Dragon Knight

A human clad in gleaming plate armour 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 gold dragon 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 dragon 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.

Shouting a war cry, the dwarf waves his banner in the air, a wave of energy flowing over the battlefield as his allies, a human and a halfling, harass an ogre. The ogre, seeing the origin of this magic, stampedes towards the dwarf, but is quickly stopped as a dragon, its scales shining a brilliant bronze, spews lightning forth from its maw.

Reaching her hand out, the halfling brushes the hair out of the eyes of the small boy who lies in the rubble of the collapsed building. 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 dragon, onyx in colour, 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 dragon spits out the drow, a sheepish expression on its reptilian face as a shadow begins to rise from the corpse.

While different in personality and fighting styles, all of these heroes are dragon knights, a champion who fights alongside a dragon companion. Tough, relentless and unyielding, dragon knights and their dragons never give up, fighting to either heroic or devious ends.

## An Unbreakable Bond

The bond between a dragon 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 against their own will. Despite this, a knight and their dragon have been known to argue over strategy, tactics, or even miscellaneous things, as the dragon, despite its respect for its master, is not quick to let go of its ego.

This connection has its drawbacks, however, and should the dragon knight fall in battle, the dragon too will die, as the dragon's spirit simply 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 instead choose to let their dragons rest, and go on to instead simply channel their dragon's power.

## Practise makes Perfect

All dragon knights are divided by their practices, 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. Those of the Valiant Practice seek to unite each dragon knight to work under the same banner, despite their strong differences.

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.

## Quick Build

You can make a dragon knight quickly by following these suggestions. First, make Strength your highest ability score. 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 Soldier 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?

 2
 3
 4
 5
 6

### 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.

 2
 3
 4
 5
 6

### Obstacles

Finally, having a draconic companion is not without its complications. Somewhere in your travels, your and your companion may have caused fear among travellers 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.

 2
 3
 4
 5
 6

# Class Features

As a dragon Knight, you gain the following class Features.

## Hit points

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

## Proficiencies

**Armour:** All Armour, Shields
**Weapons:** Simple Weapons, Martial Weapons
**Tools:** None
**Saving Throws:**Constitution,Charisma
**Skills:**Choose two from Arcana, Animal Handling, 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) chain mail, (b) scale mail or (c) leather armour
* (a) a light crossbow and 20 bolts or (b) five javelins
* (a) a dungeoneer's pack or (b) an explorers pack

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

At 1st level, you have a covenant formed with a dragon, either the one you've bonded to or another. Choose one type of dragon as the creator of this covenant. Features you gain later use the damage type associated with each dragon.

Dragon Covenant
 Blue
 Brass
 Bronze
 Copper
 Gold
 Green
 Red
 Silver
 White

Also, as an action, you can create small sensory effects appropriate to the colour of your dragon, similar to the ones described under the prestidigitation spell.

A dragon knight who makes a covenant with a red dragon might be able to create small puffs of smoke or sparks, while someone who makes a covenant with a silver dragon can chill objects and food.

Finally, you can speak, read, and write *Draconic*.

## Dragon Companion

At 1st level, you gain the service of a dragon hatchling, whose statistics can be found at the end of this class description. The dragon's colour is the chosen covenant colour.

If you are ever slain (in battle or otherwise), your dragon will also die after a number of hours equal to your dragon knight level, during which it will attempt to do everything in its power to return you to life.

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 rare herbs and fine food 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 some of your own life force to compel the dragon back to life. You can choose to expend any number of hit dice when you finish the ritual. Make a Charisma check, with the DC being equal to 15 minus the number of hit dice you expended. The DC cannot be lowered below 5 in this way.

On a failed ability check, the dragon is restored to life, but you aren't able to regain any of the hit dice you expended for the ritual until 7 days have passed. Additionally, you and your dragon both suffer three points of exhaustion. On a successful ability check, the dragon is restored to life, and you can regain the spent hit dice as normal.

## Covenant's Bond

Also at 1st level, your dragon companion gains a variety of benefits while you two are together.

The dragon obeys your commands as best it can. It rolls initiative like any other creature, but you determine its actions, decisions, attitudes, and so on (no action required by you). When you and your dragon roll initiative, your dragon can change initiative to match your own. If you are incapacitated or absent, your dragon acts on its own.

Your dragon can't take the Attack action. Also because of its youth, it has yet to master flying, and as such, falls if it ends its turn in the air. Additionally, it can't fly with a creature it has grappled or use its flying speed while mounted until you reach 9th level, at which point it is strong enough to support other creatures in the air.

