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Dragon Knight

A human clad in gleaming plate armour stares down a

snarling owlbear, slowly reaching for the lance strapped

across her back. The owlbear charges before she can reach her
weapon, but a gout of fire from the sky stops the owlbear in its
tracks. The gold dragon lands in front of the human, its eyes
burning with a fiery vengeance as it snorts, causing flames to
billow from its nostrils. Mounting her dragon, the human lets
out a war cry as the dragon takes off into the air.
Pulling the bowstring back, the elf whispers a few hushed
words as an arcane fire erupts around the goblins below.
Lightning sparks at the tip of his arrow, and he grins to himself
as he fires at the goblin chief. The arrow finding its mark, the
goblin chief can barely cry for help as lightning explodes from
his body, arcing off to his nearby guards. In the trees, a nearby
blue dragon chuckles to itself as it descends upon those left.
The platinum dragon sniffs at some rubble before nudging it,
looking back towards a halfling. She comes over and together
they shift 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. Letting 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 motion
with his hands, and the dragon spits out the drow, a sheepish
expression on its reptilian face as darkness begins to swirl
around the pair, causing them to vanish.
While different in personality and fighting 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, fighting 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 attempt 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, tactics, 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 Practice Makes Perfect
strengthens, granting both the knight and dragon impressive All dragon knights are divided by their practice, and much like
strength and unique powers. The dragon is typically the stronger the dragons they raise and fight with, the knights are known to
of the pair as they develop, but will be weaker earlier on, while be proud at their best, and egotistical at their worst. Two people
the knight still has to watch over them to ensure their bond can of different practices are rarely able to get along, despite how
continue to flourish. Eventually, some knights might put down similar they might be. Those of the Platinum Practice always
their weapons and live a simple life with their dragon, having regard themselves superior to those of the Shadow Practice,
forged a legendary friendship through the trials they faced. and members of the Elemental Practice consider the members
This connection has its drawbacks, however, and should the of the Rider Practice to be brutish and dim-witted.
knight fall in battle, the dragon too will die, as the dragon's spirit Despite these rivalries, dragon knights are fiercely loyal, and
can't live without the knight. Should the dragon fall in battle, the will never betray another dragon knight, even if they come from
knight can restore its body with a costly ritual, but a few knights a different practice. Dragon knights believe they only have each
might instead choose to let their dragons rest, and go on to other to count on, as no one else understands the intense bond
instead simply channel their dragon's power. between the knight and the dragon.

Creating a Dragon Knight Relationship


The nature of the relationship between dragon and knight varies
When creating your dragon knight, there's one question you
between each dragon knight, and changes the way each knight
should consider before all others; how did you get your dragon?
and dragon interact with each other, and those around them.
Did you find an egg, and manage to form a bond with the
This relationship is based on their covenant, ideals, flaws, and
hatchling? Was it a gift from an ancient dragon, looking for
personality traits.
someone to protect its young? Did it declare you as its knight
While you decide on your relationship, consider how it will
one day, much to your surprise?
effect the way you and your dragon fight together.
All dragon knights go through the bonding ceremony, which is
where they form a close bond with their dragon, establishing d6 Relationship
each other as allies and protectors. Was your dragon willing in
Best friends can't even begin to describe you and your
this ceremony, or was it raised to serve you? Or did your dragon 1
dragon, and you do absolutely everything together.
actually perform the ceremony, and you had absolutely no clue
as to what was going on? Your dragon is merely a tool to be used, and you like to
2
Something else you must consider is your character's martial frequently remind it of such.
abilities. All dragon knights are skilled in combat, and how your Despite your differences and arguments, you and your
character is too is something that will need to be considered. 3 dragon have come to respect each other, but your
Perhaps they where a student at a military academy, or a guard- relationship is still rocky.
in-training at their home village? You and your dragon have both agreed to keep your
4 relationship businesslike. All that matters is how you
Quick Build can help each other.
You can make a dragon knight quickly by following these
Much to your distaste, you actually serve your dragon,
suggestions. First, make either Strength or Dexterity your 5
and it acts as the leader in your relationship.
highest ability score, depending on the type of weapons you
want to use. Your next highest ability score should be You and your dragon bitterly hate each other, but are
Constitution if you plan to focus on melee combat, or Charisma
6 forced together because of the bond you share. You
both understand seperation could prove disasterous.
if you want to improve your overall subclass features. Second,
choose the Folk Hero background.
Obstacles
Covenant Finally, having a draconic companion is not without its
Each dragon knight has a different story to tell when it comes to complications. Somewhere in your travels, your and your
how they met their dragon. The way a dragon and knight first companion may have caused fear among travelers or gained the
meet often set up how they interact for the rest of their lives, ire of a noble court. This obstacle might determine
and a bad first impression can prove disastrous to their bond. complications that arise in your adventures.
When you consider the creation of this covenant, also Should you choose to roll or select from the following
consider the following: were you and your dragon both willing, obstacles, or create your own, be sure to consider how it affects
and does your character ever regret the bond? how you and your dragon interact with others.

