The Dragon Knight (5e Class)
The Dragon Knight (5e Class)
Credits
Writing & Class Design
Ryan Gerbig (Twitter: @SSERGerbig)
Artists
Haxl (Twitter: @HaxolotlM) On the Cover
Ariel Machiavelli (cover/pg. 4) The Order of the Dragoon dragon knight, Ariel
Machiavelli, empowers her glaive with draconic hellfire,
sourFlowr (Twitter: @sourFlowr)
prepared to face any threat that comes her way.
Rambu Hogo-sha (pg. 11), Feral Fujino Hoshikuzu (pg.
15), Dragon Witch Minellin (pg. 17)
Bob Geyvenstein (Grim Press)
Mountain I - Arctic Landscape (pg. 4), Space Dragon
(pg. 7), Dragon #1 (moon) (pg. 10), Castle Interior (pg.
14), Mountain I - Jungle Hills (pg. 20)
Feedback
Alexander Kuefner (Zombi), Christian Reuter, Devon
Ferlazzo, Jake Vickers (Snak), Jesse Gaubard (Garbo), Lake
Druid, TrinityMagician, SilverDarkCureXZ, Zachary
Holmes, Zel
Legal
This work includes material taken from the System
Reference Document 5.1 (“SRD 5.1”) by Wizards of the
Coast LLC and available at
https://dnd.wizards.com/resources/systems-reference-
document The SRD 5.1 is licensed under the Creative
Commons Attribution 4.0 International License available
at
https://creativecommons.org/licenses/by/4.0/legalcode.
2 T H E D R AG O N K N I G H T
A Greater Purpose
Many dragons are greedy by nature and are rarely willing
to pass off even a fraction of their power to another
being, even if it’s to a mutual benefit, ultimately making
dragon knights a rarity in the world. As such, a dragon
knight will come about when such dragons have a desire
they cannot otherwise achieve themselves: a band of
thieves stole from its horde; a great plague has swept
across its land; an underground cult seeks its destruc-
tion; or a multitude of other obscure reasons only clear
to none other than the dragon.
This often desperate dependence on the part of the
draconic patrons makes powerful agents of normal
Dragon Knight people, as their rise in power allows them to fulfill duty
after duty as heroes of cities and conquerors of
4 T H E D R AG O N K N I G H T
Draconic Pact get to choose again. You can replace your fighting style
1st-level dragon knight Feature with another available to Dragon Knights whenever you
gain the Ability Score Improvement feature.
You make a pact with a mighty dragon, which grants you
some of its strength in return for your services. You gain Draconic Presence Fighting
the following features. You can use your Charisma, instead of your Strength or
Dexterity, for the attack rolls of your weapon attacks.
Draconic Patron
Instead of adding your ability modifier to the weapon’s
Choose one Draconic Patron from the ones listed in the
damage, you deal extra Pact Damage on your weapon
“Draconic Patrons” section of the class description as the
attacks equal to your Charisma modifier.
patron for your Draconic Pact. Your chosen patron grants
you features at 1st level and again at 10th and 20th level. Dueling
When you are wielding a melee weapon in one hand and
Bonus Language
no other weapons, you gain a +2 bonus to damage rolls
You gain knowledge of the dragon’s tongue, allowing you
with that weapon.
to speak, read, and write Draconic.
T H E D R AG O N K N I G H T | C L A S S F E AT U R E S 5
Imanol Moreno (Order #40494542)
Swift Switch Dragon Claw
When you use your interaction to stow a weapon, you
6th-level dragon knight feature
can draw another weapon using the same interaction, so
While you are in your Draconic Form, your attacks count
long as you have two hands available to do so. Each
weapon must lack the heavy property. as magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add
Wyrmsight
your ability modifier to the damage of the second attack. 6th-level dragon knight feature
You see through a dragon’s eyes, granting you darkvis-
Draconic Form ion with a range of 60 feet. If you already have darkvis-
2nd-level dragon knight feature ion from your race, its range increases by 30 feet.
