both the knight and dragon impressive
strength and unique powers. The dragon is typically the stronger
of the pair as they develop, but will be weaker earlier on, while
the knight s ll has to watch over them to ensure their bond can
con nue to flourish. Eventually, some knights might put down
their weapons and live a simple life with their dragon, having
forged a legendary friendship through the trials they faced.

This connec on has its drawbacks, however, and should the
knight fall in ba le, the dragon too will die, as the dragon's spirit
can't live without the knight. Should the dragon fall in ba le, the
knight can restore its body with a costly ritual, but a few knights
might instead choose to let their dragons rest, and go on to
instead simply channel their dragon's power.



Creating a Dragon Knight Relationship

When crea ng your dragon knight, there's one ques on you The nature of the rela onship between dragon and knight varies
should consider before all others; how did you get your dragon? between each dragon knight, and changes the way each knight
Did you find an egg, and manage to form a bond with the and dragon interact with each other, and those around them.
hatchling? Was it a gi from an ancient dragon, looking for This rela onship is based on their covenant, ideals, flaws, and
someone to protect its young? Did it declare you as its knight personality traits.
one day, much to your surprise?
While you decide on your rela onship, consider how it will
All dragon knights go through the bonding ceremony, which is effect the way you and your dragon fight together.
where they form a close bond with their dragon, establishing
each other as allies and protectors. Was your dragon willing in d6 Rela onship
this ceremony, or was it raised to serve you? Or did your dragon
actually perform the ceremony, and you had absolutely no clue 1 Best friends can't even begin to describe you and your
as to what was going on? dragon, and you do absolutely everything together.

Something else you must consider is your character's mar al 2 Your dragon is merely a tool to be used, and you like to
abili es. All dragon knights are skilled in combat, and how your frequently remind it of such.
character is too is something that will need to be considered.
Perhaps they where a student at a military academy, or a guard- Despite your differences and arguments, you and your
in-training at their home village? 3 dragon have come to respect each other, but your

Quick Build rela onship is s ll rocky.

You can make a dragon knight quickly by following these You and your dragon have both agreed to keep your
sugges ons. First, make either Strength or Dexterity your 4 rela onship businesslike. All that ma ers is how you
highest ability score, depending on the type of weapons you
want to use. Your next highest ability score should be can help each other.
Cons tu on if you plan to focus on melee combat, or Charisma
if you want to improve your overall subclass features. Second, 5 Much to your distaste, you actually serve your dragon,
choose the Folk Hero background. and it acts as the leader in your rela onship.

Covenant You and your dragon bi erly hate each other, but are
6 forced together because of the bond you share. You
Each dragon knight has a different story to tell when it comes to
how they met their dragon. The way a dragon and knight first both understand sepera on could prove disasterous.
meet o en set up how they interact for the rest of their lives,
and a bad first impression can prove disastrous to their bond. Obstacles

When you consider the crea on of this covenant, also Finally, having a draconic companion is not without its
consider the following: were you and your dragon both willing, complica ons. Somewhere in your travels, your and your
and does your character ever regret the bond? companion may have caused fear among travelers or gained the
ire of a noble court. This obstacle might determine
d6 Covenant complica ons that arise in your adventures.

Bonding with a dragon as you reach adulthood is all Should you choose to roll or select from the following
1 you've ever known, and is the way your ancestors have obstacles, or create your own, be sure to consider how it affects
how you and your dragon interact with others.
always lived.
d6 Obstacles
You stumbled across your dragon in a forest, cave, or
2 on the beach. Since then, it hasn't stopped following 1 The mother of your dragon companion is searching for
its child, and you worry it might find you.
you around.
2 Bounty hunters are looking for your dragon, as its
Your dragon has always been with you for as long as scales and teeth could sell for quite a lot.
3 you remember, and you can't remember ever
3 A village believes that your dragon is the cause for all
conduc ng a formal ritual. of their problems, and seeks retribu on.

