Dragon knight

From Dreams of Hope

A human clad in gleaming plate armor 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 silver drakkon 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 drakkon 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 drakkon chuckles to itself as it descends upon those left.

The drakkon 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 drakkon, onyx in color, 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 drakkon 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 these heroes are dragon knights, a champion who fights alongside a drakkon companion. Tough, relentless, and unyielding, knights and their drakkon never give up, fighting to either heroic or devious ends.

History

Dragon knights are rare. Very few are the dragons who are willing to give up their independence and hoard-seeking and subordinate themselves to a short-lived mortal. In most cases throughout the history of Quartus, the bond has been the reverse—the dragon commands and the short-lived humanoid obeys, with a master-servant relationship.

Some dragons, however, become “stunted” or “changed” after the First Molt. These drakkons, as the “normal” dragons call them, lack some part of the draconic soul and will never bond with a hoard or become a proper adult; instead they are governed by an intense, unquenchable hunger unless they bond with a mortal partner and share his soul. Effectively, the bonded drakkon’s hoard is their partner. This “stunting” has become most prevalent in Soefra in the last 100 years. Some of the elder dragons there believe that this is a curse or effect imposed by some hostile party; others believe it is a natural birth defect.

Drakkons are slower, clumsier, and more vulnerable than most, and do not progress through the age categories. Instead, they grow swiftly based on the growth of their partner. The bond means that they will age and die with their partner as well, although that lifespan is greatly extended should the pair gain enough strength.

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 strengthens, granting 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 still has to watch over them to ensure their bond continues 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 connection has its drawbacks, however, and should the knight fall in battle, the dragon too will die, as the dragon's spirit can't live without the knight. Should the dragon fall in battle, 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 simply channel their dragon's power instead.

Practice Makes Perfect

All dragon knights are divided by their practice, and much like the dragons they raise and fight with, the knights are known to be proud at their best, and egotistical at their worst. Two people of different practices are rarely able to get along, despite how similar they might be. Those of the Platinum Practice always regard themselves superior to those of the Shadow Practice, and members of the Elemental Practice consider the members of the Rider Practice to be brutish and dim-witted.

Despite these rivalries, dragon knights are fiercely loyal, and will never betray another dragon knight, even if they come from a different practice. Dragon knights believe they only have each other to count on, as no one else understands the intense bond between the knight and the dragon.

Creating a Dragon Knight

When creating your dragon knight, there's one question you should consider before all others; how did you get your dragon? Was it a gift from an ancient dragon, looking for someone to protect its young, stunted though they might be? Did it declare you as its knight one day, much to your surprise? All dragon knights go through the bonding ceremony, which is where they form a close bond with their dragon, establishing each other as allies and protectors. Was your dragon willing in this ceremony, or was it raised to serve you? Or did your dragon actually perform the ceremony, and you had absolutely no clue as to what was going on?

Something else you must consider is your character's martial abilities. All dragon knights are skilled in combat, and how your character gained that skill is something that will need to be considered. Perhaps they were a student at a military academy, or a guard-in-training at their hometown?

Quick Build

You can make a dragon knight quickly by following these suggestions. First, make either Strength or Dexterity your highest ability score, depending on the type of weapons you want to use. Your next highest ability score should be Constitution if you plan to focus on melee combat, or Charisma if you want to improve your overall subclass features. Second, choose the Folk Hero background.