As a bonus action on your turn, you channel the powers While you are in your Draconic Form, you have
of your patron to enter your Draconic Form, granting you blindsight with a range of 15 feet. If you already have
the benefits detailed below for its duration. blindsight from another feature, its range is instead
Your Draconic Form lasts for 1 minute, and it ends increased by 10 feet while in your Draconic Form.
early if you are knocked unconscious, or if you end it as a Within the range of your blindsight, you can effectively
bonus action. Once you exit your Draconic Form, you see anything that isn’t behind total cover, even if you’re
must finish a short or long rest before you can enter it blinded or in darkness. Moreover, you can see invisible
again. You can use this feature twice between rests at 9th creatures within that range, unless the creatures
level, three times at 13th level, and four times at 17th successfully hide from you.
level. At 18th level, your darkvision extends by 30 feet, and
the range of your blindsight granted by your Draconic
Breath Weapon Form increases by 15 feet.
When you take the Attack action, you can replace one of
your attacks to exhale a wave of energy in a 15-foot cone. Frightening Roar
Each creature in that area must succeed on a Dexterity 13th-level dragon knight feature
(fire, force, lightning, and thunder) or Constitution (acid, While you are in your Draconic Form, you can expend a
cold, necrotic, and poison) saving throw or take 2d8 Pact use of your Breath Weapon as a bonus action to unleash
Damage. a monstrous roar, targeting a number of creatures up to
You can use your Breath Weapon a number of times your proficiency bonus. A target that can hear you must
equal to your proficiency bonus each time you enter your succeed on a Wisdom saving throw against your Pact
Draconic Form, but only once per turn. The damage dealt Save DC or become frightened of you for 1 minute.
by your Breath Weapon increases to 3d8 at 7th level, 4d8 A target can repeat its saving throw at the end of each
at 11th level, and 5d8 at 17th level. of its turns, ending the effect on itself on a success. A
creature that succeeds this saving throw has advantage
Damage Resistance
on subsequent saving throws against this feature for the
You have resistance to your Pact Damage type.
next 24 hours.
Hardened Mind At 18th level, you have advantage on attack rolls
You have advantage on saving throws made to avoid or against creatures frightened by you in this way.
end the charmed or frightened conditions on yourself.
Improved Draconic Form
Draconic Order 14th-level dragon knight feature
3rd-level dragon knight feature The power of your Draconic Form grows further, even
You hone your draconic power to emulate a specialized extending to your normal body, granting you the
order of dragon knights. Choose from Bersagliere, following benefits.
Bladekeeper, Clarent, Defender, Dragoon, Formshifter,
Damage Defiance
Scalebringer, Treasurer, and Wyrm Mage, all detailed at
You resist your Pact Damage type, even if you aren’t in
the end of the class description. The order you choose
your Draconic Form. You instead have immunity to it
grants you features at 3rd level and again at 7th, 11th,
while you’re in your Draconic Form.
and 15th level.
Draconic Movement
Ability Score Improvement When you enter your Draconic Form, you sprout spectral
4th, 8th, 12th, 16th & 19th-level dragon knight feature wings and claws upon your back and feet. Your claws
When you gain this feature, you can increase one ability increase your walking speed by 10 feet, and your wings
score of your choice by 2, increase two ability scores of grant you a flying speed equal to your walking speed.
your choice by 1, or gain a feat if you are allowed to. You Your walking speed in your Draconic Form increases to
can’t increase an ability score above 20 using this feature. 80 feet when you reach 20th level, if it isn’t higher.
6 T H E D R AG O N K N I G H T | C L A S S F E AT U R E S
Potent Casting
10th-level Arcane Dragon feature
You can add Pact Damage equal to your Charisma
modifier to the damage roll of sorcerer spells gained
from this pact.
Chronal Dragon
Dragons are some of the longest-living creatures in the
multiverse and, as such, have different experiences with
the passage of time. A small few dragons have even
Draconic Patrons managed to harness the ability to manipulate time in
subtle, and sometimes not-so-subtle, ways. These
A
dragons enjoy controlled chaos with time manipulation
Draconic Pact is vital to the power that comes
and promote such ideals with their dragon knights.
with becoming a Dragon Knight, as it is a repre-
sentation of the blooded connection and transfer Time Alter
of power between patron and knight. This pact may have 1st-level Chronal Dragon feature
a few or dozens of terms, and using the abilities it grants
You can add your Charisma modifier to your initiative
might require a special ritual or incantation chosen by
rolls.
the Dragon Knight’s patron as tribute.
