Dragon Companion

For those with a Dragon Companion, the companion follows these rules:

Homebrew

Dragon Companion

hit dice: 1d8
hit points at 1st level: 1d8 + 1
hit points at higher levels: 1d8 + Constitution Modifier
armor proficiencies: Natural
weapon proficiencies: None
tools: None
saving throws: Dexterity, Wisdom
skills: Stealth, Perception
starting equipment:
None
spellcasting:
class features:

Dragon Companion

At 3rd level, you use your magic to create a powerful link with a unhatched dragon egg. After an exhaustive 8 hour ritual and the expenditure of 50 gp worth of rare herbs and minerals, you link your soul with the dragon wyrmling within the egg to serve as your faithful companion. You normally select you companion from among the following dragon wyrmlings: Black, Blue, Brass, Bronze, Copper, Gold, Green, Red, Silver, or White located in Apendix A. However, your DM might pick one of these dragons for you, based on the surrounding terrain and on what types of dragons would logically be present in the area.   At the end of the 8 hours, your dragon companion hatches and gains all the benefits of your Soul Link ability. You can have only one dragon companion.   Because your souls are magically intwined with each other. If you die, your dragon companion dies with you. This magic was crafted this way in order to protect the dragoon while building a strong bond with their dragon companion. It also gives the dragon an incentive to protect and work alongside the Dragoon. 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 minerals, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an dragon companion to life in this manner even if you do not possess any part of its body. You will only ever have 1 dragon companion during your lifetime. Severing the bond with your dragon is possible, but only at the cost of your life.  

Soul Link

At 3rd level, Your dragon companion gains a variety of benefits while its soul is linked to you. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.   Your dragon companion has abilities and game statistics listed in Apendix A of this handout. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.   Your dragon companion gains proficiency in Perception, Stealth, and two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.   Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature.   Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The Dragoon who travels with me is a (beloved, horrible, trustworthy, etc) companion for whom I would give my life, to protect my life.” Feel free to determine how your wyrmling feels about you.  

Breath Attack

Beginning at 5th level, When your wyrmling uses its breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your dragon's color. The DC for this saving throw equals 8 + its Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Recharge (5-6) At the start of each of the wyrmling’s turns, roll a d6. If the roll is a 5 or 6, the monster regains the use of its breath weapon. The ability also recharges when the monster finishes a short or long rest.  

Spirit Link

Starting at the 7th level, your link with your dragon grows stronger enabling you to transfer your spirtual essence into it and its essence to you. On your turn, you can expend a hit dice as a bonus action to have your companion regain hit points equal to 1d10+ its level. This effect may be used twice per long rest or short rest. You are granted an ability listed in Apendix B based on the type of dragon companion you have. You may use this ability, as an action, once per long rest or short rest as an action.  

Dragons Best Friend

At 11th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.  

All Grown-Up

At 17th level, Your dragon companion has grown up, Describe it. You are now able to use it as a mount and it is able to use its breath weapon 2 additional times.
subclass options:
LevelXPAbilities
10
2300
3900Soul Linked, Hatchling
42,700
56,500
614,000
727,000
834,000
948,000
1064,000
1185,000
12100,000
13120,000
14140,000
15165,000
16195,000
17225,000
18265,000
19305,000
20355,000

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