Covenant

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 meet often set up how they interact for the rest of their lives, and a bad first impression can prove disastrous to their bond. When you consider the creation of this covenant, also consider the following: were you and your dragon both willing, and does your character ever regret the bond?

d6 - Covenant

  1. Bonding with a dragon as you reach adulthood is all you've ever known and is the way your ancestors have always lived.
  2. You stumbled across your dragon in a forest, cave, or on the beach. Since then, it hasn't stopped following you around.
  3. Your dragon has always been with you for as long as you remember, and you can't remember ever conducting a formal ritual.
  4. As a way of proving yourself, you went out into the wild to capture a dragon as proof of your strength and power.
  5. Forced to bond with your dragon, it acts as a guardian and a protector, despite how much you insist you don't need its help.
  6. Reroll

Relationship

The nature of the relationship between dragon and knight varies between each dragon knight and changes the way each knight and dragon interact with each other, and those around them. This relationship is based on their covenant, ideals, flaws, and personality traits. While you decide on your relationship, consider how it will affect the way you and your dragon fight together.

d6 - Relationship

  1. Best friends can't even begin to describe you and your dragon, and you do absolutely everything together.
  2. Your dragon is merely a tool to be used, and you like to frequently remind it of such.
  3. Despite your differences and arguments, you and your dragon have come to respect each other, but your relationship is still rocky.
  4. You and your dragon have both agreed to keep your relationship businesslike. All that matters is how you can help each other.
  5. Much to your distaste, you actually serve your dragon, and it acts as the leader in your relationship.
  6. You and your dragon bitterly hate each other but are forced together because of the bond you share. You both understand separation could prove disastrous.

Obstacles

Having a draconic companion is not without its complications. Somewhere in your travels, you and your companion may have caused fear among travelers or gained the ire of a noble court. This obstacle might determine complications that arise in your adventures. Should you choose to roll or select from the following obstacles, or create your own, be sure to consider how it affects how you and your dragon interact with others.

d4 - Obstacles

  1. Bounty hunters are looking for your dragon, as its scales and teeth could sell for quite a lot.
  2. A village believes that your dragon is the cause of all their problems and seeks retribution.
  3. Due to your bond, you have slightly draconic features that make you appear untrustworthy and intimidating.
  4. A religious order considers you a heretic for having a dragon companion and wants to "liberate" it for their own purposes.

The Dragon Knight

Level Proficiency
Bonus
Features
1st +2 Bonus Language, Dragon Covenant, Covenant's Bond
2nd +2 Dragon's Fury
3rd +2 Dragon Knight Practice, Eye for Detail
4th +2 Ability Score Improvement
5th +3 Coordinated Assault, Draconic Growth
6th +3 Breath Weapon, Dragon's Fury Improvement
7th +3 Practice Feature
8th +3 Ability Score Improvement
9th +4 Draconic Advancement
10th +4 Practice Feature, Dragon's Fury Improvement
11th +4 Draconic Nature, Draconic Rage, Coordinated Assault Improvement
12th +4 Ability Score Improvement
13th +5 Titanic Roar
14th +5 Legacy of the Dragon, Dragon's Fury Improvement
15th +5 Practice Feature
16th +5 Ability Score Improvement
17th +6 Draconic Resilience
18th +6 Practice Feature
19th +6 Ability Score Improvement
20th +6 Fulfilled Covenant

Class Features

Hit Points

Hit Dice: 1d10 per dragon knight level
Hit Points at 1st Level: 10 + your Constitution mod
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution mod per dragon knight level after 1st

Proficiencies

Armor: light and medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Athletics, Deception, Intimidation, Perception and Persuasion.

Equipment

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

(a) a martial weapon and a shield or (b) two martial weapons
(a) scale mail or (b) leather armor
(a) a light crossbow and 20 bolts or (b) five javelins
(a) a dungeoneer's pack or (b) an explorer's pack

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Multiclassing

Members of this class cannot multiclass; the bonds between rider and dragon forbid it.

Dragon Covenant

At 1st level, you form a covenant with a drakkon of a particular type. The term "dragon" in this document is intended to be drakkon. The damage type associated with each dragon is used by features you gain later. You also gain the service of a dragon companion. The statistics for the companion are found at the end of this document. The dragon gains additional damage immunities and traits based the type of dragon you chose for your Dragon Covenant, as shown on the Dragon Type table at the end of this document.