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, a dragon companion has a natural armour class of 10 + its Constitution modifier + your proficiency bonus.

Your dragon companion gains proficiency in two skills of your choice. It is also proficient in all the saving throws you're proficient in. Also, your dragon companion can't attune to or activate magical items.

For each level after 1st, your dragon companion gains an additional hit die and increases its hit points accordingly. 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.

In addition, the dragon cannot have its size increased beyond large (but would still gain the extra benefits of the enlarge/reduce spell, for example). The dragon's level is equal to your dragon knight level for the purpose of calculating spells like polymorph and true polymorph.

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 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."

 2
 3
 4

 2
 3
 4

## Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. 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.
**Defence**
While you are wearing armour, you gain a +1 bonus to AC.
**Duelling**
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.
## Eye for Detail

Also at 2nd 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 Identify spell, but only as a ritual. You don't require material components for the spell when you cast it this way.

## Dragon Knight Practise

At 3rd level, you can choose a practice, either:

* Rider Practise
* Elemental Practise
* Valiant Practise
* Platinum Practise
* Shadow Practise
* Fey Practise

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.

## Fury of the Dragon

Also at 3rd level, your dragon companion has begun to grow, and can now take the Attack action on its turn.

Additionally, when the dragon makes a claw attack on its turn, it can replace the claw attack with a special attack, which deals the same damage as a claw attack (unless otherwise specified), with the following additional effects, specified under each attack.

Your dragon can replace a claw attack with one of these attacks a number of times equal to your dragon's Strength modifier (minimum 1), and regains all uses when you finish a short or long rest.

**Bite Attack**
Elemental energy swirls in the mouth of your dragon as it lunges forward to strike. The target takes an additional 1d8 damage of your dragon's relevant damage type. This damage increases to 2d8 at 9th level, and 3d8 at 14th level.

**Tail Attack**
Your dragon's tail whips at a creature within 10 feet of it. The target must make a Strength saving throw, with the DC being equal to 8 + your proficiency bonus + your dragon's Strength modifier. On a failed save, the target is knocked prone. The reach of this attack increases by 5 feet at 9th level, and an additional 5 feet at 14th level.

**Wing Attack**
Rather than dealing the damage of its claw attack, your dragon can beat its wings. Creatures of your choice within 10 feet of your dragon must make a Strength saving throw, with the DC being equal to 8 + your proficiency bonus + your dragon's Strength modifier. On a failed save, a creature is pushed 10 feet away from the dragon. The radius of the push and distance a creature is pushed on a failed save increase by 5 feet at 9th level, and an additional 5 feet at 14th level.

After pushing creatures this way, the dragon can immediately move up to half its flying speed.

## 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. As normal, you can't increase an ability score above 20 using this feature.

## Coordinated Attack

Beginning at 5th level, you and your dragon companion form a more potent fighting team. When you take the Attack action on your turn, if your dragon companion can see you, it can use its reaction to make a melee weapon attack.

## Wyrmling Advancement

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

* Its claw attacks deal an additional 1d4 slashing damage.
* Its flying speed increases by 15 feet, and it’s other speeds increase by 5 feet.
* The dragon's wings are stronger, and it no longer falls to the ground if it ends its turn in the air.

## Rending Strikes

Starting at 6th level, your dragon's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

## Breath Weapon

Also at 6th level, your dragon has developed the glands to shoot raw, destructive elements from its mouth, with the saving throw calculated as follows:

**Breath Save DC** = 8 + your proficiency bonus + your dragon's Constitution modifier
The shape of the breath is different depending on the colour of your dragon, as shown in the table below. The damage is the same as the dragon's relevant damage type (e.g. a red dragon's breath would deal fire damage).

Dragon Covenant
 Blue
 Brass
 Bronze
 Copper
 Gold
 Green
 Red
 Silver
 White

As an action on its turn, the dragon can breathe its relevant destructive energy in either a line or a cone, as shown on the table. Each creature in the area takes 4d6 damage on a failed save, or half as much on a successful one.

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.

 9th
 14th

## Young advancement

At 9th level, your dragon companion still grows, and gains the additional following benefits:

* The dragon's size is now large.
* Its flying speed increases by 15 feet, and it’s other speeds increase by 5 feet.
* As long as your dragon can see you, it has advantage on all saving throws.

