SIGNING IN

Trefferpunkte

Trefferwürfel 1d10 pro Stufe

Übungen

CON , CHA

Klasseneigenschaften

Stufe 1

Dragon Covenant
Companion's Bond

Stufe 10

Bite Damage (3d6)
Dragon Knight Practice feature

Stufe 11

Draconic Nature

Stufe 12

Ability Score Improvement

Stufe 13

Titanic Roar

Stufe 14

Bite Damage (4d6)
Legacy of the Dragon

Stufe 15

Dragon Knight Practice feature

Stufe 16

Ability Score Improvement

Stufe 17

Ancient Resistance

Stufe 18

Dragon Knight Practice feature

Stufe 19

Ability Score Improvement

Stufe 2

Fighting Style
Dragon's Fury

Stufe 20

Fulfilled Covenant

Stufe 3

Dragon Knight Practice
Eye For Detail

Stufe 4

Ability Score Improvement

Stufe 5

Coordinated Assault
Draconic Growth
Rending Strikes

Stufe 6

Bite Damage (2d6)
Breath Weapon

Stufe 7

Dragon Knight Practice

Stufe 8

Ability Score Improvement

Stufe 9

Draconic Advancement

Übungen

Armor

light

medium

heavy

shield

Weapons

simple

martial

Skills

Startausrüstung

(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) five javelins
Alternativ kannst du starten mit: 5d4×10|4d4 × 10|Starting Gold

Klasseneigenschaften

Dragon Covenant (Level 1)

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
DragonDamage TypeDragonDamage Type

Black

Acid

Gold

Fire

Blue

Lightning

Green

Poison

Brass

Fire

Red

Fire

Bronze

Lightning

Silver

Cold

Copper

Acid

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 body for it. You can return a dragon companion to life in this manner even if you do not possess any part of its body.

Returning your dragon to life is a gruelling process, and you must expend a number of hit dice equal to half your dragon knight level (rounded up) to perform this ritual.

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

Companion's Bond (Level 1)

Also 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 (no action required by you). If you are incapacitated, your dragon acts on its own. If you're absent, it rolls its own initiative.

Your dragon can't take the Attack action. It has yet to master flying and falls if it ends its turn in the air. Additionally, it can't be used as a mount or can't fly with a creature it has grappled.

Your dragon companion has abilities and game statistics determined in part by your level. Your dragon uses your proficiency bonus rather than its own. While not wearing barding, your dragon companion has a natural armour class of 11 + its Constitution modifier + your proficiency bonus.

For each dragon knight level after 1st, your dragon companion gains hit points equal to 6 + its Constitution modifier, and it gains one additional hit die. The dragon's hit dice are d10s, regardless of its size. When the dragon is reduced to 0 hit points, it makes death saving throws as a player would.

Your dragon companion also gains proficiency in two skills of your choice, and shares your saving throw proficiencies. Your dragon companion can't attune to or activate magical items.

Your dragon companion's level is equal to your dragon knight level for the purpose of calculating spells like polymorph and true polymorph.

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.

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, and 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."

d4Trait

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.

d4Flaw

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.

Fighting Style (Level 2)

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you 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 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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Dragon's Fury (Level 2)

At 2nd level, your dragon companion is ready for battle, and can now take the Attack action in combat.

Additionally, your dragon gains the following attack options, which it can use with the Attack action. Your dragon is proficient with them, and adds its Strength modifier to their attack and damage rolls. If an option causes a creature to make a saving throw, the save DC is equal to 8 + your proficiency bonus + the dragon's Strength modifier. Your dragon can use these attack options a number of times equal to its Strength modifier (minimum of once.) It regains any expended uses when it finishes a short or 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

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 (Level 3)

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 Platinum Practice uses the divine magic of Bahamut to support their allies, protecting them with their holy light. The Shadow Practice uses misdirection and guile to gain the upper hand in all situations.

Your choice grants you features when you choose it at 3rd level and again at 7th, 10th, 15th, and 18th level.