When you die, your dragon will also die after a number of hours equal to your dragon knight level. If your dragon is ever slain, the bond you share allows you to return it to life. By performing an 8-hour ritual and expending 50 GP worth of precious gems per your dragon knight level, you can call forth your dragon’s spirit and create a new body for it. You can return your dragon to life in this manner even if you do not possess any part of its body. This is a grueling process. You must expend a number of hit dice equal to half your dragon knight level (rounded up) to perform this ritual, and you gain one level of exhaustion until your next long rest.

Bonus Language

You can speak, read, and write Draconic due to the bond you and your dragon share.

Companion's Bond

At 1st level, your dragon gains a number of benefits because of the bond you have forged together. The dragon obeys your commands as best it can. Your dragon shares your initiative and acts on your turn. You determine its actions, decisions, attitudes, and so on. If a dragon knight is incapacitated, the dragon acts on its own. If the dragon knight is absent, the dragon rolls its own initiative. Your dragon can use its Claw action to attack but does so at disadvantage. It normally uses the Dodge, Help, Disengage, or Dash action in combat. The dragon has yet to master flying and falls if it ends its turn in the air. The dragon can't be used as a mount, nor can it fly with a creature it has grappled.

Your dragon has abilities and game statistics determined in part by your level. Your dragon's level is equal to your dragon knight level for the purpose of calculating effects from spells like polymorph and true polymorph. Your dragon companion’s armor class is given by

Armor class = 10 + its Constitution modifier + your proficiency bonus.

Draconic abilities that require the target to make a saving throw have a DC given by

Draconic ability DC = 8 + your Charisma modifier + your proficiency bonus

For each dragon knight level after 1st, your dragon gains hit points equal to 5 + its Constitution modifier, and it gains one additional hit die. The dragon's hit dice are d8s, regardless of its size. When reduced to 0 hit points the dragon makes death saving throws as a player character would.

Your dragon also gains proficiency in two additional skills of your choice and shares your saving throw proficiencies. Your dragon companion can't attune to or activate magical items. You and your dragon always know the direction to one another, and can communicate with vague images, emotions, and feelings regardless of distance to one another while you are on the same plane.

Whenever you gain the Ability Score Improvement class feature, your dragon's abilities also improve. Your dragon can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your dragon can't increase an ability score above 20 using this feature. Your dragon companion can't take feats.

Your dragon shares your alignment and has a personality trait and a flaw that you can roll for or select from the tables below. Your dragon shares your Ideal; its Bond is always "I will protect my knight; I will do the best I can for my knight; I will die for my knight."

d4 - Trait

  1. I love to collect gems and art pieces.
  2. If you threaten my friends, you threaten me.
  3. I stay on alert so others can rest.
  4. I love to explore, so that I can discover and learn about different cultures.

d4 - Flaw

  1. As a dragon, I'm naturally superior to others.
  2. I'm secretly terrified of other dragons.
  3. I hold permanent grudge against anyone who offends my knight.
  4. I get jealous when my knight spends time with people other than me.

Dragon's Fury

At 2nd level, your dragon companion is ready for battle, and can use the Claw action normally as well as grappling and shoving. Additionally, your dragon gains the following attack options, which you can command it to use as a bonus action on your turn. If the dragon can make more than one attack on a turn, it can replace one of its attacks with the chosen option. Your dragon is proficient with these attacks and adds its Strength modifier to attack and damage rolls with them. Your dragon can use any of these attack options a number of times equal to its Strength modifier (minimum of once.) It regains any expended uses when it finishes a long rest.

Bite Attack Your dragon makes a melee weapon attack against a creature within 5 feet of it. On a hit, the target takes 1d6 piercing damage, and an extra 1d6 damage. This extra damage increases to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level. The additional damage is the same type as the one associated with your Draconic Covenant.
Tail Attack The dragon makes a melee weapon attack against a creature within 5 feet of it. On a hit, the target takes 1d6 bludgeoning 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 Your dragon beats 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, Luminous, 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

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 its exact value. 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. 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

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th level, when you miss a weapon attack on your turn, your dragon can use their reaction to make a single claw attack.