When you roll a 10 or lower on the d20 for an ability
You can only gain the benefits of a patron once. If a
check, saving throw, or attack roll, you can choose to
feature allows you the choice of another Draconic Patron,
reroll, and you must use the new roll. You can do so a
you must choose a different one. If you gain more than
number of times equal to your proficiency bonus, and
one Draconic Patron, make a note of where each patron
you regain expended uses when you finish a long rest.
came from. Each Pact Damage type can only be used
with features granted by the same patron. Limited Temporal Distortion
Some patrons, such as Flame and Frost Dragon, have 10th-level Chronal Dragon feature
certain restrictions in place that must be followed in
As an action, you can temporarily modify the internal
order to be taken by a Dragon Knight. These exist due to
clock of a creature. You can target yourself or a creature
certain expectations for what kind of dragon might offer
you can see within 30 feet of you and apply one of the
this pact. Your GM may elect to ignore these restrictions.
following effects to the target. You can choose to end
Arcane Dragon these effects on the target early.
Most dragons are in many ways magical, though some Slow Down. The target must succeed on a Wisdom
may be regarded as utmost experts on the subject of saving throw against your Pact Save DC or suffer the
magic, having been present when the oldest spells were effects of the slow spell for 1 minute. The target can
created. Much like curious wizards, Arcane Dragons reroll the save at the end of each of its turns, ending
desire to expand their magical knowledge and, as such, this effect on itself on a success.
may resort to empowering dragon knights to obtain it. Speed Up. The target is under the effects of the haste
Minor Draconic Casting spell for 1 minute.
1st-level Arcane Dragon feature Once you use this feature, you must finish a short or
You learn a cantrip and a 1st-level spell. At 10th level, you long rest before you can do so again. If you are in your
learn a second cantrip, as well as a 1st or 2nd-level spell. Draconic Form, you can instead expend a use of your
Breath Weapon to use this feature again.
T H E D R AG O N K N I G H T | D R ACO N I C PAC T S 7
Imanol Moreno (Order #40494542)
Temporal Freeze Flame Dragon
20th-level Chronal Dragon feature
Residing in scorched and fiery landscapes, Flame
As an action, you can attempt to stop the flow of time of Dragons are among the most intelligent, powerful, and
one creature or loose object that weighs less than 250 feared of all dragons. Red dragons convert the strongest
pounds that you can see within 60 feet of you. The target of those they’ve enslaved into dragon knights to amass
must succeed on a Constitution saving throw or be treasure for their hoards, while gold dragons entrust
paralyzed until the end of your next turn. The target can their power to those who desire to vanquish evil.
reroll this save at the end of its turn, ending this effect on
itself early on a success. Pact Restriction: Pact Damage
While paralyzed, the target and everything it is wearing When you make a pact with the Flame Dragon, the
or carrying become resistant to bludgeoning, piercing, damage type you choose as your Pact Damage must be
and slashing damage from nonmagical attacks, and it fire or radiant.
becomes magically fixed in place and does not move until
this effect ends, even if the target is defying gravity. The Flamethrower
target can hold up to 500 pounds of weight, and any 1st-level Flame Dragon feature
more causes this effect to end early. A creature can use As an action, you hurl a ball of energy at a creature or
an action to make a DC 20 Strength check, moving the object within 120 feet of you. Make a ranged spell attack
target up to 5 feet in any direction on a success. with a bonus equal to your proficiency bonus + your
If the target sustains any damage from an attack Charisma modifier. On a hit, the target takes Pact
during this time, it must succeed on a Strength saving Damage equal to your Charisma modifier plus a number
throw when this effect ends or be flung a total distance of d8s equal to your proficiency bonus.
in feet equal to five times the total damage taken in the You are also acclimated to extreme heat, and you are
direction opposite to the most recent source of an attack unharmed by temperatures as high as 150 degrees
and fall prone. On a successful save, the target is flung Fahrenheit.
only half that distance and doesn’t fall prone.