d6 Covenant d6 Obstacles
Bonding with a dragon as you reach adulthood is all The mother of your dragon companion is searching for
1
1 you've ever known, and is the way your ancestors have its child, and you worry it might find you.
always lived. Bounty hunters are looking for your dragon, as its
2
You stumbled across your dragon in a forest, cave, or scales and teeth could sell for quite a lot.
2 on the beach. Since then, it hasn't stopped following A village believes that your dragon is the cause for all
you around. 3
of their problems, and seeks retribution.
Your dragon has always been with you for as long as Due to your bond, you have slightly draconic features
3 you remember, and you can't remember ever 4
that make you appear untrustworthy and intimidating.
conducting a formal ritual.
A religious order considers you a heretic for having a
As a way of proving yourself, you went out into the 5 dragon companion, and wants to "liberate" it for their
4 wild to capture a dragon as proof of your strength and own purposes.
power.
You and your dragon used to be one whole dragon,
Forced to bond with your dragon, it acts as a guardian 6
and the sudden split is strange and uncomfortable.
5 and a protector, despite how much you insist you don't
need its help.
Trading a large amount of treasure for a dragon's egg,
6 you raised the dragon to serve as your mount and
companion.

Class Features
The Dragon Knight As a dragon knight, you gain the following class features.
Proficiency
Level Bonus Features Hit Points
1st +2 Dragon Covenant, Covenant's Bond Hit Dice: 1d10 per dragon knight level
Hit Points at 1st Level: 10 + your Constitution modifier
2nd +2 Fighting Style, Dragon's Fury
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
Dragon Knight Practice, Eye for modifier per dragon knight level after 1st
3rd +2
Detail
4th +2 Ability Score Improvement Proficiencies
Armour: All armour, shields
Coordinated Assault, Draconic
5th +3 Weapons: Simple weapons, martial weapons
Growth, Rending Strikes
Tools: None
Breath Weapon, Dragon's Fury
6th +3 Saving Throws: Constitution, Charisma
improvement
Skills: Choose two from Arcana, Athletics, Deception,
7th +3 Dragon Knight Practice feature Intimidation, Perception and Persuasion.
8th +3 Ability Score Improvement
Equipment
9th +4 Draconic Advancement You start with the following equipment, in addition to the
Dragon Knight Practice feature, equipment granted by your background:
10th +4
Dragon's Fury improvement
(a) a martial weapon and a shield or (b) two martial
Draconic Nature, Draconic Rage,
11th +4 weapons
Coordinated Assault improvement
(a) chain mail, (b) scale mail, or (c) leather armour
12th +4 Ability Score Improvement (a) a light crossbow and 20 bolts or (b) five javelins
13th +5 Titanic Roar (a) a dungeoneer's pack or (b) an explorer's pack
Legacy of the Dragon,
Alternatively, you may start with 5d4 × 10 gp to buy your own
14th +5
Dragon's Fury improvement equipment.
15th +5 Dragon Knight Practice feature
16th +5 Ability Score Improvement
Multiclassing
 
Prerequisites. To qualify for multiclassing into the dragon
17th +6 Ancient Resistance knight class, you must meet these prerequisites: Strength and
18th +6 Dragon Knight Practice feature Charisma 13.
19th +6 Ability Score Improvement Proficiencies. When you multiclass into the dragon knight
class, you gain the following proficiencies: Light armour,
20th +6 Fulfilled Covenant medium armour, shields, simple weapons, and martial weapons.