As a way of proving yourself, you went out into the 4 Due to your bond, you have slightly draconic features
4 wild to capture a dragon as proof of your strength and that make you appear untrustworthy and in mida ng.

power. A religious order considers you a here c for having a
5 dragon companion, and wants to "liberate" it for their
Forced to bond with your dragon, it acts as a guardian
5 and a protector, despite how much you insist you don't own purposes.

need its help. 6 You and your dragon used to be one whole dragon,
and the sudden split is strange and uncomfortable.
Trading a large amount of treasure for a dragon's egg,
6 you raised the dragon to serve as your mount and

companion.



The Dragon Knight Class Features

Proficiency As a dragon knight, you gain the following class features.
Level Bonus Features
Hit Points
1st +2 Dragon Covenant, Covenant's Bond
Hit Dice: 1d10 per dragon knight level
2nd +2 Figh ng Style, Dragon's Fury Hit Points at 1st Level: 10 + your Cons tu on modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Cons tu on
3rd +2 Dragon Knight Prac ce, Eye for
Detail modifier per dragon knight level a er 1st

4th +2 Ability Score Improvement Pro iciencies

5th +3 Coordinated A ack, Draconic Armour: All armour, shields
Growth, Rending Strikes Weapons: Simple weapons, mar al weapons
Tools: None
6th +3 Breath Weapon, Dragon's Fury
improvement Saving Throws: Cons tu on, Charisma
Skills: Choose two from Arcana, Athle cs, Decep on,
7th +3 Dragon Knight Prac ce feature
In mida on, Percep on and Persuasion.
8th +3 Ability Score Improvement
Equipment
9th +4 Draconic Advancement
You start with the following equipment, in addi on to the
10th +4 Dragon Knight Prac ce feature, equipment granted by your background:
Dragon's Fury improvement
(a) a mar al weapon and a shield or (b) two mar al
11th +4 Draconic Nature, Rending Strikes weapons
improvement (a) chain mail, (b) scale mail, or (c) leather armour
(a) a light crossbow and 20 bolts or (b) five javelins
12th +4 Ability Score Improvement (a) a dungeoneer's pack or (b) an explorer's pack

13th +5 Titanic Roar Alterna vely, you may start with 5d4 × 10 gp to buy your own
equipment.
14th +5 Legacy of the Dragon,
Dragon's Fury improvement Multiclassing

15th +5 Dragon Knight Prac ce feature Prerequisites. To qualify for mul classing into the dragon
knight class, you must meet these prerequisites: Strength and
16th +5 Ability Score Improvement Charisma 13.

17th +6 Ancient Resistance Proficiencies. When you mul class into the dragon knight
class, you gain the following proficiencies: Light armour,
18th +6 Dragon Knight Prac ce feature medium armour, shields, simple weapons, and mar al weapons.

19th +6 Ability Score Improvement

20th +6 Fulfilled Covenant



Dragon Covenant

At 1st level, you form a covenant with a type of dragon. The
damage type associated with each dragon is used by features
you gain later. You also gain the service of a dragon, who's
sta s cs can be found at the end of the document. The dragon
gains addi onal damage immuni es and traits, depending on
the type of dragon you chose for your Dragon Covenant.

Dragon Covenant

Dragon Damage Type

Black Acid

Blue Lightning

Brass Fire

Bronze Lightning

Copper Acid

Gold Fire

Green Poison

Red Fire

Silver Cold

White Cold

When you die, your dragon also dies a er a number of hours Your dragon companion's level is equal to your dragon knight
equal to your dragon knight level. If your dragon companion is level for the purpose of calcula ng spells like polymorph and
ever slain, the magical bond you share allows you to return it to true polymorph.
life. With 8 hours of work and the expenditure of 25 gp worth of
precious gems per your dragon knight level, you can call forth You and your dragon always know the direc on to one
your companion's spirit and use your magic to create a new another, and can communicate with vague images, emo ons,
body for it. You can return a dragon companion to life in this and feelings, regardless of distance to one another.
manner even if you do not possess any part of its body.
Whenever you gain the Ability Score Improvement class
Returning your dragon to life is a gruelling process, and you feature, your dragon's abili es also improve. Your dragon can
must expend a number of hit dice equal to half your dragon increase one ability score of your choice by 2, or it can increase
knight level (rounded up) to perform this ritual. two ability scores of your choice by 1. As normal, your dragon
can't increase an ability score above 20 using this feature. Your
Finally, you can speak, read, and write Draconic due to the dragon companion can't take feats.
bond you and your dragon share.
Your dragon shares your alignment, and has a personality trait
Companion's Bond and a flaw that you can roll for or select from the tables below.
Your dragon shares your ideal, and its bond is always "I will
Also at 1st level, your dragon gains a number of benefits protect my knight; I will do the best I can for my knight; I will die
because of the bond you have forged together. for my knight."