Once you use this feature, you must finish a short or Improved Flamethrower
long rest before you can use it again. 10th-level Flame Dragon feature
When you hit a target with your Flamethrower, you can
Divine Dragon choose to deal only half the damage to the target to use
Divinely-blessed or godly dragons are often worshiped by one of the following effects.
religious orders and nefarious cults, though they rarely Quick Blast. You make one additional Flamethrower
pay mind to the affairs of mortals. When they do, it is
attack against the target. You have advantage on this
usually to stop threats to their worship, or to oppose a
attack, and you add half your dragon knight level to
fiendish entity and its forces. In its place for such events,
the damage roll.
the Divine Dragon may be inclined to send one of its
dragon knights in its stead. Set Ablaze. For 1 minute, the target must make a
Dexterity saving throw against your Pact Save DC at
Draconic Burst the start of each of its turns, 2d8 Pact Damage on a
1st-level Divine Dragon feature failed save, or half as much damage on a successful
When you hit a creature with a melee weapon attack, you one. The target can end this effect early by using an
can deal extra Pact Damage to the target equal to 2d6 + action to make a Dexterity check against your Pact
your Charisma modifier. This damage becomes d8s when Save DC.
you reach 10th level, and d10s when you reach 20th level.
Once you use this feature, you must finish a short or
You can use this feature a number of times equal to
half your proficiency bonus, rounded down, and you long rest before you can use it again. If you are in your
Draconic Form, you can expend a use of your Breath
regain expended uses at the end of a short or long rest.
Weapon to use this feature again.
Word of the Gods
10th-level Divine Dragon feature
Inferno
20th-level Flame Dragon feature
You can speak, read, and write Celestial and one other
language. You double your proficiency bonus for any You can cast fireball as a 5th-level spell without expend-
ing a spell slot, and you must finish a short or long rest
Charisma ability checks made when interacting with
creatures that understand either language. before you can do so again. The damage this spell deals
becomes your Pact Damage.
Divine Burst
20th-level Divine Dragon feature
When a creature is damaged by your Draconic Burst,
each creature of your choice up to your Charisma modi-
fier (minimum one) within 10 feet of the target must
make a Dexterity saving throw against your Pact Save DC
or take half the Pact Damage dealt to the target.
8 T H E D R AG O N K N I G H T | D R ACO N I C PAC T S
T H E D R AG O N K N I G H T | D R ACO N I C PAC T S 9
Imanol Moreno (Order #40494542)
Improved Tremor
10th-level Terrestrial Dragon feature
The range of your Tremor increases to 10 feet, and you
can add your Charisma modifier to the damage rolls of
attacks made against prone creatures.
Earthquake
20th-level Terrestrial Dragon feature
The range of your Tremor increase to 15 feet, and the
dam-age dealt on a failed saving throw increases by 2d8.
The area where you used your Tremor counts as difficult
terrain until the start of your next turn. You have
advantage on attack rolls against creatures within this
area for the duration.
Voltaic Dragon
Lightning is one of the most dangerous elements, able to
spread more quickly than fire and cause more damage as
it does in an instant. Due to this, dragons who breathe it,
such as bronze and blue dragons, prove to be some of
the deadliest of draconic beasts, and yet the most
enticing to gain the pact of the Voltaic Dragon from to
share in their immense power of conduction.
Static Strike
1st-level Voltaic Dragon feature
When you hit a creature with a weapon attack or
unarmed strike once on each of your turns, you can
choose to deal only half the damage, rounded down, to
the target. When you do, you cause a surge of draconic
energy to strike a number of creatures of your choice
within 10 feet of the target up to your proficiency bonus,
excluding the target. Each target must make a Dexterity
saving throw or take Pact Damage equal to half the
damage dealt to the initial target from the attack,
rounded down.
When you reach 10th level, the damage the target
takes from the attack is no longer halved, and the
distance a creature can be targeted by this effect
increases to 20 feet.
Lightning Speed
10th-level Voltaic Dragon feature
Your movement speed increases by 5 feet, and oppor-
tunity attacks made against you have disadvantage.