## Draconic Nature

Beginning at 11th level, the dragon's claw attacks deal an additional 1d4 slashing damage, you gain resistance to the damage type appropriate to your dragon, and can choose one of the following benefits:

**Scales.** A thin layer of scales covers your body. While you are not 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 dragon-like, and you gain proficiency in the Perception and Investigation skills. You also have advantage on any (Wisdom) Perception or (Intelligence) Investigation checks based on sight.
**Tail.** Your spine extends and you grow a scaled, muscular tail. Whenever you take the Attack action on your turn, you can whip around and attempt to shove a creature within 10 feet of you as a bonus action.
## Legacy of the Dragon

At 13th level, you have taken on a dragon's extended lifespan. You age only one year for every ten years that pass, and can't be aged magically.

## Titanic Roar

Starting at 14th 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 its 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 by the dragon for 1 minute. The creature can repeat the saving throw at the end of their turn, ending the effect on a success.

Once your dragon has used this ability, it cannot do so again until you finish a long rest.

## Ancient Resistance

At 17th level, you can shrug off even the most dangerous effects. Whenever you or your dragon would fail a saving throw, you can choose to succeed instead. You can't do so again until you finish a long rest.

## Essence of the Covenant

At 20th level, the bond between you and your dragon is so strong that you can suffer each other's blows. Whenever you or your dragon would take damage, if you are within 30 feet of each other, either of you can take the damage for the other, causing them not to take the damage. Instead, the one who used the ability takes the damage. This damage can’t be reduced or prevented in any way.

Additionally, you automatically succeed on the ability check you make to restore your dragon to life.

# Dragon Knight Practise

All dragon knights can call themselves members of the Rider Practice, Elemental Practice, Valiant 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 bond between knight and dragon is highly valued by those of the Rider Practice. The Elemental Practice heightens their battle skill with magic, believing that the only true way to bond with their dragons is reflect their destructive powers with magic. The Valiant Practice use a banner to support their allies in the heat of battle. The Platinum Practice uses the divine magic of Bahamut to support their allies, protecting them with their divine armour. The Shadow Practice uses misdirection and guile to gain the upper hand in all situations.

## Rider Practise

The bond between a dragon knight and their dragon is strong, but those of the Rider Practice take that even further beyond. 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 and your dragon are able to coordinate to disorientate your enemies. When both you and your dragon are within 5 feet of a hostile creature, the creature has disadvantage on any attack roll that doesn't target you or your dragon.

Additionally, when a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to attempt to grapple or shove the creature.

### Dragon's Eye

At 3rd level, you and your dragon's keen understanding of each other allows you to better act in battle. You and your dragon can add your Charisma modifier to each of your initiative rolls.

Additionally, if you can see your dragon, creatures that it can see don't gain advantage on attack rolls against you as a result of being hidden from you.

### Dragon's Scale

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

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 falling damage if you fall 20 feet or less.

Additionally, your dragon can fly up to 20 feet in a straight line upward as an action. This movement doesn't provoke opportunity attacks.

### Dragon's Fang

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 bite attack in the same turn, the target takes an extra 2d10 piercing 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

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.

## Elemental Practise

Dragon knights who practice with the arcane elements are often called 'elementals' for short. They value the raw, destructive power of their dragons, and strive to emulate this through magic. Elementals focus on spells from the evocation and transmutation schools.

### 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, one of which you must choose from the evocation and transmutation 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 evocation or transmutation 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.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

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 transmutation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

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

### Elemental Weaponry

At 3rd level, whenever you cast a spell of 1st level or higher, you can imbue your weapon with ancient elemental power. The next time you would hit a creature with a weapon attack before the end of your next turn, that creature takes an additional 1d4 damage of your dragon's relevant damage type per level of the spell you cast.

### Combat Magic

Beginning at 7th level, when you use your action to cast a cantrip, if your dragon companion can see you, it can use its reaction to make a melee attack.

### Elemental Fury

At 10th level, whenever you or your dragon rolls damage dice of the appropriate damage type of your dragon, you can treat any 1 you roll as a 2.

### Destructive Reach

Starting at 15th level, your elemental prowess extends beyond your simple weapon strikes. Whenever you would deal your Elemental Weaponry damage to a creature, you can have up to two creatures within 10 feet of the target of the attack also take half as much damage.

### Improved Combat Magic

At 18th level, when you use your action to cast a spell, if your dragon companion can see you, it can use its reaction to make a melee attack.

## Valiant Practise

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

### Valiant Banner

Additionally at 3rd level, you can imbue a glaive, halberd, pike, spear or trident with your magic. During the course of a short or long rest, you can spend 1 hour to create this special weapon. You can only have one special weapon made this way at a time; if you create a new special weapon, the previous weapon loses its magic.

