![]() No one (including you) can ride your wyrmling. Draconic GrowthĪt level 5, your pseudodragon grows up into a wyrmling of any color of your choice except red. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. As normal, you can’t increase an ability score above 20 using this feature. 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. ![]() MasteryĪt level 3, choose between the Spell Master and Weapon Master subclasses. You can't benefit from the same fighting style more than once. \textbf \\Īt level 2, choose between the Two-Weapon Fighting, Archery, Defense, Great Weapon Fighting, Dueling, or Mariner fighting styles. ![]() If you do not have enough mana, you cannot cast the spell. When you cast a Rider spell, you spend mana according to the table below. You know 4 Rider spells from the Rider spell list and learn 1 more whenever you gain a level in this class. Intelligence is your spellcasting modifier for Rider spells. Whenever you cast a spell, you can spend 1 additional mana to cast it as if you were in your dragon's location. You regain all expended mana on a long rest. Instead, you have a maximum amount of mana equal to your Rider level. Unlike other spellcasters, your magic comes from the power your dragon bestowed on you when you met it thus, you have no spell slots. If you do this, you end your long rest with 0 mana points. You can spend a long rest to bring it back to life. If your dragon is killed, you suffer one level of exhaustion from the stress of having your telepathic bond severed. As an action, you can see through your dragon's eyes. You and this dragon can read and speak Draconic, and you can communicate with each other at a distance of a number of miles equal to your level. You always know the location of your dragon as long as it is in the same plane as you. When you take you first level in this class, you gain a pseudodragon companion with a permanent telepathic bond to you. Leather armor, an explorer's pack, and a leatherworker's kit. (a) a greatsword (b) a longsword, 6 javelins, and a shield or (c) a rapier, a longbow, a quiver with 20 arrows, and a shield You start with the following equipment, in addition to the equipment granted by your background: ![]() Tools: Leatherworker's Tools, Dragonchess Set Equipment Skills: Choose 3 skills from Perception, Arcana, Nature, Medicine, History, Animal Handling, and Acrobatics Saving Throws: Intelligence and Constitution Hit Points at Higher Levels: 1d8 (or 5) your Constitution modifier for each Dragon Rider level after 1st Proficiencies Hit Points at 1st level: 8 your Constitution modifier Get starting equipment (c) and choose the spells Faerie Fire, Hunter's Mark, Arcane Weapon, and Thunderous Smite. Intelligence should be your highest score as a Rider, followed by Constitution or Strength/Dexterity. Why did the dragon choose you? Did your country or city test every citizen for a bond? Did you find your dragon still in an egg while exploring a abandoned dragon cave far greater adventurers cleared years before? Did you stumble upon it in the woods one day while hunting? Are the dragon's parents or a military looking for it? Quick Build: Note that all the spells I've put on the Rider spell list require concentration.ĭragons terrify most adventurers, but for you, one very small dragon decided to bond with you, giving you the gift of magic as well. Is this homebrew Dragon Rider class balanced compared to the other official classes in 5e?
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