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
statistics can be found at the end of the document. The dragon
gains additional damage immunities 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 after a number of hours
equal to your dragon knight level. If your dragon companion is
ever slain, the magical bond you share allows you to return it to
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  
your companion's spirit and use your magic to create a new Your dragon companion's level is equal to your dragon knight
body for it. You can return a dragon companion to life in this level for the purpose of calculating spells like polymorph and
manner even if you do not possess any part of its body. true polymorph.
Returning your dragon to life is a gruelling process, and you You and your dragon always know the direction to one
must expend a number of hit dice equal to half your dragon another, and can communicate with vague images, emotions,
knight level (rounded up) to perform this ritual. and feelings, regardless of distance to one another.
Finally, you can speak, read, and write Draconic due to the Whenever you gain the Ability Score Improvement class
bond you and your dragon share. feature, your dragon's abilities also improve. Your dragon can
increase one ability score of your choice by 2, or it can increase
Companion's Bond two ability scores of your choice by 1. As normal, your dragon
can't increase an ability score above 20 using this feature. Your
Also at 1st level, your dragon gains a number of benefits
dragon companion can't take feats.
because of the bond you have forged together.
Your dragon shares your alignment, and has a personality trait
The dragon obeys your commands as best it can. Your dragon
and a flaw that you can roll for or select from the tables below.
shares your initiative, and acts on your turn. You determine its
Your dragon shares your ideal, and its bond is always "I will
actions, decisions, attitudes, and so on (no action required by
protect my knight; I will do the best I can for my knight; I will die
you). If you are incapacitated, your dragon acts on its own. If
for my knight."
you're absent, it rolls its own initiative.
Your dragon can't take the Attack action. It has yet to master d4 Trait
flying and falls if it ends its turn in the air. Additionally, it can't
___1___ I love to collect gems and art pieces.
be used as a mount or can't fly with a creature it has grappled.
Your dragon companion has abilities and game statistics 2 If you threaten my friends, you threaten me.
determined in part by your level. Your dragon uses your 3 I stay on alert so others can rest.
proficiency bonus rather than its own. While not wearing
I love to explore, so that I can discover and learn
barding, your dragon companion has a natural armour class of 4
about different cultures.
11 + its Constitution modifier + your proficiency bonus.
For each dragon knight level after 1st, your dragon d4 Flaw
companion gains hit points equal to 6 + its Constitution
modifier, and it gains one additional hit die. The dragon's hit
___1___ As a dragon, I'm naturally superior to others.
dice are d10s, regardless of its size. When the dragon is reduced 2 I'm secretly terrified of other dragons.
to 0 hit points, it makes death saving throws as a player would. I hold permanent grudge against anyone who
Your dragon companion also gains proficiency in two skills of 3
offends my knight.
your choice, and shares your saving throw proficiencies. Your
I get jealous when my knight spends time with
dragon companion can't attune to or activate magical items. 4
people other than me.

Fighting Style Dragon's Fury


At 2nd level, you adopt a style of fighting as your specialty. At 2nd level, your dragon companion is ready for battle, and can
Choose one of the following options. You can't take a fighting now take the Attack action in combat.
style option more than once, even if you later get to choose Additionally, your dragon gains the following attack options,
again. which it can use with the Attack action. Your dragon is proficient
with them, and adds its Strength modifier to their attack and
Archery damage rolls. If an option causes a creature to make a saving
You gain a +2 bonus to attack 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 attack
options a number of times equal to its Strength modifier
Duelling (minimum of once.) It regains any expended uses when it
When you are wielding a melee weapon in one hand and no finishes a short or long rest.
other weapons, you gain a +2 bonus to damage rolls with that
weapon. Bite Attack
Your dragon makes a melee weapon attack against a creature
Great Weapon Fighting within 5 feet of it. On a hit, the target takes 1d6 piercing
When you roll a 1 or a 2 on a damage die for an attack you make damage, and an extra 1d6 damage. This extra damage increases
with a melee weapon that you are wielding with two hands, you to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level. The
can reroll the die and must use the new roll, even if the new roll additional damage is the same type as the one associated with
is a 1 or a 2. The weapon must have the two-handed or versatile your Draconic Covenant.
property for you to gain this benefit.
Tail Attack
Two-Weapon Fighting The dragon makes a melee weapon attack against a creature
When you engage in two-weapon fighting, you can add your within 5 feet of it. On a hit, the target takes 1d6 bludgeoning
ability modifier to the damage of the second attack. damage, and must succeed on a Strength saving throw or be
knocked prone. The reach of this attack increases to 10ft at 6th
level, 15ft at 10th level, and 20ft at 14th level.