Eye For Detail (Level 3)

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 (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Coordinated Assault (Level 5)

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 (Level 5)

Also at 5th level, your dragon companion continues to grow, and gains the following benefits:

  • At 5th level your dragon companion's flying speed increases by 15 feet, it's 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 it's flying speed and other speeds increase by a further 15 feet and 10 feet respectively.

Rending Strikes (Level 5)

Also at 5th level, your dragon companion continues to grow, and gains the following benefits:

  • Also at 5th level, the damage of your dragon's bite, claw, and tail attacks increases to 2d6.

  • Additionally, your dragon companion's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Bite Damage (2d6) (Level 6)

The extra elemental damage dealt by your dragon's bite attack increases to 2d6 at 10th level.

Breath Weapon (Level 6)

Starting at 6th level, your dragon has developed the ability to unleash raw, destructive elements from its mouth. The damage of the breath weapon, as well as its area, is determined by the colour of your dragon.

DragonBreath WeaponDragonBreath Weapon

Black

5 by 30 ft. line (Dex. save)

Gold

15 ft. cone (Dex. save)

Blue

5 by 30 ft. line (Dex. save)

Green

15 ft. cone (Con. save)

Brass

5 by 30 ft. line (Dex. save)

Red

15 ft. cone (Dex. save)

Bronze

5 by 30 ft. line (Dex. save)

Silver

15 ft. cone (Con. save)

Copper

5 by 30 ft. line (Dex. save)

White

15 ft. cone (Con. save)

As an action on its turn, the dragon can exhale this destructive energy. Each creature in the area takes 4d6 damage on a failed save, or half as much on a successful one, with the saving throw calculated as follows:

Breath

The area of the line and 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 cannot do so again until you finish a short or long rest.

LevelDamageArea

6th

4d8

5 by 30 ft. line / 15 ft. cone

9th

6d8

5 by 60 ft. line / 30 ft. cone

14th

8d8

5 by 90 ft. line / 60 ft. cone

Dragon Knight Practice (Level 7)

At 7th level, you gain a feature granted by your Dragon Knight Practice.

Ability Score Improvement (Level 8)

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Draconic Advancement (Level 9)

At 9th level, your dragon companion matures, allowing you to fight together more fluidly. Your dragon companion'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, as long as your dragon companion can see you, it has advantage on all saving throws.

Bite Damage (3d6) (Level 10)

The extra elemental damage dealt by your dragon's bite attack increases to 3d6 at 10th level.

Dragon Knight Practice feature (Level 10)

At 10th level, you gain a feature granted by your Dragon Knight Practice.

Draconic Nature (Level 11)

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 armour, 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 if you aren't already, and you have advantage on any (Wisdom) Perception or (Intelligence) Investigation checks based on sight.

Tail

Your spine extends and you grow a scaled, muscular tail. When you take the Attack action on your turn, you can attempt to shove a creature within 10 feet of you as a bonus action.

Ability Score Improvement (Level 12)

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Titanic Roar (Level 13)

Starting at 13th level, your dragon can let loose a vicious roar, filling nearby creatures with dread.

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 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.

Bite Damage (4d6) (Level 14)

The extra elemental damage dealt by your dragon's bite attack increases to 4d6 at 14th level.

Legacy of the Dragon (Level 14)

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 can't be aged magically.

Dragon Knight Practice feature (Level 15)

At 15th level, you gain a feature granted by your Dragon Knight Practice.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Ancient Resistance (Level 17)

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.

Dragon Knight Practice feature (Level 18)

At 18th level, you gain a feature granted by your Dragon Knight Practice.

Ability Score Improvement (Level 19)

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Fulfilled Covenant (Level 20)

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.

Unterklassen

Unterklassen-Eigenschaften

Elemental Practice

Elemental Practice (Level 3)

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 and evocation 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 and 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 of 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 be an evocation or enchantment spell.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since 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
Spell

Elemental Weaponry

At 3rd level, whenever you cast a spell of 1st level or higher, you 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.

