Dragon Master Conclave (5e Subclass)

Design Note: This subclass is intended for use with the Revised Ranger, and is heavily based on the Beast Conclave, available here. Some changes may be necessary to adapt it for use with the original ranger found in the Player's Handbook.

Dragon Master Conclave

Ranger Subclass The hatching of a dragon, whether from an egg gifted by a dying dragon, as part of an organization who breeds dragons, or from an egg found in the wild is a special thing. Some rangers seek out and form special bonds with these dragons and become kin with them. Rangers of the Dragon Master Conclave are an off shoot of the Beast Conclave, but focus their skills on developing a close bond with a newly hatched dragon, learn to fight together as team.

Dragon Companion

At 1st level, you gain a dragon companion that accompanies you on your adventures and is trained to fight alongside you. It's stats are as below. If your 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 100 gp worth of rare herbs and gems, you call forth your companion’s spirit and use your magic to create a new body for it. You can return you dragon companion to life in this manner even if you do not possess any part of its body. You learn Draconic if you did not already know it.

The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. When using your Natural Explorer feature, you and your companion can both move stealthily at a normal pace.

Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a dragon companion also adds its proficiency bonus to its AC and to its damage rolls. For each level you gain after 3rd, your companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion 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 companion can’t increase an ability score above 20 using this feature. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”

Your companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.

Dragon

Medium dragon, neutral


Armor Class 16 + proficiency (natural armour)
Hit Points 18 (3d8)
Speed 30 ft., fly 45 ft.


STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 10 (+0) 11 (+0) 13 (+1)

Saving Throws Dex +2, Con +3, Wis +2, Cha +3
Skills Perception +4, Stealth +2
Damage Immunities determined by type
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages Draconic


ACTIONS

Multiattack. Dragon makes two attacks: one with its bite and one with its claws or tail

Claw. Melee Weapon Attack: (Str + proficiency) +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + proficiency) slashing damage.

Bite. Melee Weapon Attack: (Str + proficiency) +4 to hit, reach 5 ft., one target. Hit: 8 (1d10 + proficiency) piercing damage.

Tail. Melee Weapon Attack: (Str + proficiency) +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + proficiency) bludgeoning damage.

Breath Weapons (Once per rest). The dragon exhales its breath weapon, as determined by its type. Each creature in that range must make a DC equal to 8 + your dragons constitution modifier + proficiency Constitution or Dexterity saving throw, taking (3d6 + proficiency) damage on a failed save, or half as much damage on a successful one. Damage increases by 1d6 at levels 6, 11, and 16.



Dragon Types

Dragon Types
DragonDamage TypeBreath Weapon
BlackAcid5 by 60 ft. line (Dex. save)
BlueLightning5 by 60 ft. line (Dex. save)
BrassFire5 by 60 ft. line (Dex. save)
BronzeLightning5 by 60 ft. line (Dex. save)
CopperAcid5 by 60 ft. line (Dex. save)
GoldFire30 ft. cone (Dex. save)
GreenPoison30 ft. cone (Con. save)
RedFire30 ft. cone (Dex. save)
SilverCold30 ft. cone (Con. save)
WhiteCold30 ft. cone (Con. save)
Coordinated Attack

Beginning at 3rd level, you and your companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack. The dragon may now use its breath weapon twice per rest. All of companions attacks count as magical to overcome resistances and immunities.

Dragon Riding

Beginning at 5th level, your dragon is now a large creature. You may now ride it as long as it is not burrowing. A dragon saddle must be custom made and costs 5d20+50 gp. You cannot remain mounted if the dragon flies while in combat, if you attempt it you immediately fall to the ground and take 1d6 bludgeoning damage. The dragon may now use its breath weapon three times per rest.

Powerful Bond

Starting at 7th level, you and the dragon can now communicate telepathically with each other. Every time a spell causes you to regain hit points your dragon gains 1d4 + proficiency hit points. Any spell you cast which causes damage may instead deal the type of damage your dragons breath weapon deals. The dragon may now use its breath weapon four times per rest.

Flight Mastery

Beginning at 11th level, you can now ride your companion in combat while in flight. The dragon may now use its breath weapon five times per rest. You may make your weapons deal damage of the same type as your dragons breath weapon.


Back to Main Page 5e Homebrew Character Options Subclasses

gollark: Another cheapish way is to toss mobs up into the sky and then let them experience fall damage.
gollark: I have a cool spell which summons water, explodes in it, then summons a conjured block to remove the water.
gollark: Mostly explosions.
gollark: > Lanterns can be placed on the top or hanging under most solid blocks, although some will require sneaking. (arguably also useful)
gollark: > Lanterns give off a light level of 15, which is one level higher than torches. They also melt snow layers within 2 blocks and ice within 3 blocks.
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