The weapon's damage type is the same as the dragon's relevant damage type (e.g. a dragon knight with a red dragon will have a weapon that deals fire damage), rather than its normal damage type.

### Symbol of Inspiration

Also at 3rd level, you can use your banner to inspire your allies to greater feats of strength. As an action, you can wave your banner until the start of your next turn. When you do so, an allied creature can use a bonus action while within 10 feet of you to gain one of the following effects, which you choose when you wave your banner.

**Banner of Might.** While in this banner’s range, an ally can activate the effect of the banner to add 1d4 damage to any weapon attacks they make until the start of their next turn. The additional damage's type is the same as your dragon's relevant damage type.
**Banner of Resilience.** While in this banner’s range, an ally can activate the effect of the banner to increase its AC by 1 until the start of its next turn.
**Banner of Agility.** While in this banner’s range, an ally can activate the effect of the banner to double its movement speed until the end of its turn.
Alternatively, you can choose to plant the banner in the ground after choosing an effect, placing it in an empty space within 5 feet of you. When you do so, an you and your allies can interact with your banner in the same way as though you were waving it using a bonus action. The banner remains for 1 minute, and can't be reclaimed or used as a weapon during this time. After you plant your banner, you can't do so again until you finish a short or long rest.

### Battle Standard

Beginning at 7th level, whenever you use your action to wave your valiant banner, if your dragon companion can see you, it can use its reaction to make a melee attack.

In addition, the banner’s range while planted increases to 30 feet. Its range is also increased to 30 feet if you wave it while you are within 5 feet of your dragon.

### Valiant Strike

At 10th level, whenever a creature would make an attack against you while you are waving the banner, you can make an attack against that creature as a reaction.

### Undying Courage

Starting At 15th level, your banner becomes much more powerful. Whenever you wave your banner, all of the effects become available to choose from, rather than just one. Whenever you use a bonus action to gain a benefit from the banner, you can choose a second benefit.

Additionally, if you would be reduced to 0 hit points while you are waving your banner, you can choose to be reduced to 1 hit point instead. When you do so, your banner loses the ability to grant one of the benefits it offers until you finish a long rest. You choose the benefit that is lost.

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

### Valiant Bindings

At 18th level, your banner not only inspire allies, but also create barriers to trap foes. When you place a banner, you can create two additional banners, each of which must be within 30 feet of the first banner.

When these banners land, you can create a transparent wall of shimmering energy appear between any number of the banners. The wall is 10 feet high and 1 inch thick, and is immune to all damage, but can be dispelled by a 6th level dispel magic or a spell that nullifies magic of a similar or higher level. Spells that dispel walls in this way only dispel walls in the area they target, and any section outside of wall outside their range is not dispelled.

The walls cannot be moved through by creatures, other than ones you designate when you create the walls. When the wall appears, all creatures in its space are pushed to a side of the wall of your choice.

Once you use this ability, you cannot do so again until you finish a long rest.

## Platinum Practise

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. Your dragon's relevant damage type becomes radiant, and any damage and condition immunities it 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, you can imbue your armour with Bahamut's divine light, allowing you to better protect your allies. As an action on your turn, you can cause your armour to glow with divine power; for 1 minute or until you're incapacitated, you shed bright light in a 5 foot radius and dim light for an additional 5 feet.

Whenever you or another creature takes damage while within 5 feet of you while you shed this light, you can use your reaction to reduce the damage by an amount equal to your Charisma modifier + 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

Beginning at 7th level, you now shed bright light in a 10 foot radius when you cause your armour to shed divine light, and you can now reduce the damage a creature takes while it's within 10 feet of you.

When you reach 15th level, both the radius of the light and range you can protect your allies increases to 15 feet.

### Resilient Radiance

Beginning at 10th level, you and your dragon are always inspired by the radiance the Platinum Dragon. You and your dragon have advantage on saving throws against being charmed or frightened.

### Divine Covenant

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 your Charisma modifier + half your dragon knight level.

### Divine Ward

At 18th level, you no longer need to use a reaction to reduce the damage a creature takes with your Platinum Protector feature, and you can reduce the damage a creature takes a number of times equal to your Charisma modifier. You regain all uses at the start of your next turn.

## Shadow Practise

Dragon knights who revere dark magic, or even strive to cause suffering in others, 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 shifts 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 colour to look like the darkest ebony.