Dragon Rush (Level 7)

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 attacks of opportunity.

Elemental Fury (Level 10)

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 (Level 15)

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 (Level 18)

At 18th level, when your dragon uses its Breath Weapon, you 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. Additionally, when you roll its damage, you can deal maximum damage instead of rolling. Finally, any damage your breath weapon deals ignores resistance to that damage.

Once you use this feature, you can't do so again until you finish a long rest.

Garden Practice

Garden Practice (Level 3)

Some dragons wage war, and others hoard treasure. Few, however, learn to cultivate and nurture the earth, becoming one with it. Dragon knights of the Garden Practice live simple lives with their dragons, and only heed the call of adventure if something precious to them is at stake.

Draconic Flora

At 3rd level, the draconic nature of your companion shifts to better reflect nature. Your dragon gains proficiency in the Nature skill, and your dragon also no longer needs to eat or drink. Instead, it gains sustenance for staying on the ground for at least 4 hours a day. Finally, you and your dragon can cast druidcraft.

Your dragon also physically shifts to reflect this change, and its scales change colour to look like vibrant leaves, with flowers that bloom throughout.

Seasonal Magic

Also at 3rd level, your dragon's plant like nature allows it to attune to the seasons, grantng the two of you benefits through the bond you share. When you finish a long rest, you choose one of the following seasons: Summer, Autumn, Winter, or Spring. Each season grants you benefits detailed in later features.

You gain access to the seasonal spells appropriate to the season you're attuned to. You can cast one of the seasonal spells you have access to once, and regain the ability to do so when you finish a short or long rest. You gain a second use of this feature at 5th level, and a third use at 11th level. Castng a 3rd or 4th level seasonal spell expends two uses of this feature. When you reach certain Dragon Knight levels, you gain new seasonal spells, as shown in each of the spell tables.

Finally, you use your Charisma whenever a spell refers to your spellcastng ability. In addition, you use your Charisma modifier when settng the saving throw DC for a seasonal spell you cast and when making an attack roll with one.

Spell

Spell

Summer Seasonal Spells
Dragon Knight LevelSpells

3rd

burning hands, hellish rebuke

7th

blur, scorching ray

13th

daylight, fireball

19th

fire shield, wall of fire

Autumn Seasonal Spells
Dragon Knight LevelSpells

3rd

fog cloud, longstrider

7th

gust of wind, warding wind

13th

feign death, haste

19th

freedom of movement, giant insect

Winter Seasonal Spells
Dragon Knight LevelSpells

3rd

ice knife, inflict wounds

7th

darkvision, pass without trace

13th

sleet storm, slow

19th

blight, storm sphere

Spring Seasonal Spells
Dragon Knight LevelSpells

3rd

charm person, entangle

7th

lesser restoration, spike growth

13th

plant growth, hypnotic pattern

19th

grasping vine, polymorph

Garden's Shield

Startng at 3rd level, when you cast one of your seasonal spells using your Seasonal Magic feature, you or your dragon (your choice) gains temporary hit points equal to 1d4 + your Charisma modifier, which last for 1 hour.

The number of dice you roll increases by 1d4 when you reach 7th level (2d4), 13th level (3d4), and 19th level (4d4).

Season's Greetings (Level 7)

At 7th level, your dragon's breath weapon gains an additional benefit, depending on the season you're currently attuned to.

  • Summer.
  • Autumn.
  • Winter.
  • Spring.

Between the Seasons (Level 10)

At 10th level, you can manipulate your magic to reach out into other seasons. As an action, you can cast any 1st level spell with a casting time of 1 action you would acquire from your Seasonal Magic without expending a use of the feature. The spell you cast doesn't need to be from the season you're currently attuned to.

Once you use this feature, you can't do so again until you finish a long rest.

Garden's Grace (Level 15)

Starting at 15th level, when you expend both uses of your Seasonal Magic to cast a 3rd or 4th level seasonal spell, you and your dragon both gain temporary hit points equal to the amount rolled.