The dragon obeys your commands as best it can. Your dragon d4 Trait
shares your ini a ve, and acts on your turn. You determine its
ac ons, decisions, a tudes, and so on (no ac on required by ___1___ I love to collect gems and art pieces.
you). If you are incapacitated, your dragon acts on its own. If
you're absent, it rolls its own ini a ve. 2 If you threaten my friends, you threaten me.

Your dragon can't take the A ack ac on. It has yet to master 3 I stay on alert so others can rest.
flying and falls if it ends its turn in the air. Addi onally, it can't
be used as a mount or can't fly with a creature it has grappled. 4 I love to explore, so that I can discover and learn
about different cultures.
Your dragon companion has abili es and game sta s cs
determined in part by your level. Your dragon uses your d4 Flaw
proficiency bonus rather than its own. While not wearing
barding, your dragon companion has a natural armour class of ___1___ As a dragon, I'm naturally superior to others.
10 + its Cons tu on modifier + your proficiency bonus.
2 I'm secretly terrified of other dragons.
For each dragon knight level a er 1st, your dragon
companion gains hit points equal to 6 + its Cons tu on 3 I hold permanent grudge against anyone who
modifier, and it gains one addi onal hit die. The dragon's hit offends my knight.
dice are d10s, regardless of its size. When the dragon is reduced
to 0 hit points, it makes death saving throws as a player would. 4 I get jealous when my knight spends me with
people other than me.
Your dragon companion also gains proficiency in two skills of
your choice, and shares your saving throw proficiencies. Your
dragon companion can't a une to or ac vate magical items.



Fighting Style Dragon's Fury

At 2nd level, you adopt a style of figh ng as your specialty. At 2nd level, your dragon companion is ready for ba le, and can
Choose one of the following op ons. You can't take a figh ng now take the A ack ac on in combat.
style op on more than once, even if you later get to choose
again. Addi onally, your dragon gains the following a ack op ons,
which it can use with the A ack ac on. Your dragon is proficient
Archery with them, and adds its Strength modifier to their a ack and
damage rolls. If an op on causes a creature to make a saving
You gain a +2 bonus to a ack rolls you make with ranged throw, the save DC is equal to 8 + your proficiency bonus + the
weapons. dragon's Strength modifier. Your dragon can use these a ack
op ons a number of mes equal to its Strength modifier
Duelling (minimum of once.) It regains any expended uses when it
finishes a short or long rest.
When you are wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to damage rolls with that Bite Attack
weapon.
Your dragon makes a melee weapon a ack against a creature
Great Weapon Fighting within 5 feet of it. On a hit, the target takes 1d6 piercing
damage, and an extra 1d6 damage. This extra damage increases
When you roll a 1 or a 2 on a damage die for an a ack you make to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level. The
with a melee weapon that you are wielding with two hands, you addi onal damage is the same type as the one associated with
can reroll the die and must use the new roll, even if the new roll your Draconic Covenant.
is a 1 or a 2. The weapon must have the two-handed or versa le
property for you to gain this benefit. Tail Attack

Two-Weapon Fighting The dragon makes a melee weapon a ack against a creature
within 5 feet of it. On a hit, the target takes 1d6 bludgeoning
When you engage in two-weapon figh ng, you can add your damage, and must succeed on a Strength saving throw or be
ability modifier to the damage of the second a ack. knocked prone. The reach of this a ack increases to 10 at 6th
level, 15 at 10th level, and 20 at 14th level.