Surging Bolts
20th-level Voltaic Dragon feature
While you are in your Draconic Form, you can cast the
chain lightning spell once at 6th level without expending a
spell slot using your Charisma. The damage of this cast-
ing of chain lightning becomes your Pact Damage type.
Once you cast this spell, you must finish a short or long
rest before you can cast it again.
10 T H E D R AG O N K N I G H T | D R ACO N I C PAC T S
W
must be able to see the attacker to use this reaction.
hile Dragon Knights, much like their patrons, If the damage from that attack is reduced to 0, the
can be solitary in their duties, many have attacker must make the same saving throw it would
pulled together to form a collection of make against your Breath Weapon. The target takes Pact
Draconic Orders to help guide new Dragon Knights to the Damage equal to twice the damage reduced using this
path of success in their callings. These orders bring new reaction on a failed save, or half as much damage on a
skills and abilities granted by the Draconic Patrons that successful one.
differentiate one Dragon Knight from another after they
become acclimated with their new lives. Aura of Defense
15th-level Order of the Aegis feature
Order of the Aegis While you are wielding your Draconic Shield in your
Wielding shields imbued with powerful energy, Dragon Draconic Form, you exude a protective magical aura out
Knights of the Order of the Aegis are guardians who try to a range of 30 feet. Allied creatures within this area
their best to protect themselves and their allies from (including you) are considered as being behind half cover,
harm. Their draconic power is specially molded for def- and any damage these creatures take is halved.
ense on almost every front, able to push back even the
most fearsome strike or potent spell with relative ease.
Draconic Shield
3rd-level Order of the Aegis feature
As an action, you can touch a shield to channel draconic
energy into it, which magically transforms the shield to
give it a dragonlike visage. While you are wielding this
shield, you gain the following benefits:
Highly Durable
7th-level Order of the Aegis feature
As a bonus action while you are in your Draconic Form,
you can present your Draconic Shield to expend a use of
your Breath Weapon and roll the die from its damage.
You or an ally that you can see within 10 feet of you gains
temporary hit points equal to the result plus half your
Dragon Knight level, rounded down.
Additionally, choose two schools of magic when you
finish a short or long rest. You have advantage on saving
throws made against spells belonging to these schools.
Energetic Blowback
11th-level Order of the Aegis feature
When a creature hits you or an allied creature within 5
feet of you with a weapon attack, you can use your
reaction to present your Draconic Shield and magically
12 T H E D R AG O N K N I G H T | D R ACO N I C O R D E R S
T H E D R AG O N K N I G H T | D R ACO N I C O R D E R S 13
Imanol Moreno (Order #40494542)
Blood of the Ancient Potent Strikes (50 gp). You add your Charisma modifier
15th-level Order of the Cadmus feature to your choice of either the attack or damage rolls of
Through you flows the power of your Draconic Patron at your weapon attacks.
its most potent, turning you into the truest form of a Power Surge (15th Level; 5,000 gp). While you are in your
legendary dragon attainable by mortals. Your Dragon Draconic Form, you can take one additional action on
Transformation gains the following benefits: your turn. Once you do so, you must exit your Draconic
Form before you can use this benefit again.
Your size becomes Huge.
Spearing Strikes (50 gp). Once on each of your turns
Your bite, claw, and tail attacks each gain an extra die
while you are in your Draconic Form, you can increase
of damage on a hit.
the range of a melee attack by 5 feet, dealing an extra
Your Breath Weapon’s damage increases by 2d8, and
its range increases by 10 feet. 1d8 Pact Damage on a hit.
You have blindsight out to 40 feet. Unstoppable Fury (7th Level; 500 gp). When you take the
You gain temporary hit points equal to five times your Attack action on your turn, you can make one
proficiency bonus. additional weapon attack, or two additional weapon
attacks if you are in your Draconic Form.