Draconic Growth

At 5th level your dragon companion's flying speed increases by 15 feet; its other speeds increase by 10 feet, and it no longer falls to the ground if it ends its turn in the air. At 9th level its flying speed and other speeds increase by a further 15 feet and 10 feet respectively.

Breath Weapon

Starting at 6th level, as an action on its turn your dragon can unleash raw, destructive elements from its mouth. The shape of the breath weapon is determined by the color of your dragon, as shown on the Dragon Types table. Each creature in the area takes 4d8 damage on a failed save, or half as much on a successful one. The area of the line or cone and the damage of the breath weapon increase as you gain levels in this class, as shown below. Once your dragon has used this ability, it can't do so again until you finish a short or long rest.

Level Damage Area
6th 4d8 5 by 30 ft. line/15 ft. cone
10th 6d8 10 by 60 ft. line/30 ft. cone
14th 8d8 10 by 120 ft. line/60 ft. cone

Draconic Advancement

At 9th level, your dragon has matured, allowing you to fight together more fluidly. Your dragon’s size is now Large, it can be used as a mount, and it is able to fly with a creature it has grappled. Additionally, the damage of your dragon's bite, claw, and tail attacks increases to 2d6.

Draconic Nature

At 11th level, you take on the physical aspects of a dragon. You gain resistance to the damage type associated with your Draconic Covenant, and you gain one of the following benefits:

Scales. Scales cover sections of your body, helping shield you from harm. While you aren't wearing armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier. You can still wield a shield and get this benefit.
Eyes. Your eyes become sharp and focused. You gain proficiency in the Perception and Investigation skills, and you have advantage on any (Wisdom) Perception or (Intelligence) Investigation checks based on sight.
Persona. You gain proficiency in the Intimidation and Persuasion skills, and you have advantage on all Charisma (Intimidation) and Charisma (Persuasion) checks.

Titanic Roar

Starting at 13th level, your dragon can let loose a vicious roar as an action on its turn, filling nearby creatures with dread. Any number of creatures of your choice within 20 feet of the dragon must make a Wisdom saving throw against the dragon's breath weapon DC. On a failed save, creatures are frightened of the dragon for 1 minute. The creature can repeat the saving throw at the end each of their turns, ending the effect on a success. Once your dragon has used this ability, it can't do so again until you finish a long rest.

Legacy of the Dragon

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

Ancient Resistance

At 17th level, you can shrug off even the most dangerous effects. Whenever you or your dragon fail a saving throw, you can choose to turn that failure into a success. Once you use this feature, you can't do so again until you finish a long rest.

Fulfilled Covenant

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 point maximum. Whenever one of you takes damage, that damage is subtracted from your combined hit point maximum. When this hit point maximum hits 0, both you and your dragon fall unconscious, but only you make death saving throws. If you become stable or die, so does your dragon. If you receive any healing, both you and your dragon return to consciousness. When you spend hit dice during a short rest, you can use both your hit dice and your dragon’s hit dice to restore hit points.

Dragon Types

Color Damage
Type
Breath Weapon Trait
Black Necrotic 5 by 30 ft. line (Dex. save) Spellcaster (toll the dead)
Blue Lightning 5 by 30 ft. line (Dex. save) Climber
Green Acid 15 ft. cone (Con. save) Amphibious
Red Fire 15 ft. cone (Dex. save) Climber
White Cold 15 ft. cone (Con. save) Ice Walk
Brass Thunder 15 ft. cone (Con. save) Climber
Bronze Lightning 5 by 30 ft. line (Dex. save) Amphibious
Copper Acid 5 by 30 ft. line (Dex. save) Climber
Gold Radiant 15 ft. cone (Dex. save) Spellcaster (sacred flame)
Silver Fire 5 by 30 ft. line (Dex. save) Climber
Amethyst Force 15 ft cone (Dex. Save) Spellcaster (Sword Burst)
Crystal Radiant 5 by 30 ft line (Con Save) Spellcaster (Sacred Flame)
Topaz Necrotic 5 by 30 ft line (Con Save) Spellcaster (chill touch)
Moonstone Psychic 15 ft cone (Wis save) Spellcaster (minor illusion)