Wing Attack

Rather than making an a ack, your dragon can beat its wings.
Creatures of your choice within 5 feet of your dragon must make
a Strength saving throw. On a failed save, a creature is pushed 5
feet away from the dragon. The range of the push and distance
a creature is pushed on a failed save increase by 5 feet at 6th
level, 10th level, and 14th level. Immediately a er making this
special a ack, your dragon can move up to half its flying speed.

Dragon Knight Practice

At 3rd level, you can choose a Prac ce that defines your combat
style, either Rider, Elemental, Pla num, or Shadow. These
prac ces are detailed at the end of the class descrip on.

Your choice grants you features when you choose it at 3rd
level and again at 7th, 10th, 15th, and 18th level.

Eye for Detail

Also at 3rd level, you can easily discern the value and rarity of
gems, art pieces, and magical items. You can spend 1 minute
studying a gem or art piece, a er which you learn it's exact
value. Addi onally, if it is a gemstone, you learn what kind of
gemstone it is. If it's an art piece, you learn how old it is.

Furthermore, you can cast the iden fy spell, but only as a
ritual. You don't require material components for the spell when
you cast it this way.

Ability Score Improvement

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. You
can't increase an ability score above 20 using this feature.



Coordinated Attack Draconic Advancement

Beginning at 5th level, you and your dragon companion form a At 9th level, your dragon companion matures, allowing you to
more potent figh ng team. When you take the A ack ac on on fight together more fluidly. Your dragon companion's size is now
your turn, if your dragon companion can see or hear you, it can large, it can be used as a mount, and it is able to fly with a
use its reac on to make a single claw a ack. creature it has grappled. Addi onally, as long as your dragon
companion can see you, it has advantage on all saving throws.
Draconic Growth
Draconic Nature
At 5th level your dragon companion's flying speed increases by
15 feet, it’s other speeds increase by 10 feet, and it no longer At 11th level, you take on the physical aspects of a dragon. You
falls to the ground if it ends its turn in the air. At 9th level it's gain resistance to the damage type associated with your
flying speed and other speeds increase by a further 15 feet and Draconic Covenant, and you gain one of the following benefits:
10 feet respec vely.
Scales. Scales cover sec ons of your body, helping shield you
Rending Strikes from harm. While you aren't wearing armour, your AC equals 10
+ your Dexterity modifier + your Charisma modifier. You can s ll
Also at 5th level, the damage of your dragon's bite, claw, and tail wield a shield and get this benefit.
a acks increases to 2d6. At 11th level, they increases to 3d6.
Eyes. Your eyes become sharp and focused. You gain
Addi onally, your dragon companion's a acks count as proficiency in the Percep on and Inves ga on skills if you aren't
magical for the purpose of overcoming resistance and immunity already, and you have advantage on any (Wisdom) Percep on or
to nonmagical a acks and damage. (Intelligence) Inves ga on checks based on sight.

Breath Weapon Tail. Your spine extends and you grow a scaled, muscular tail.
When you take the A ack ac on on your turn, you can a empt
Star ng at 6th level, your dragon has developed the ability to to shove a creature within 10 feet of you as a bonus ac on.
unleash raw, destruc ve elements from its mouth. The damage
of the breath weapon, as well as its area, is determined by the Titanic Roar
colour of your dragon.
Star ng at 13th level, your dragon can let loose a vicious roar,
Dragon Damage Type Breath Weapon filling nearby creatures with dread.
5 by 30 . line (Dex. save)
Black Acid 5 by 30 . line (Dex. save) As an ac on on its turn, your dragon can roar. Any number of
5 by 30 . line (Dex. save) creatures of your choice within 20 feet of the dragon must make
Blue Lightning 5 by 30 . line (Dex. save) a Wisdom saving throw against the dragon's breath weapon DC.
5 by 30 . line (Dex. save) On a failed save, creatures are frightened of the dragon for 1
Brass Fire 15 . cone (Dex. save) minute. The creature can repeat the saving throw at the end
15 . cone (Con. save) each of their turns, ending the effect on a success.
Bronze Lightning 5 by 30 . line (Dex. save)
15 . cone (Dex. save) Once your dragon has used this ability, it can't do so again
Copper Acid 15 . cone (Con. save) un l you finish a long rest.
15 . cone (Con. save)
Gold Fire 15 . cone (Con. save) Legacy of the Dragon

Green Poison At 14th level, you have been blessed with a dragon's extended
lifespan. You age only one year for every ten years that pass,
Pla num Radiant and can't be aged magically.