Order of the Chamberlain Treasure Sense
A well-known fact about most true dragons is that they 3rd-level Order of the Chamberlain feature
covet wealth: treasures of value, like coins, artistic pieces, You have a keen sense of familiarity with any form of
or magical artifacts, all to be added to their hoards. As a
treasure that crosses your path. As an action, you can
Dragon Knight under the Order of the Chamberlain, it is grant yourself an acute awareness of any treasures
your duty to assist in expanding your patron’s hoard with
around you out to 120 feet. This range is increased to 300
the wealth you acquire across your adventures. In feet while you are in your Draconic Form.
exchange, your patron grants you special enhancements
When you use this action, you learn the following
to improve yourself and your treasure hunting details about any individual or collection of objects within
capabilities.
this area with a value of 50 gp or more:
Bond of the Hoardkeeper Its relative distance from you.
3rd-level Order of the Chamberlain feature
Its total value. If the object is a magic item that lacks a
When you finish a long rest, you can choose to sacrifice specific cost, the DM relays either a random value or a
wealth in the form of coins or other valuables that you range of values depending upon the item’s rarity.
have on your person or within 5 feet of you to your Its item type and rarity (if it has one).
Draconic Patron. When you do, this wealth disappears
and is magically teleported to your patron’s hoard, and You can use this feature a number of times equal to
you gain one of the following benefits of your choice. You your proficiency bonus, and you regain any expended
must sacrifice a minimum amount of wealth specified by uses when you finish a long rest.
a benefit’s description, and you must meet the minimum
Dragon Knight level (if stated) to obtain it. You can pick Beggar’s Bargain
multiple boons, spending the required wealth from each 7th-level Order of the Chamberlain feature
boon chosen. When you would gain a benefit from your Bond of the
This benefit lasts until you finish a long rest. If you Hoardkeeper feature, you can attempt to persuade your
would gain more than one benefit from this feature, you patron to decrease its price. Make a DC 20 Charisma
cannot take the same benefit twice. (Persuasion) check, forgoing any bonuses you might
have for interacting with dragons. On a success, the cost
Deftness (50 gp). While you are in your Draconic Form, of the benefit is halved.
creatures have disadvantage on opportunity attacks
made against you. Draconic Attunement
Draconic Focus (50 gp). While you are in your Draconic 7th-level Order of the Chamberlain feature
Form, you can use a bonus action to gain advantage You can spend 1 minute focusing on a magic item that
on your weapon attack rolls until the start of your next requires attunement while making contact with it. At the
turn. end of the minute, you expend a use of your Draconic
Dragon’s Luck (50 gp). When you make an ability check, Form, and you become attuned to the magic item, as per
you can add a d4 to your roll. You can do so after the normal rules of attunement.
seeing the initial roll but before any of the roll’s effects Seeker’s Appraisal
occur. You can use this benefit a number of times equal 7th-level Order of the Chamberlain feature
to your proficiency bonus.
You can cast the identify spell without using a spell slot or
Fleet of Foot (50 gp). Your movement speed increases by material components, and you must finish a short or
5 feet x half your proficiency bonus (rounded down). long rest before doing so again. Charisma is your
Excess Energy (7th Level; 150 gp). You gain an additional spellcasting ability for this spell.
use of your Draconic Form feature, and you have a +2
bonus to your attack and damage rolls made while you
are in your Draconic Form.
14 T H E D R AG O N K N I G H T | D R ACO N I C O R D E R S
Pact Magic
3rd-level Order of the Clarent feature
Your magical power is bestowed upon you by a powerful
witch of dragons.
Spell Slots. The Clarent Spellcasting table shows how
many spell slots you have, as well as what the level of
those spell slots is; all of your spell slots are the same
level. To cast one of your paladin spells of 1st level or
higher, you must expend a spell slot. You regain expen-
ded spell slots when you finish a short or long rest.
Spells Known of 1st Level or Higher. At 3rd level, you
know two 1st-level spells of your choice from the paladin
spell list.
The Spells Known column of the Clarent Spellcasting
table shows when you learn more paladin spells of
your choice of 1st level or higher. A spell you choose
must be of a level no higher than what’s shown in the
table’s Slot Level column for your level.
When you gain a dragon knight level, you can choose
one of the paladin spells you know and replace it with
another spell from the paladin spell list, which also must
be of a level for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability
for your paladin spells, so 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 paladin spell you cast and
when making an attack roll with one.
