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User:Babosa/Dragon's Partner

Dragon’s Partner


Mentor and Conpainion

Newborn dragons, by being bonded to an adult member of a weaker species then they receive the experience, protection and growth of that person through the bond and they gain the loyalty of that person by fundamentally improving them which means they will have a trustworthy companion for their entire life. This will only happen if it is an orphan (or abandoned) and no other dragon tries to take care of it as that would be better for it. Some dragons will deliberately make this happen to make an envoy between dragons and that species.

Creating a Dragon’s Partner


Quick Build

You can make a Dragon’s Partner quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Dragon’s Partner you gain the following class features.

Hit Points

Hit Dice: 1d6 per Dragon’s Partner level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Dragon’s Partner level after 1st

Proficiencies

Armor: Light, Medium and Shields
Weapons: Simple
Tools: None
Saving Throws: Con and Cha
Skills: 1 from; Acrobatics, Animal Handaling, Athletics, Insight, Intimidation or Survival and 1 of your choice.

Equipment

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

  • Any one simple weapon and 20 pieces of ammunition if applicable.
  • A dagger
  • leather armour
  • The shell of the dragon's egg
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Dragon’s Partner

LevelProficiency
Bonus
Features
1st+2Dragon Companion
2nd+2Growth Focus
3rd+2Draconic Power
4th+2Ability Score Improvement
5th+3Dragon size increase
6th+3Growth focus feature
7th+3Necessary Training
8th+3Ability Score Improvement
9th+4Resistsnce
10th+4Growth focus feature
11th+4Dragon size increase
12th+4Ability Score Improvement
13th+5
14th+5Growth focus feature
15th+5Dragons Splendor
16th+5Ability Score Improvement
17th+6Dragon size increase
18th+6Growth focus feature
19th+6Ability Score Improvement
20th+6Growth focus feature

Dragon Companion

Your Dragon Companion is the core part of this class. You were with them when they hatched and they bonded with you.

The Dragon's Statistics

The dragon uses your proficiency bonus

The dragon gains a hit dice whenever you gain a Dragon’s Partner level. The hit dice it gains is a d4 when it is tiny, d6 while small, d8 while medium and d10 while huge. The dragons max hit points is the maximum value of its largest hit dice plus a roll (or average) of its other hit dice plus its con modifier times how many hit dice it has.

So at level 1 it has 1d4 hit dice and 4 + con hit points. At level 20 it has 4d4+6d6+6d8+4d10 hit dice and 84 + 20*con hit points unless rapid growth focused in which case 4d4+6d6+3d8+3d10+3d12+1d20 and 100 + 20*con hit points.

The dragons speed is 20 while tiny, 25 while small, 30 while medium and large, 35 while huge, 40 while gargantuan. It has a fly of 2x speed

The dragon has unarmored defence which is 10 + Dex + Proficiency

Dragon is proficient in all saving throws

Pick dragon ability scores the same way you did/do and the racial bonus is +3 distributed as you like to any score. When you get the ability score increase feature from the dragon's partner class, the dragon also does so.

The dragons can have its own initiative score or you can have it act with your normal character, roll once and use the lower initiative bonus. The dragon also has its own action, bonus action, reaction and speed.

Some features will call for a save against the dragons ability DC, that is 8 + proficiency bonus + the relevant ability modifier.

Playing the Dragon

You control the dragon

If you are close to your dragon their personality will be based on yours, the worse you treat them the more their personality becomes the norm for their type, (as in if you treat it as a disposable pawn or badly in any way, the DM takes control of it)

The dragon doesn't start knowing any languages, but as you have a deep telepathic connection you know its feelings, desires, memories and senses so you can speak for it. It can learn a language as a downtime activity like normal characters can.

You can telepathically communicate with each other within 120ft, you know the direction and rough distance to each other while on the same plane as well as retaining some basic telepathy. When on differant planes you know their rough condition and what plane they are on

You can move through each other's space and do not treat each other as difficult terrain unless same size

When flying the dragons carrying capacity is 1/10 normal

Small creatures cannot ride the medium dragon because of balance

Actions

They can take the attack, dodge, disengage, dash, hide, ready and search as normal. Use object and Help are to DM discretion.