Wing Attack
Rather than making an attack, 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 after making this
special attack, your dragon can move up to half its flying speed.

Dragon Knight Practice


At 3rd level, you can choose a Practice that defines your combat
style, either Rider, Elemental, Platinum, or Shadow. These
practices are detailed at the end of the class description.
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, after which you learn it's exact
value. Additionally, 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 identify 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 Assault Draconic Advancement


Beginning at 5th level, you can attack twice, instead of once, At 9th level, your dragon companion matures, allowing you to
whenever you take the Attack action on your turn. fight together more fluidly. Your dragon companion's size is now
At 11th level, when you miss a weapon attack on your turn, large, it can be used as a mount, and it is able to fly with a
your dragon can use their reaction to make a single claw attack. creature it has grappled. Additionally, as long as your dragon
companion can see you, it has advantage on all saving throws.
Draconic Growth
At 5th level your dragon companion's flying speed increases by Draconic Nature
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 respectively. Scales. Scales cover sections of your body, helping shield you
from harm. While you aren't wearing armour, your AC equals 10
Rending Strikes + your Dexterity modifier + your Charisma modifier. You can still
wield a shield and get this benefit.
Also at 5th level, the damage of your dragon's bite, claw, and tail
attacks increases to 2d6. Eyes. Your eyes become sharp and focused. You gain
proficiency in the Perception and Investigation skills if you aren't
Additionally, your dragon companion's attacks count as
already, and you have advantage on any (Wisdom) Perception or
magical for the purpose of overcoming resistance and immunity
(Intelligence) Investigation checks based on sight.
to nonmagical attacks and damage.
Tail. Your spine extends and you grow a scaled, muscular tail.
When you take the Attack action on your turn, you can attempt
Breath Weapon to shove a creature within 10 feet of you as a bonus action.
Starting at 6th level, your dragon has developed the ability to
unleash raw, destructive elements from its mouth. The damage Titanic Roar
of the breath weapon, as well as its area, is determined by the
colour of your dragon. Starting at 13th level, your dragon can let loose a vicious roar,
filling nearby creatures with dread.
Dragon Damage Type Breath Weapon As an action on its turn, your dragon can roar. Any number of
creatures of your choice within 20 feet of the dragon must make
Black Acid 5 by 30 ft. line (Dex. save)
a Wisdom saving throw against the dragon's breath weapon DC.
Blue Lightning 5 by 30 ft. line (Dex. save) On a failed save, creatures are frightened of the dragon for 1
Brass Fire 5 by 30 ft. line (Dex. save) minute. The creature can repeat the saving throw at the end
Bronze Lightning 5 by 30 ft. line (Dex. save) each of their turns, ending the effect on a success.
Once your dragon has used this ability, it can't do so again
Copper Acid 5 by 30 ft. line (Dex. save) until you finish a long rest.
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save) Legacy of the Dragon
Platinum Radiant 5 by 30 ft. line (Dex. save) At 14th level, you have been blessed with a dragon's extended
lifespan. You age only one year for every ten years that pass,
Red Fire 15 ft. cone (Dex. save)
and can't be aged magically.
Shadow Necrotic 15 ft. cone (Con. save)
Silver Cold 15 ft. cone (Con. save) Ancient Resistance
White Cold 15 ft. cone (Con. save) At 17th level, you can shrug off even the most dangerous
effects. Whenever you or your dragon fail a saving throw, you
As an action on its turn, the dragon can exhale this can choose to turn that failure into a success.
destructive energy. Each creature in the area takes 4d8 damage Once you use this feature, you can't do so again until you
on a failed save, or half as much on a successful one, with the finish a long rest.
saving throw calculated as follows:
Fulfilled Covenant
Breath save DC = 8 + your proficiency bonus +
At 20th level, you and your dragon share hit points, the total of
your dragon's Constitution modifier which is equal to your hit point maximum + your dragon’s hit
point maximum. Whenever one of you takes damage, that
The area of the line and cone and the damage of the breath damage is subtracted from your combined hit point maximum.
weapon increase as you gain levels in this class, as shown below. When this hit point maximum hits 0, both you and your dragon
Once your dragon has used this ability, it can't do so again fall unconscious, but only you make death saving throws. If you
until you finish a short or long rest. become stable or die, so does your dragon. If you receive any
healing, both you and your dragon return to consciousness.
Level Damage Area When you spend hit dice during a short rest, you can use both
6th 4d8 5 by 30 ft. line / 15 ft. cone your hit dice and your dragon’s hit dice to restore hit points.
10th 6d8 10 by 60 ft. line / 30 ft. cone
14th 8d8 10 by 120 ft. line / 60 ft. cone