When you make an attack roll or saving throw, you Jumping Strike
can add the slot’s level to the result. 3rd-level Order of the Dragoon feature
You reduce any bludgeoning, piercing, or slashing As an action, you magically teleport to an unoccupied
damage you take by twice the slot’s level. space directly above you that you can see within a num-
Once per turn while you are in your Draconic Form, ber of feet equal to ten times your proficiency bonus. You
you can deal extra d6s in Pact Damage to a creature then fall 800 feet per round and strike the ground with
you hit with a weapon attack equal to the slot’s level. powerful force, taking no damage from the fall.
Creatures within 5 feet of where you land must make a
Legacy of Camlann Dexterity saving throw against your Pact Save DC, taking
7th-level Order of the Clarent feature 1d6 Pact Damage for every 10 feet you fell (up to 20d6) +
If you are reduced to 0 hit points and not killed outright your Charisma modifier on a failed save, or half as much
while you are in your Draconic Form, you can choose to damage on a success. If you are holding a melee weapon,
end your Draconic Form early to instead drop to 1 hit you add the damage from one attack made with that
point and regain hit points equal to your dragon knight weapon to the damage roll.
level. You add the level of your Pact Magic spell slot to You can use this feature a number of times equal to
the hit points regained if you are under the effects of your proficiency bonus, and you regain expended uses
your Treacherous Rite. when you finish a short or long rest.
Final Duelist Kinetic Polearm
11th-level Order of the Clarent feature 3rd-level Order of the Dragoon feature
You can cast the compelled duel spell once without As a bonus action while holding a glaive, halberd, lance,
expending a spell slot, requiring no concentration, and quarterstaff, or spear, you can coat your weapon in
you must finish a short or long rest before you can do so forceful energy. Until the end of your turn, a target hit by
again. Charisma is your spellcasting ability for this spell. this weapon takes an extra 1d4 Pact Damage.
When you take the Attack action to attack this spell’s This extra damage becomes a d6 at 7th level, a d8 at
target while your Treacherous Rite is active, you can 11th level, and a d10 at 15th level.
make one additional attack against that creature.
Draconic Agility
Improved Treacherous Rite 7th-level Order of the Dragoon feature
15th-level Order of the Clarent feature When you use your Jumping Strike, you can choose to
You have built upon the foundations of your accursed land in a space from where you use this feature within a
rites to suit your own methods. Your Treacherous Rite number of feet equal to 5 times your Charisma modifier.
gains the following improvements: Additionally, if you use your Jumping Strike while you
are in your Draconic Form, you can use a bonus action to
You reduce any damage you take by twice the slot’s make a melee attack.
level, not just bludgeoning, piercing, or slashing
damage, to a minimum of 0 damage. Improved Extra Attack
You can add your Pact Magic spell slot’s level to the 11th-level Order of the Dragoon feature
damage rolls of your weapon attacks. You can attack three times, rather than twice, whenever
You can make a number of attacks equal to your Pact you take the Attack action.
Magic slot level when taking the Attack action.
Master Dragoon
Order of the Dragoon 15th-level Order of the Dragoon feature
Dragon Knights following the Order of the Dragoon leap Your Jumping Strike’s range increases to 10 feet, and the
high and rupture the ground around them when their damage it deals becomes 2d6 for every 10 feet you fell
blades impact. They are fierce and swift warriors (up to 20d6) + your Charisma modifier.
specializing in polearms and other long weapons that
rain down destruction upon their enemies using their
own bodies. Dragoons charge the battlefield head-on,
almost always seen on the frontlines, where they can do
the least damage to their allies when they unleash their
devastating attacks.
16 T H E D R AG O N K N I G H T | D R ACO N I C O R D E R S
Spellcasting
3rd-level Order of the Majin feature
Your patron grants you the knowledge to perform acts of
magic through its own power.
Cantrips. You learn two cantrips of your choice from the
Wizard spell list, one of which must be an evocation spell.
You learn additional cantrips at higher levels, as
indicated on the Majin Spellcasting table.
Spell Slots. The Majin Spellcasting table shows how
many spell slots you have to cast your Wizard spells of
1st level or higher. To cast one of these spells, you must
expend a slot of the spell’s level or higher. You regain all
expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher. You know three 1st-
level spells of your choice from the Wizard spell list.