### Shadow Cloak

Also at 3rd level, you can surround yourself in a shroud of darkness. As a bonus action on your turn, a 5 foot diameter sphere, centred on you, becomes heavily obscured to creatures other than yourself and your dragon. The sphere of shadow lasts until the start of your next turn, and doesn’t move with you.

You can use this ability a number of times equal to your Charisma modifier (minimum 1). You regain all expended uses of this ability when you finish a short or long rest.

### 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. During that time, when it hits a creature with a weapon attack, it rolls a d6 and subtracts the number rolled from the damage that attack deals. 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

At 10th level, you and your dragon can take the Hide action as a bonus action while in dim light or in darkness, and gain advantage on the ability check.

### Shifting Shadows

Starting at 15th level, you can manipulate darkness to slip away from your foes. When you use your Shadow Cloak feature, you can choose to also become invisible and teleport up to 30 feet to an empty space you can see within range. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw.

### Umbra Pulse

At 18th level, you can create a vortex of swirling darkness around yourself as an action on your turn. Any number of creatures you choose within 30 feet of you must make a Constitution saving throw, with the DC being equal to 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.

## Fey Practise

Dragon Knights who consort with fey or are connected to the Feywild walk the path of the Fey Practice. Mysterious, tricky and capricious, these dragon knights wield illusory power to deceive and destroy their enemies in pursuit of their inscrutable goals.

### Shimmering Splendor

When you choose this practice at 3rd level, your dragon is infused with the mystic energies of the feywild, giving it great innate magical power. As an action, your dragon can tap into its magics to create a shimmering illusionary clone of itself. A clone has all of the same statistics as your dragon, but its hit point maximum is equal to your dragon knight level, it has an AC of 10 + your Charisma modifier, and cannot take actions.

An illusion acts on your dragon's turn and cannot move more than 100 feet away from it. An illusion lasts for 1 minute or until slain. Your dragon can have a maximum of two illusions active at once. When your dragon makes an attack, it can attack as if it were in the illusion's space.

When your dragon gains a breath weapon, its range is reduced. A breath weapon in the shape of a line becomes a 5 foot by 15 foot line, and a breath weapon in the shape of a cone becomes a 10-foot cone. When your dragon uses its breath weapon, each illusion also uses its breath weapon. If a creature is subjected to more than one breath weapon at once, it is only affected by one.

Finally, your dragon size becomes small and cannot be increased. The maximum number of illusions your dragon can have active at once increases by 1 at level 5 and again at level 9.

### Fey Touched

Additionally at 3rd level, your dragons fey magic seeps across your bond, infusing you with magical energy, you no longer need to sleep, and can instead fill long rests with light activity. You gain proficiency in either Arcana or Nature skills. Finally you know either the minor illusion or druidcraft cantrip, Charisma is your spellcasting ability for it.

### Disruptive Breath

Starting at 7th level your dragons connection to fey magics strengthens. As an action, your dragon exhales a cloud of magically infused gas which confuses and charms. The range and area of this breath weapon is the same as your dragon's breath weapon. Each creature in the area must make a Wisdom saving throw. On a failed save, the target can't take reactions and must roll a d8 at the start of each of its turns to determine its behavior for that turn:

 5-6
 7-8

An affected creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once your dragon has used this special breath weapon it cannot do so again until it finishes a short or long rest.

### Shifting Reality

At 10th level your dragons illusions shift and flicker with energy, when your dragon is hit with an attack, it can use its reaction to swap places with an illusion within 30 feet of it causing the illusion to take damage in its stead. It can do this a number of times equal to your Charisma modifier, regaining any expended uses when it completes a long rest.

### Residual Magics

Starting at 15th level, your illusions becoming pseudo-tangible, gaining resistance to nonmagical bludgeoning, piercing and slashing damage. When a creature fails a saving throw, against your breath weapon or your Disruptive Breath feature, it becomes covered in soft glowing embers. The next attack roll against the creature has advantage, and it can't benefit from being invisible until the end of your next turn.

### Ever Present Splendor

At 18th level, when your dragon makes a bite attack, all of your dragons illusions can make a single claw attack. While you are within 10 feet of your dragon, you are cloaked in dazzling fey energy, causing you to appear unearthly. You have advantage on Charisma checks and saving throws.

# Multiclassing

**Prerequisites.** To qualify for multiclassing into the dragon knight class, you must meet these prerequisites: Strength and Charisma 13.

**Proficiencies.** When you multiclass into the dragon knight class, you gain the following proficiencies: Light armour, medium armour, shields, simple weapons, and martial weapons.