Dragon Knight Practice

All dragon knights can call themselves members of the Rider Practice, Elemental Practice, Platinum Practice, or Shadow Practice. The Rider Practice focuses on working in sync with their dragon: both in and out of the heat of combat. The Elemental Practice heightens their battle skill with magic, unleashing destruction on their foes. The Luminous Practice channels radiant energy to defend home, allies, and the flight. The Shadow Practice uses misdirection and guile to gain the upper hand in all situations.

Lessons Learned After Playtest 1

Too much emphasis on the dragon, not enough on the rider. Rider feels like an auto-attack bot, but dragon's abilities aren't generally strong enough to carry interest.

Rider Practice

The bond between a dragon knight and their dragon is strong, but those of the Rider Practice take that even further. They seek to live and to die beside their dragon, a sentiment shared by the dragon itself. While not all riders mount their dragons, those who don't are rare. Those of the Rider Practice fight in tandem with their dragon and win in tandem with them.

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, and if the hostile creature's movement provokes an opportunity attack from you, you can use your reaction to attempt to grapple or shove the creature rather than attack it with a weapon.

Fighting Style

At 3rd level, you adopt a style of fighting. Choose one of the following options. You can't take a fighting style option more than once, even if you later get to choose again.

Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
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 a 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.

Dragon's Shelter

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 at any point during the duration, the effect ends.

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.

Dragon's Rampage

Starting at 15th level, your dragon can use an action to rampage and make a claw attack against any number of creatures within 5 feet of it, with a separate attack roll for each target. If you're within 5 feet of your dragon when they rampage, you can use your reaction to make a melee weapon attack against one creature within your reach that was attacked by your dragon during their rampage. Your dragon can't rampage again until you finish a short or long rest.

Dragon's Presence

Starting at 18th level, the range of Titanic Roar is increased to 120 feet and creatures that are frightened of your dragon have a speed of 0. Attacks made by either you or your dragon against creatures frightened of you by this feature have advantage.

Elemental Practice

Dragon knights of the Elemental Practice value the raw, destructive power of their dragons, as well as their inherent charisma, and strive to both emulate and empower this aspect of their dragons through magic.

Spellcasting

When you reach 3rd level, you heighten your battle ferocity with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 of the Player's Handbook for the sorcerer spell list.

Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots. The Elemental Practice Spellcasting table shows 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 of the spells level or higher. You regain all expended slots when you finish a long rest. For example, if you know the first level spell chromatic orb and have a 1st-level and 2nd-level spell slot available, you can cast chromatic orb using either slot.

Spells Known of 1st Level and Higher. You know two 1st level sorcerer spells of your choice. Both must be from the enchantment or evocation school spells on the sorcerer spell list.

The Spells Known column of the Elemental Spellcasting table shows when you can learn more sorcerer spells of 1st level or higher. Each of these spells must be an enchantment or evocation spell of your choice and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must also be an evocation or enchantment spell.

Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells because your magic draws from the power and dominance of dragons. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Elemental Practice--Spellcasting

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

Elemental Weaponry

Starting at 3rd level when you hit with a weapon attack, you can spend a spell slot to deal extra damage to the target. When you do so, the target takes 1d6 damage of the type dictated by your Dragon Covenant for each spell level of the slot spent, up to a maximum of 5d6.

Dragon Rush

At 7th level, when you use your action to cast a spell, if your dragon companion can see you, it can use its reaction to move up to half its speed without provoking opportunity attacks.

Elemental Fury

At 10th level, when you roll a 1 or 2 on a damage die of the type associated with your Draconic Covenant, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Destructive Reach

At 15th level, your elemental prowess extends outward. When you make an attack with an imbued weapon and hit, you can have up to two creatures within 10 feet of the target of the attack take half as much additional damage.