Advanced Seasonal Magic (Level 18)

At 18th level, when you cast a spell using your Seasonal Magic, your dragon use its reaction to make a claw attack.

Platinum Practice

Platinum Practice (Level 3)

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 (Level 7)

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 (Level 10)

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 (Level 15)

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 (Level 18)

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.

Rider Practice

Dragon's Scale (Level 7)

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 (Level 10)

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 Fang (Level 15)

Starting at 15th level, you and your dragon are able to tear through your enemies. If your dragon moves at least 20 feet straight toward a creature and then hits it with a melee weapon attack in the same turn, the target takes an extra 2d6 damage.

Additionally, 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 each 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 (Level 18)

Starting at 18th level, the range of Titanic Roar is increased to 120 feet, creatures that are frightened of your dragon have a speed of 0, and when you or your dragon hit a creature that is frightened of your dragon with a weapon attack, the attack is considered a critical hit.

Shadow Practice

Shadow Practice (Level 3)

Dragon knights who revere necromancy, or even strive for vengeance, make up members of the Shadow Practice. Dark and elusive, these dragon knights use misdirection and guile to gain the upper hand in battle.

Draconic Darkness

At 3rd level, your draconic nature and that of your companion shift to reflect the influence of darkness you now wield. Your dragon's relevant damage type becomes necrotic, and any damage and condition immunities it has are replaced with immunity to necrotic damage.

Your dragon also physically shifts to reflect this change, and its scales change color to look like the darkest ebony.

Creeping Shadows

Also 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 (Level 7)

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. During that time, when it hits a creature with a weapon attack that use Strength, the damage of that attack is reduced by an amount equal to your Charisma modifier. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Night Walker (Level 10)

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 (Level 15)

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.

Additionally, when you roll initative and have no uses of your Creeping Shadows, you regain 1 use.

Umbra Pulse (Level 18)

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, (DC = 8 + your proficiency bonus + your Charisma modifier). 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.

Valiant Practice

Valiant Practice (Level 3)

Those of the Valiant Practice strive to lead their allies in battle. By weilding a magical banner to inspire valor and hope in their allies, these dragon knights are able to control and command the battlefield with their presence.

Valiant Banner

Starting at 3rd level, you're able to empower others for battle, enhancing their skills and granting them strength. You can plant a banner in the ground within 5 feet of you as an action on your turn. The banner is incorporeal, can't be destroyed, and lasts for 1 minute. Once per turn whenever a friendly creature within 10 feet of the banner hits a creature with an attack or damages it with a spell, it can choose one creature damaged by that attack or spell and deal an additional 1d4 damage to it. This additional damage is your relevant damage type.

Once you place this banner, you can't do so again until you finish a short or long rest.

The additional damage increases as you gain levels in this class, increasing to 1d6 at 7th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 18th level.

Safeguard (Level 7)

At 7th level, you can plant your banner as a bonus action on your turn, rather than an action.

Also, when your dragon uses it's breath weapon, it can choose any number of creatures it can see that are both in the area of it's breath weapon and within your banner's range. The chosen creatures automatically succeed on their saving throws against the breath weapon, and they take no damage if they would normally take half damage on a successful save.

War Front (Level 10)

At 10th level, your banner affects creatures within 20 feet of it. At 18th level, this aura increases to 30 feet.

Resolving Banner (Level 15)

At 15th level, your banner enhances the abilities of your allies. When you plant your banner, choose an ability score. Whenever a friendly creature within your banner's range makes an ability check or saving throw using that ability score, they can roll a d4 and add the result to their roll.

Steadfast Banner (Level 18)

At 18th level, your banner can prevent all harm, for a brief moment. As an action on your turn, you can shield all friendly creatures within your banner's range. While a shielded creature remains within your banner's range, it is immune to all damage until the start of your next turn.

Once you use this feature, you can't do so again until you finish a long rest.