Dragon's Fang
Dragon Knight Practice Starting at 15th level, you and your dragon are able to tear
All dragon knights can call themselves members of the Rider through your enemies. If your dragon moves at least 20 feet
Practice, Elemental Practice, Platinum Practice, or Shadow straight toward a creature and then hits it with a melee weapon
Practice. The Rider Practice focuses on working in sync with attack in the same turn, the target takes an extra 2d6 damage.
their dragon: both in and out of the heat of combat. The Additionally, your dragon can use an action to rampage and
Elemental Practice heightens their battle skill with magic, make a claw attack against any number of creatures within 5
unleashing destruction on their foes. The Platinum Practice uses feet of it, with a separate attack roll for each target. If you're
the divine magic of Bahamut to support their allies, protecting within 5 feet of your dragon when they rampage, you can use
them with their holy light. The Shadow Practice uses your reaction to make a melee weapon attack against each
misdirection and guile to gain the upper hand in all situations. creature within your reach that was attacked by your dragon
during their rampage. Your dragon can't rampage again until you
Rider Practice finish a short or long rest.
The bond between a dragon knight and their dragon is strong,
Dragon's Presence
but those of the Rider Practice take that even further. They seek
Starting at 18th level, the range of Titanic Roar is increased to
to live and to die beside their dragon, a sentiment shared by the 120 feet, creatures that are frightened of your dragon have a
dragon itself. While not all riders mount their dragons, those speed of 0, and when you or your dragon hit a creature that is
who don't are rare. Those of the Rider Practice fight in tandem frightened of your dragon with a weapon attack, the attack is
with their dragon, and win in tandem with them. considered a critical hit.
Dragon's Claw
Starting at 3rd level, you're able to better co-ordinate with your
dragon. While both you and your dragon are within 5 feet of a
hostile creature, the creature has disadvantage on attack rolls
that don't target you or your dragon.
Additionally, when a hostile creature's movement provokes
an opportunity attack from you, you can use your reaction to
attempt 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 better act in battle. You and your dragon can
add your Charisma modifier to each of your initiative rolls.
Additionally, if you can see your dragon, creatures that it can
see don't gain advantage on attack rolls against you as a result
of being hidden from you.

Dragon's Scale
Starting at 7th level, if your dragon is within 5 feet of you, it can
protect you from a creature it can see as an action. Until the
start of the dragon's next turn, the creature's attack rolls against
you have disadvantage. If your dragon isn't within 5 feet of you,
the effect ends.
Additionally, you can use an action to stabilize your dragon,
without needing to make a Wisdom (Medicine) check. When
stabilized this way, your dragon will regain 1 hit point after 1d4
minutes instead of 1d4 hours.