Annihilating Breath

At 18th level, when your dragon uses its Breath Weapon, you can empower it. Empowered Breath Weapons deal maximum damage instead of rolling the damage dice. Once you use this feature, you can't do so again until you finish a long rest.

Luminous Practice

A few dragon knights revere the sun, life, and light. The members of the Luminous Practice are dedicated to protecting their allies, flights, nests, and families. Religious practitioners dominantly serve Tor Elan. Luminous practitioners often, but not always, are bonded to gold dragons.

Bonus Proficiency

Starting when you choose this practice at 3rd level, you gain proficiency with heavy armor.

Fighting Style

Starting when you chose this practice at 3rd level, you adopt a style of fighting. Choose one of the following options. You can't take a fighting style option more than once, even if you later get to choose again.

Defense You gain +1 to your armor class while you are wearing armor.
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 a 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.

Luminous Protector

At 3rd level you can glow with luminous power. As a bonus action on your turn, 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.

Sun’s Shield

Beginning at 7th level, you now shed bright light in a 20-foot radius and dim light for an additional 20 feet when you use your Luminous Protector feature. When you reach 15th level, each radius of the light increases to 30 feet.

Indomitable Dawn

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.

Golden Corona

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

Additionally, the light given off by your Sun’s Shield feature becomes sunlight.

Astral Aegis

At 18th level you and your dragon companion gain resistance to necrotic damage, and to bludgeoning, piercing, and slashing damage from nonmagical attacks. When you use your Luminous Protector feature, all allies within the radius of the Sun’s Shield also receive this resistance.

Shadow Practice

Dragon knights who associate strongly with the dragon’s origin as servants of Darkness make up members of the Shadow Practice. Dark and elusive, these dragon knights use misdirection and guile to gain the upper hand in battle. Shadow practitioners often bond with black dragons, but not always.

Creeping Shadows

Starting when you choose this Practice at 3rd level, you can move effortlessly across the battlefield, blending in with the shadows. You have a number of uses of this feature equal to your Charisma modifier and regain all uses when you finish a long rest. As a bonus action on your 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 lasts for 1 minute, and any bright light inside the sphere becomes dim light. While inside this sphere, you and your dragon can each spend 5 feet of movement to teleport to any unoccupied space also inside a sphere. You and your dragon can each only teleport this way once per turn.

When you summon this sphere, you can expend additional uses of this feature. Each additional use expended increases the radius of the sphere by an additional 10 feet. You can't have more than one sphere conjured this way at a time. If you summon a second sphere using this feature, the first sphere vanishes. If you move further than 120 feet from the sphere, it vanishes.

Withering Breath

Beginning at 7th level, when a creature fails its saving throw against your dragon's Breath Weapon feature, it begins to wither for 1 minute. Withering creatures make all weapon attacks at disadvantage. Withering creatures can make a Constitution saving throw at the end of each of their turns, ending the effect on a success.

Night Walker

At 10th level, you and your dragon can take the Hide action as a bonus action while in dim light or in darkness. You and your dragon also have advantage on Dexterity (Stealth) checks you make to hide in dim light and darkness.

Shifting Shadows

Starting at 15th level, you can have up to two spheres conjured by your Creeping Shadows feature at once. If you summon a 3rd sphere, a sphere of your choice vanishes.

Umbra Pulse

At 18th level, your dragon can create a vortex of swirling darkness around itself as an action on your turn. Creatures of your choice within 30 feet of your dragon must make a Constitution saving throw. On a failed save, creatures take 10d10 necrotic damage and you can choose to have them either pulled up to 15 feet towards you or pushed up to 15 feet directly away from you. On a successful saving throw, creatures take half as much damage and aren't moved. Once you use this ability, you can't do so again until you finish a long rest.

Drakkon Companion

Drakkon Stat Block