As both of you can take the search action you effectively have advantage on perception checks as the mind link means when one of you succeeds the other effectively does too, however similarly, you effectively have disadvantage on stealth as when one of you get caught the other has to help them.

Attacks

Bite. A normal Melee Weapon Attack:. Hit: 1d8 + str modifier piercing damage.

Claw. A Melee Weapon Attack:. Hit: 1d6 + str modifier slashing damage. You can use its Dex modifier for the attack and damage rolls instead of str.

Tail. A Melee Weapon Attack: reach is 5 + size ft. Hit: 1d4 + str modifier bludgeoning damage.

Breath Attack (Recharge 6). The dragon exhales it's element in a 40-foot line that is 5 feet wide or a 15-foot cone. Each creature in that area must make a Dexterity saving throw against the dragons con DC, taking 1d6 + con modifier damage of it's element on a failed save, or half as much damage on a successful one.

Wing Attack The dragon beats its wings. Each creature within 5 feet of the dragon must succeed on a Dexterity saving throw against the dragons str DC or take 1d4 + str modifier bludgeoning damage and be knocked prone.

Swallow. A creature 2 sizes smaller than the dragon, that the dragon is grappling or that is restrained makes a dex save against the dragons str DC. If they fail the save, the creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the dragon, and it takes 1d12 + con modifier acid damage at the start of each of the dragon's turns.
When the dragon has taken damage equal to 1/10 of it's maximum hit points from creatures inside it, it must succeed on a DC 15 Constitution saving throw or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque, each additional 1/10 of it's maximum hit points it loses, it must remake the save but the DC increases by 5. If the dragon dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Painfull Protection

When both you and your dragon are within 5 feet of each other, both of you can use their reaction to take the damage the other is about to take.

Growth Focus

At 2nd level, you chose a Growth Focus. Choose between Rapid growth, Dragonization, Arcane, commanding and combat all detailed at the end of the class description. Your choice grants you features at 2nd and again at 6th, 10th, 14th, 18th and 20th.

Draconic Power

You have 1 draconic point per level. You regain all spent draconic points after completing a long rest.

Spend 1 point to touch heal 1 then each additional point heals 1d6

Use to instant recharge breath attack, 2dp

Dispel and counterspell, 3dp +dp per level autosucced

Detect magic with no concentration, 1dp

And other simple spells

Ability Score Increase

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, of both you and your dragon. As normal, you can't increase an ability score above 20 using this feature, unless explicitly stated.

Dragon Size Increase

At level 5 the dragon's size increases to Small. The dragon's hit dice increases to a d6 as mentioned above. The dragon's natural weapons deal 1 more dice of damage. The dragon's speed increases.

At level 11 the dragon's size increases to Medium. The dragons hit dice is now a d8. The dragons natural weapons are also increased. The dragon's speed increases.

At level 17 the dragon's size increases to Large. The dragons hit dice is now a d10. The dragons natural weapons are also increased, and it can swallow tiny creatures.

Necessary Training

Due to your status as a dragon's partner, you have received much attention, both positive and negative and those experiences have taught you some necessary skills for your new life.

At level 7, you gain proficiency in heavy armour, martial weapons, one skill of your choice and one tool proficiency or language of your choice.

Resistance

At level 9, you become resistant to your dragon's element.

Dragons Splendor

Most dragons that bond with people are pitied but you have lifted your dragon partner above the other dragons. At 15th level, You and your dragon have advantage on cha and insight checks against dragons and when you are trying to use your dragons partner statis to influence others.




Rapid Growth

<!-For subclasses introduce this class option here->

Athletics proficiency

Bite attack autograpples

Dex save Vs con or autoswallow after bite, based on strength, advantage to not throw up.

Spend 1 dp to maximize 1 damage dice or to reroll a strength check

Greater Gains

This level and every 2 more levels, the maximum for the dragon's str, dex and con scores increase by 1. Also when you reach 4th level, and again at 8th, 12th, 16th and 20th level, you increase the dragon's str, dex or con scores by 1, in addition to the ability score increase feature.