Red Fire Ancient Resistance

Shadow Necro c At 17th level, you can shrug off even the most dangerous
effects. Whenever you or your dragon fail a saving throw, you
Silver Cold can choose to turn that failure into a success.

White Cold Once you use this feature, you can't do so again un l you
finish a long rest.
As an ac on on its turn, the dragon can exhale this
destruc ve energy. Each creature in the area takes 4d6 damage Ful illed Covenant
on a failed save, or half as much on a successful one, with the
saving throw calculated as follows: At 20th level, you and your dragon share hit points, the total of
which is equal to your hit point maximum + your dragon’s hit
Breath save DC = 8 + your proficiency bonus + point maximum. Whenever one of you takes damage, that
your dragon's Constitution modifier damage is subtracted from your combined hit point maximum.
When this hit point maximum hits 0, both you and your dragon
The area of the line and cone and the damage of the breath fall unconscious, but only you make death saving throws. If you
weapon increase as you gain levels in this class, as shown below. become stable or die, so does your dragon. If you receive any
healing, both you and your dragon return to consciousness.
Once your dragon has used this ability, it can't do so again When you spend hit dice during a short rest, you can use both
un l you finish a short or long rest. your hit dice and your dragon’s hit dice to restore hit points.

Level Damage Area
6th 4d6 5 by 30 . line / 15 . cone
10th 6d6 10 by 60 . line / 30 . cone
14th 8d6 10 by 120 . line / 60 . cone



Dragon Knight Practice Dragon's Fang

All dragon knights can call themselves members of the Rider Star ng at 15th level, you and your dragon are able to tear
Prac ce, Elemental Prac ce, Pla num Prac ce, or Shadow through your enemies. If your dragon moves at least 20 feet
Prac ce. The Rider Prac ce focuses on working in sync with straight toward a creature and then hits it with a melee weapon
their dragon: both in and out of the heat of combat. The a ack in the same turn, the target takes an extra 3d4 damage.
Elemental Prac ce heightens their ba le skill with magic,
unleashing destruc on on their foes. The Pla num Prac ce uses Addi onally, your dragon can use an ac on to rampage and
the divine magic of Bahamut to support their allies, protec ng make a claw a ack against any number of creatures within 5
them with their holy light. The Shadow Prac ce uses feet of it, with a separate a ack roll for each target. If you're
misdirec on and guile to gain the upper hand in all situa ons. within 5 feet of your dragon when they rampage, you can use
your reac on to make a melee weapon a ack against each
Rider Practice creature within your reach that was a acked by your dragon
during their rampage. Your dragon can't rampage again un l you
The bond between a dragon knight and their dragon is strong, finish a short or long rest.
but those of the Rider Prac ce take that even further. They seek
to live and to die beside their dragon, a sen ment shared by the Dragon's Presence
dragon itself. While not all riders mount their dragons, those
who don't are rare. Those of the Rider Prac ce fight in tandem Star ng at 18th level, the range of Titanic Roar is increased to
with their dragon, and win in tandem with them. 120 feet, creatures that are frightened of your dragon have a
speed of 0, and when you or your dragon hit a creature that is
Dragon's Claw frightened of your dragon with a weapon a ack, the a ack is
considered a cri cal hit.
Star ng at 3rd level, you're able to be er co-ordinate with your
dragon. While both you and your dragon are within 5 feet of a
hos le creature, the creature has disadvantage on a ack rolls
that doesn't target you or your dragon.

Addi onally, when a hos le creature's movement provokes
an opportunity a ack from you, you can use your reac on to
a empt to grapple or shove the creature.

Dragon's Eye

At 3rd level, you and your dragon's keen understanding of each
other allows you to be er act in ba le. You and your dragon can
add your Charisma modifier to each of your ini a ve rolls.

Addi onally, if you can see your dragon, creatures that it can
see don't gain advantage on a ack rolls against you as a result
of being hidden from you.