Dragon's Wing
Starting at 10th level, you and your dragon rule the sky.
Mounting and dismounting 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 Practice value the raw, Level Cantrips Known Spells Known 1st 2nd 3rd 4th
destructive power of their dragons, as well as their inherent 3rd 2 2 2 ‒ ‒ ‒
charisma, and strive to both emulate and empower this aspect
of their dragons through magic. 4th 2 3 3 ‒ ‒ ‒
5th 2 3 3 ‒ ‒ ‒
Spellcasting 6th 2 3 3 ‒ ‒ ‒
When you reach 3rd level, you heighten your battle ferocity with
the ability to cast spells. See chapter 10 of the Player's 7th 2 4 4 2 ‒ ‒
Handbook for the general rules of spellcasting and chapter 11 of 8th 2 5 4 2 ‒ ‒
the Player's Handbook for the sorcerer spell list. 9th 2 5 4 2 ‒ ‒
Cantrips. You learn two cantrips of your choice from the
sorcerer spell list. You learn an additional sorcerer cantrip of 10th 3 6 4 3 ‒ ‒
your choice at 10th level. 11th 3 6 4 3 ‒ ‒
Spell Slots. The Elemental Practice Spellcasting table shows 12th 3 7 4 3 ‒ ‒
how many spell slots you have to cast your spells of 1st level
13th 3 8 4 3 2 ‒
and higher. To cast one of these spells, you must expend a slot
of the spells level or higher. You regain all expended slots when 14th 3 9 4 3 2 ‒
you finish a long rest. 15th 3 9 4 3 2 ‒
For example, if you know the first level spell chromatic orb
16th 3 10 4 3 3 ‒
and have a 1st-level and 2nd-level spell slot available, you can
cast chromatic orb using either slot. 17th 3 10 4 3 3 ‒
Spells Known of 1st Level and Higher. You know two 1st- 18th 3 10 4 3 3 ‒
level sorcerer spells of your choice. Both must be from the
19th 3 11 4 3 3 1
enchantment and evocation spells on the sorcerer spell list.
The Spells Known column of the Elemental Spellcasting table 20th 3 12 4 3 3 1
shows when you can learn more sorcerer spells of 1st level or
higher. Each of these spells must be an enchantment and Dragon Rush
evocation spell of your choice, and must be of a level for which At 7th level, when you use your action to cast a spell, if your
you have spell slots. For instance, when you reach 7th level in dragon companion can see you, it can use its reaction to move
this class, you can learn one new spell of 1st of 2nd level. up to half its speed without provoking attacks of opportunity.
Whenever you gain a level in this class, you can replace one
of the sorcerer spells you know with another spell of your Elemental Fury
choice from the sorcerer spell list. The new spell must be of a At 10th level, When you roll a 1 or 2 on a damage die of the
level for which you have spell slots, and it must be an evocation type associated with your Draconic Covenant, you can reroll the
or enchantment spell. die and must use the new roll, even if the new roll is a 1 or a 2.
Spellcasting Ability. Charisma is your spellcasting ability for
your sorcerer spells, since your magic draws from the power Destructive Reach
and dominance of dragons. You use your Charisma whenever a At 15th level, your elemental prowess extends outward. When
spell refers to your spellcasting ability. In addition, you use your you make an attack with an imbued weapon and hit, you can
Charisma modifier when setting the saving throw DC for a have up to two creatures within 10 feet of the target of the
sorcerer spell you cast and when making an attack roll with one. attack take half as much additional damage.

Spell Save DC = 8 + your proficiency bonus + Annihilating Breath


At 18th level, when your dragon uses its Breath Weapon, you
your Charisma modifier
can empower it. It's area increases to a line 20 feet wide and
240 feet long if it's a line, or an 120-foot cone if it's a cone.
Spell attack modifier = your proficiency bonus +
Additionally, when you roll its damage, you can deal maximum
your Charisma modifier damage instead of rolling. Finally, any damage your breath
weapon deals ignores resistance to that damage.
Elemental Weaponry Once you use this feature, you can't do so again until you
At 3rd level, whenever you cast a spell of 1st level or higher, you finish a long rest.
can imbue your weapon with elemental power until the end of
your next turn. When you make an attack with an imbued
weapon and hit, the target takes extra damage of the type
associated with your Draconic Covenant, in addition to he
weapon's normal damage. The extra damage is 1d6 for a

1st-level spell slot, plus 1d6 for each spell level

higher than 1st, to a maximum of 5d6.



Platinum Practice
A few dragon knights worship the Platinum Dragon, Bahamut.
These few are members of the Platinum Practice, 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
shifts to reflect the holy magic you now wield. The damage type
associated with your Draconic Covenant becomes radiant, and
any damage and condition immunities your dragon companion
has are replaced with immunity to radiant damage.
Your dragon also physically shifts to reflect this change, and
its scales change colour to look like the brightest platinum.

Platinum Protector
At 3rd level, as a bonus action on your turn, you can glow with
divine power; you shed bright light in a 10 foot radius and dim
light for an additional 10 feet for 1 minute.
Whenever you or another creature takes damage while in an
area of bright light you shed, you can use your reaction 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 until you
finish a short or long rest.

Holy Light
Beginning at 7th level, you now shed bright light in a 20 foot
radius when you use your Platinum Protector feature. When you
reach 15th level, the radius of the light increases to 30 feet.