Early Growth

At 14th level, your dragon becomes large and gains all the other benefits that it would normally get at 17th level. Instead at 17th level, it becomes huge and it's hit dice become d12 and attacks ...

Quick Eater

At 18th level, when the dragon hits a creature with a bite attack, the creature must make a dex save Vs con or is swallowed.

Gargantuan

At 20th level the dragon's size increases to Gargantuan. The dragons hit dice is now a d20. The dragons natural weapons are also increased

Dragonization

<!-For subclasses introduce this class option here->

2nd level Unarmoured defence:

Light scales; 10+dex+1/2prof

Medium scales: 10+prof+Dex(max prof)

Heavy scales; 10+1.5prof

Gain breath attack

6th level, deal breath damage on hits, claws

10th level, pay 1 dp to fly at speed until beginning of your next turn, as a reaction to falling 10 feet you can stop falling and gain a fly speed of your speed until the end of your turn, although you can't fly upwards

Greater Gains

This level and every 2 more levels, the maximum for your str, dex and con scores increase by 1. Also when you reach 4th level, and again at 8th, 12th, 16th and 20th level, you increase your str, dex or con score by 1, in addition to the ability score increase feature.

Weak Wings

At 10th level, you gain a set of wings, however they are new and weak. As a bonus action, you pa 1 dp and gain a fly speed equal to your speed until the beginning of your next turn. Also, as a reaction to falling 10 or more feet, you can stop falling and gain a fly speed equal to your speed until the end of your next turn, however, you cannot fly upwards using this fly speed.

Tempory transformation

At 14th level, you can use your action to transform into a copy of your dragon companion for 1 minute.

Legendary resistance

At 18th level, when you fail a saving throw you can choose to succeed instead. Once you have used this feature you cannot do so again until you complete a short or long rest

Greater Transformation

At 20th level, There is no time or number limit, but at 0hp detransform and then can't transform for a minute but then it only has 1hp plus fly at will.

Magic

When one of you cast a spell the other can only cast a cantrip

Spellcasting

This feature is pretty much the same as in other classes except in a few things. So I'm just going to describe the differences below and then I will have a collapsible section below that with the full feature description.

Spell list

You can learn cantrips and spells from any spell list

Spell Slots

You gain spell slots a lot like in the pact magic feature, except you also have a bonus spell slot that is separate from the others and increases in level faster and you do not regain spell slots after a short rest.

Spellcasting Ability

Your spellcasting ability is up to your choice. Whenever you gain a level in this clas you can pick from int, wis and cha and that ability is your Spellcasting Ability.

Spellcasting Focus

You can use each other's presence as a spellcasting focus for your Dragon's Partner spells.

Full Spellcasting Feature
Shered source

Because the magic is from the dragon and you are just sharing it, only one of you can cast a spell at one time, when one of you have cast a spell, neither of you can cast a spell until beginning of that one's next turn.

Cantrips

You know two cantrips of your choice from any spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Dragon's Partner table.

Spell Slots

The Dragon's Partner table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level except for your bonus spell slot. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Bonus Spell Slot

You have a single spell slot that increases in level faster than your other spell slots but otherwise is the same as your other spell slots. At 19th level it becomes a 10th level spell slot, there are no spells that are designed for a 10th level spell slot, it is only for increasing the effect of scaling low level spells.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from any spell list and they become Dragon's Partner spells for you.

The Spells Known column of the Dragon's Partner table shows when you learn more spells of your choice of 1st level and higher. A spell you choose must be of a level that you can cast with your bonus spell slot. When you reach 6th level, for example, you learn a new spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell, which also must be of a level for which you have spell slots.