Dragon's Scale

Star ng at 7th level, if your dragon is within 5 feet of you, it can
protect you from a creature it can see as an ac on. Un l the
start of the dragon's next turn, the creature's a ack rolls against
you have disadvantage. If your dragon isn't within 5 feet of you,
the effect ends.

Addi onally, you can use an ac on to stabilize your dragon,
without needing to make a Wisdom (Medicine) check. When
stabilized this way, your dragon will regain 1 hit point a er 1d4
minutes instead of 1d4 hours.

Dragon's Wing

Star ng at 10th level, you and your dragon rule the sky.
Moun ng and dismoun ng your dragon only costs 5 feet
of movement instead of half your speed, you have
advantage on saving throws made to avoid falling
off your dragon, and neither you or your dragon
take fall damage if you fall 20 feet or less.



Elemental Practice Elemental Practice Spellcasting

Dragon knights of the Elemental Prac ce value the raw, Level Cantrips Known Spells Known 1st 2nd 3rd 4th
destruc ve power of their dragons, as well as their inherent
charisma, and strive to both emulate and empower this aspect 3rd 2 2 2‒ ‒‒
of their dragons through magic.
4th 2 3 3‒ ‒‒
Spellcasting
5th 2 3 3‒ ‒‒
When you reach 3rd level, you heighten your ba le ferocity with
the ability to cast spells. See chapter 10 of the Player's 6th 2 3 3‒ ‒‒
Handbook for the general rules of spellcas ng and chapter 11 of
the Player's Handbook for the sorcerer spell list. 7th 2 4 42 ‒‒

Cantrips. You learn two cantrips of your choice from the 8th 2 5 42 ‒‒
sorcerer spell list. You learn an addi onal sorcerer cantrip of
your choice at 10th level. 9th 2 5 42 ‒‒

Spell Slots. The Elemental Prac ce Spellcas ng table shows 10th 3 6 43 ‒‒
how many spell slots you have to cast your spells of 1st level
and higher. To cast one of these spells, you must expend a slot 11th 3 6 43 ‒‒
of the spells level or higher. You regain all expended slots when
you finish a long rest. 12th 3 7 43 ‒‒

For example, if you know the first level spell chroma c orb 13th 3 8 43 2‒
and have a 1st-level and 2nd-level spell slot available, you can
cast chroma c orb using either slot. 14th 3 9 43 2‒

Spells Known of 1st Level and Higher. You know two 1st- 15th 3 9 43 2‒
level sorcerer spells of your choice. Both must be from the
enchantment and evoca on spells on the sorcerer spell list. 16th 3 10 4 3 3 ‒

The Spells Known column of the Elemental Spellcas ng table 17th 3 10 4 3 3 ‒
shows when you can learn more sorcerer spells of 1st level or
higher. Each of these spells must be an enchantment and 18th 3 10 4 3 3 ‒
evoca on spell of your choice, and must be of a level for which
you have spell slots. For instance, when you reach 7th level in 19th 3 11 4 3 3 1
this class, you can learn one new spell of 1st of 2nd level.
20th 3 12 4 3 3 1
Whenever you gain a level in this class, you can replace one
of the sorcerer spells you know with another spell of your Dragon Rush
choice from the sorcerer spell list. The new spell must be of a
level for which you have spell slots, and it must be an evoca on At 7th level, when you use your ac on to cast a spell, if your
or enchantment spell. dragon companion can see you, it can use its reac on to move
up to half its speed without provoking a acks of opportunity.
Spellcasting Ability. Charisma is your spellcas ng ability for
your sorcerer spells, since your magic draws from the power Elemental Fury
and dominance of dragons. You use your Charisma whenever a
spell refers to your spellcas ng ability. In addi on, you use your Beginning at 10th level, whenever you or your dragon rolls
Charisma modifier when se ng the saving throw DC for a damage of the type associated with your Draconic Covenant,
sorcerer spell you cast and when making an a ack roll with one. you can treat any 1 you roll as a 2.