Radiant Bastion
Beginning at 10th level, you're able to easily stand against the
tide of battle. 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
Starting at 15th level, when you reduce the damage a creature
would take to 0 with your Platinum 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. Additionally,
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


Beginning at 7th level, when a creature fails its saving throw
Dragon knights who revere dark magic, or even strive to cause
against your dragon's Breath Weapon feature, it begins to
suffering in others, make up members of the Shadow Practice.
wither for 1 minute. During that time, when it hits a creature
Dark and elusive, these dragon knights use misdirection and
with a weapon attack that use Strength, the damage of that
guile to gain the upper hand in battle.
attack is reduced by an amount equal to your Charisma
modifier. The target can make a Constitution saving throw at the
Draconic Darkness 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
shifts to reflect the darkness you now wield. The damage type
associated with your Draconic Covenant becomes necrotic, and
Night Walker
At 10th level, you and your dragon can take the Hide action as a
any damage and condition immunities your dragon companion
bonus action while in dim light or in darkness. You and your
has are replaced with immunity to necrotic damage.
dragon also have advantage on Dexterity (Stealth) checks you
Your dragon also physically shifts to reflect this change, and make to hide in dim light and darkness.
its scales change colour to look like the darkest ebony.

Creeping Shadows Shifting Shadows


Starting 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
battlefield, 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
Additionally, when you roll initative and have no uses of your
all uses when you finish a long rest. As a bonus action on your
Creeping Shadows, you regain 1 use.
turn, you can expend a use of it to conjure a 10-foot radius
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
At 18th level, your dragon can create a vortex of swirling
lasts for 1 minute, and any bright light inside the sphere
darkness around itself as an action on your turn. Creatures of
becomes dim light. While inside this sphere, you and your
your choice within 30 feet of your dragon must make a
dragon can each spend 5 feet of movement to teleport to any
Constitution saving throw, (DC = 8 + your proficiency bonus +
unoccupied space also inside a sphere. You and your dragon can
your Charisma modifier). On a failed save, creatures take 10d10
each only teleport this way once per turn.
necrotic damage and you can choose to have them either pulled
When you summon this sphere, you can expend additional up to 15 feet towards you or pushed up to 15 feet directly away
uses of this feature. Each additional use expended increases the from you. On a successful saving throw, creatures take half as
radius of the sphere by an additional 10 feet. much damage and aren't moved.
You can't have more than one sphere conjured this way at a Once you use this ability, you can't do so again until you finish
time. If you summon a second sphere using this feature, the first a long rest.
sphere vanishes. If you move further than 120 feet from the
sphere, it vanishes.

Dragon Companion Statblock Adjustments


Medium dragon, (alignment same as knight) Your dragon companion gains the following additional
immunities speeds, and traits, depending on the colour dragon
Armour Class 15 (natural armour) you choose.
Hit Points 8 (1d10 + 2)
Speed 20 ft., fly 30 ft. Dragon Covenant
Dragon Immunity Speed Traits
STR DEX CON INT WIS CHA Black Acid Swim Amphibious
14 (+2) 8 (-1) 14 (+2) 10 (+0) 12 (+1) 12 (+1) Blue Lightning Climb —
Brass Fire Climb —
Saving Throws Same as knight Bronze Lightning Swim Amphibious
Skills Perception +3, Stealth +1
Damage Immunities see sidebar Copper Acid Climb —
Senses darkvision 60 ft., passive Perception 15 Gold Fire Swim Amphibious
Languages Draconic
Green Poison Swim Amphibious
Red Fire Climb —
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one Silver Cold Climb —
target. Hit: 5 (1d6 + 2) slashing damage. White Cold Climb Ice Walk

Immunity
The dragon gains immunity to the listed damage type. Green
dragons also gain immunity to the poisoned condition.
Credits
Lead Designer/Producer: u/Rain-Junkie Speed
Additional Design: u/Cometdance The dragon gains either a climbing or swimming speed equal to
References: Player's Handbook, Xanathar's Guide
its walking speed.
to Everything.
Editing/Proofreading: u/Cometdance, u/DriverX9, Traits
u/SargeBriar, u/VampireBagel_ The dragon gains the benefits of any traits it has listed.
Special Thanks: Discord of Many Things, Amphibious. The dragon can breathe air and water.
Unearthed Arcana Subreddit Ice Walk. The dragon can move across across and climb icy
surfaces without needing to make an ability check. Additionally,
Dragon Knight Icon: Game Icons difficult terrain composed of ice or snow doesn’t cost it extra
Interior Illustrators: Adam Lee, Vance Kovacs, movement.
Geoffrey Ernault, Anna Grigorieva, Zano, Dominik
Mayer, Jason Nguyen, Mike Azevedo
The Dragon Knight is unofficial Fan Content
permitted under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the
materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC.

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