Spellcasting Ability

Dragons naturally have magic but it is up to them how they use it. Pick from Int, Wis and Cha whenever you gain a level in this class. That ability is your spellcasting ability for your Dragon's Partner spells, so you use that ability whenever a spell refers to your spellcasting ability. In addition, you use that ability modifier when setting the saving throw DC for a Dragon's Partner spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your chosen ability's modifier

Spell attack modifier = your proficiency bonus + your chosen ability's modifier

Spellcasting Focus

You can use each other's presence as a spellcasting focus for your Dragon's Partner spells.

MetaMagic

This feature is pretty much the same as in the sorcerer class combined with the ### feature. So I'm just going to describe the differences below and then I will have a collapsible section below that with the full feature description.

At 2nd level, you gain your chosen abilities modifier of DP and you spend dp instead of sp. and you gain only one metamagic option to begin with and you gain one more at level 6 and 14

Creating Spell Slots. You can transform unexpended dp into one spell slot as a bonus action on your turn. The cost of creating a spell slot is 1.5 dp per spell level rounded up. You can create spell slots no higher in level than 2/3 of your Dragon's Partner level rounded up and you can only have 1 spell slot of each level above 5th.

Full Metamagic Feature
Flexible Casting

You can use your dp to gain additional spell slots, or sacrifice spell slots to gain additional dp. You learn other ways to use your dp as you reach higher levels.

Creating Spell Slots. You can transform unexpended dp into one spell slot as a bonus action on your turn. The cost of creating a spell slot is 1.5 dp per spell level rounded up. You can create spell slots no higher in level than 2/3 of your Dragon's Partner level rounded up and you can only have 1 spell slot of each level above 5th.

Any spell slot you create with this feature vanishes when you finish a long rest.

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of dp equal to the slot’s level.

Metamagic

You also gain the ability to twist your spells to suit your needs. You gain one of the following Metamagic options of your choice. You gain another one at 6th and 14th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your chosen ability's modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost is.

Flexible Munipulation

At 6th level, you can swap 1 metamagic option for another after completing a long rest.

Magical Recovery

At 10th level, you regain 1 spell slot after completing a short rest, at level 14 you regain 2, level 18 4

Spell Resonance

At 14th level, your magical bond can resonate with spells, whenever either of you are affected by a spell, you can choose for it to affect both of you if you're within 120feet of each other.

Dual Casting

At 20th level, Both you and your dragon can cast every round

Draconic Magic
Class
Level
Cantrips
Known
Spells
Known
Number of
Spell Slots
Spell Slot
Level
Bonus Spell
Slot level
1-----
222111
32sss112
42sss212
53sss223
63sssnnn23
73sssnnn24
83sssnnn24
93sssnnn35
103sssnnn35
114sssnnn36
124sssnnn36
134sssnnn47
144sssnnn47
154sssnnn48
164sssnnn48
175sssnnn59
185sssnnn59
195sssnnn510
205sssnnn510

Elemental

Elemental power

Every 2 levels add 1d4, add it to a weapon attack

Produce element, ep damage

Elemental blast, 10 foot radius, 15 foot cone or 30 foot line

Dragons attack deals breath damage

Resistance then immunity then absorption

Elemental aura

Absorption can be into hp, dp or into aura

Absorption has a maximum for non-magical sources, which also fills after rests

Dragon lord

Draconic presence

detect thoughts

suggest, command and so on with dp

skills

Commanding dragons and humans/sentients

Greater Gains

This level and every 2 more levels, the maximum for you and the dragon's int, wis and cha scores increase by 1. Also when you reach 4th level, and again at 8th, 12th, 16th and 20th level, you increase your and the dragon's int, wis or cha scores by 1, in addition to the ability score increase feature.

Fighting

share dex proficiency

reaction to give the other advantage

Cooperative fighting

Combat maneuvers

Multi attack

Aimed breath attacks

Throwing each other

Legendary actions

Sheltering

Fight in the same space

wing attack

Aura

lair

Charm and Frightening aura

Darkness/daylight

Think hollow effects

Give magic resistance

Blink

Interdimensional interference

Anti-magic aura

20th level be able to use dp and ep with anti magic aura

Multiclassing

You must be near a dragon egg when it hatches and for it to decide to bond with you to start gaining levels in this class.

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