Spell Save DC = 8 + your proficiency bonus + Destructive Reach

your Charisma modifier At 15th level, your elemental prowess extends outward. When
you make an a ack with an imbued weapon and hit, you can
Spell attack modifier = your proficiency bonus + have up to two creatures within 10 feet of the target of the
a ack take half as much addi onal damage.
your Charisma modifier
Annihilating Breath
Elemental Weaponry
At 18th level, when your dragon uses its Breath Weapon, you
At 3rd level, whenever you cast a spell of 1st level or higher, you can empower it. It's area increases to a line 20 feet wide and
can imbue your weapon with elemental power un l the end of 240 feet long if it's a line, or an 120-foot cone if it's a cone.
your next turn. When you make an a ack with an imbued Addi onally, when you roll its damage, you can deal maximum
weapon and hit, the target takes an addi onal 1d4 damage per damage instead of rolling. Finally, any damage your breath
level of the spell you cast. This damage is the damage weapon deals ignores resistance to that damage.
type associated with your Draconic Covenant.
Once you use this feature, you can't do so again un l you
finish a long rest.



Platinum Practice

A few dragon knights worship the Pla num Dragon, Bahamut.
These few are members of the Pla num Prac ce, and are
dedicated to preserving the lives of their allies and the innocent.

Draconic Radiance

At 3rd level, your draconic nature and that of your companion
shi s to reflect the holy magic you now wield. The damage type
associated with your Draconic Covenant becomes radiant, and
any damage and condi on immuni es your dragon companion
has are replaced with immunity to radiant damage.

Your dragon also physically shi s to reflect this change, and
its scales change colour to look like the brightest pla num.

Platinum Protector

At 3rd level, as a bonus ac on on your turn, you can glow with
divine power; you shed bright light in a 5 foot radius and dim
light for an addi onal 5 feet for 1 minute.

Whenever you or another creature takes damage while in an
area of bright light you shed, you can use your reac on to
reduce the damage by an amount equal to 1d6 + half your
dragon knight level.

Once you use this feature, you can't do so again un l you
finish a short or long rest.

Holy Light

Beginning at 7th level, you now shed bright light in a 10 foot
radius when you use your Pla num Protector feature. When you
reach 15th level, the radius of the light increases to 15 feet.

Radiant Bastion

Beginning at 10th level, you're able to easily stand against the
de of ba le. You and your dragon have advantage on ability

checks and saving throws to avoid being knocked prone,
grappled, restrained, or otherwise moved against your will.

Divine Covenant

Star ng at 15th level, when you reduce the damage a creature
would take to 0 with your Pla num Protector, you can cause
that creature to gain a number of temporary hit points equal to
1d6 + your Charisma modifier, which last for 1 minute.

Platinum Ward

At 18th level, you and your dragon embrace the true power of
Bahamut, and his grace safeguards you both. You and your
dragon companion gain resistance to bludgeoning, piercing, and
slashing damage from nonmagical weapons. Addi onally,
whenever you or your dragon take damage that would be equal
to or lower than half your dragon knight level before resistances
are applied, you instead take no damage.



Shadow Practice Withering Breath

Dragon knights who revere dark magic, or even strive to cause Beginning at 7th level, when a creature fails its saving throw
suffering in others, make up members of the Shadow Prac ce. against your dragon's Breath Weapon feature, it begins to
Dark and elusive, these dragon knights use misdirec on and wither for 1 minute. During that me, when it hits a creature
guile to gain the upper hand in ba le. with a weapon a ack that use Strength, the damage of that
a ack is reduced by an amount equal to your Charisma
Draconic Darkness modifier. The target can make a Cons tu on saving throw at the
end of each of its turns, ending the effect on itself on a success.
At 3rd level, your draconic nature and that of your companion
shi s to reflect the darkness you now wield. The damage type Night Walker
associated with your Draconic Covenant becomes necro c, and
any damage and condi on immuni es your dragon companion At 10th level, you and your dragon can take the Hide ac on as a
has are replaced with immunity to necro c damage. bonus ac on while in dim light or in darkness. You and your
dragon also have advantage on Dexterity (Stealth) checks you
Your dragon also physically shi s to reflect this change, and make to hide in dim light and darkness.
its scales change colour to look like the darkest ebony.
Shifting Shadows
Creeping Shadows
Star ng at 15th level, you can have up to two spheres conjured
Also at 3rd level, you can move effortlessly across the by your Creeping Shadows feature at once. If you summon a 3rd
ba lefield, blending in with the shadows. You have a number of sphere, a sphere of your choice vanishes.
uses of this feature equal to your Charisma modifier, and regain
all uses when you finish a long rest. As a bonus ac on on your Addi onally, when you roll inita ve and have no uses of your
turn, you can expend a use of it to conjure a 10-foot radius Creeping Shadows, you regain 1 use.
sphere at a point you can see within 30 feet of you, which
becomes lightly obscured with wisps of dark energy. This sphere Umbra Pulse
lasts for 1 minute, and any bright light inside the sphere
becomes dim light. While inside this sphere, you and your At 18th level, your dragon can create a vortex of swirling
dragon can each spend 5 feet of movement to teleport to any darkness around itself as an ac on on your turn. Creatures of
unoccupied space also inside a sphere. You and your dragon can your choice within 30 feet of your dragon must make a
each only teleport this way once per turn. Cons tu on saving throw, (DC = 8 + your proficiency bonus +
your Charisma modifier). On a failed save, creatures take 10d10
When you summon this sphere, you can expend addi onal necro c damage and you can choose to have them either pulled
uses of this feature. Each addi onal use expended increases the up to 15 feet towards you or pushed up to 15 feet directly away
radius of the sphere by an addi onal 10 feet. from you. On a successful saving throw, creatures take half as
much damage and aren't moved.
You can't have more than one sphere conjured this way at a
me. If you summon a second sphere using this feature, the first Once you use this ability, you can't do so again un l you finish
sphere vanishes. If you move further than 120 feet from the a long rest.
sphere, it vanishes.



Dragon Companion Statblock Adjustments

Medium dragon, (alignment same as knight) Your dragon companion gains the following addi onal
immuni es speeds, and traits, depending on the colour dragon
Armour Class 15 (natural armour) you choose.
Hit Points 9 (1d10 + 3)
Speed 20 ft., fly 30 ft. Dragon Covenant

STR DEX CON INT WIS CHA Dragon Immunity Speed Traits
14 (+2) 8 (-1) 16 (+3) 10 (+0) 12 (+1) 14 (+2) Swim Amphibious
Black Acid Climb —
Saving Throws Same as knight Climb —
Skills Perception +5, Stealth +1 Blue Lightning Swim Amphibious
Damage Immunities see sidebar Climb —
Senses darkvision 60 ft., passive Perception 15 Brass Fire Swim Amphibious
Languages Draconic Swim Amphibious
Bronze Lightning Climb —
Actions Climb —
Copper Acid Climb Ice Walk
Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit: 5 (1d6 + 2) slashing damage. Gold Fire

Credits Green Poison

Lead Designer/Producer: u/Rain-Junkie Red Fire
Additional Design: u/Cometdance
References: Player's Handbook, Xanathar's Guide Silver Cold
to Everything.
Editing/Proofreading: u/Cometdance, u/DriverX9, White Cold
u/SargeBriar, u/VampireBagel_
Special Thanks: Discord of Many Things, Immunity
Unearthed Arcana Subreddit
Dragon Knight Icon: Game Icons The dragon gains immunity to the listed damage type. Green
Interior Illustrators: Adam Lee, Vance Kovacs, dragons also gain immunity to the poisoned condi on.
Geoffrey Ernault, Anna Grigorieva, Zano, Dominik
Mayer, Jason Nguyen, Mike Azevedo Speed
The Dragon Knight is unofficial Fan Content
permitted under the Fan Content Policy. Not The dragon gains either a climbing or swimming speed equal to
approved/endorsed by Wizards. Portions of the its walking speed.
materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC. Traits

The dragon gains the benefits of any traits it has listed.
Amphibious. The dragon can breathe air and water.
Ice Walk. The dragon can move across across and climb icy

surfaces without needing to make an ability check. Addi onally,
difficult terrain composed of ice or snow doesn’t cost it extra
movement.


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