The spells known column of the Majin Spellcasting
table shows when you learn more Wizard spells of 1st
level or higher. Each spell must be of a level for which you
have spell slots.
Whenever you gain a level in this class, you can replace
a Wizard spell you know and replace it with another from
the Wizard spell list, which also must be of a level for
which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability
for your Wizard spells. You can use your Charisma when
a spell refers to your spellcasting ability. You also use
your Charisma modifier when setting the DC for a Wizard
spell you cast and when making an attack roll with one.
Order of the Majin
Many dragons have vast knowledge of the arcane, and Spell save DC = 8 + your proficiency bonus +
Dragon Knights under the Order of the Majin gain a your Charisma modifier
fraction of that knowledge from their Draconic Patrons to Spell attack modifier = your proficiency
empower themselves with magic. Beyond physical bonus + your Charisma modifier
combat, death-defying feats, and impossible mounts, a Spellcasting Focus. You can use an arcane focus as a
Majin Dragon Knight can pursue knowledge unknown to spellcasting focus for your Wizard spells.
the average mage, making them dangerous spellcasters.
T H E D R AG O N K N I G H T | D R ACO N I C O R D E R S 17
Imanol Moreno (Order #40494542)
Arcane Style Order of the Solomonar
3rd-level Order of the Majin feature
Dragon riders are a powerful force on any battlefield as
You choose to foster your spellcasting towards one of the they bathe the landscape in vicious and unyielding fire
following styles. You can replace your style choice with and death. These riders are Dragon Knights following the
another when you level in this class. You gain an Order of the Solomonar: summoners of a personal
additional style of your choice when you reach 11th level. dragon companion that follows their every word, granted
Defensive. You learn the mage armor spell. You can cast by their Draconic Patron. As the Solomonar grows in
it once per long rest without expending a spell slot. When power, so does their partner, as they fly above the world
you cast mage armor in this way, you add your in triumph and glory.
proficiency bonus to your AC while you are in your
Draconic Form. Draconic Companion
Starting at 11th level, you add your proficiency bonus 3rd-level Order of the Solomonar feature
to your Armor Class when you cast mage armor, even You magically summon an avatar of your patron that
when you are not in your Draconic Form. draws its strength from your draconic blood. The dragon
At 15th level, when you cast a spell of 1st level or is friendly to you and your allies and obeys your comm-
higher, you add your Charisma modifier to your AC until ands. Refer to the stat block below for the companion’s
the start of your next turn. statistics. Your companion can communicate with you
Additionally, you learn counterspell, which does not telepathically as long as you are within 120 feet of it.
count against your Wizard spells known. You can cast this In combat, the companion acts during your turn. It can
spell at 3rd level without expending a spell slot, and you move and use its reaction on its own, but the only action
must finish a short or long rest before you can do so it takes is the Dodge action, unless you use a bonus
again. action to command it to take a different one. That action
Knowledgeable. You gain proficiency in the Arcana skill, can only be one in its stat block or another action. You
and you learn a cantrip and 1st-level spell of your choice can sacrifice one of your attacks when you take the
from any school on the Wizard spell list, each of which Attack action to command your companion to make a
does not count against your cantrips or spells known. Bite attack. If you are incapacitated, your companion can
When you reach 11th level, you learn a 1st and 2nd- take any action, not just Dodge.
level spell of your choice from any school on the Wizard If your companion dies, you can use your action to
spell list, which do not count against your spells known. expend one use of your Draconic Form. The companion
At 15th level, you learn a 3rd-level spell of your choice returns to life after 1 minute with its hit points restored.
from any school on the Wizard spell list.
Additionally, when you use your action to cast a Wizard
spell of 1st level or higher while you are in your Draconic
Form, you can cast a Wizard cantrip with an
Draconic Companion
Medium Dragon
instantaneous duration as a bonus action.
Offensive. When you cast a spell of 1st-level or higher Armor Class 13 + PB (natural armor)
that deals damage, you deal an extra 1d10 Pact Damage Hit Points 5 + five times your Dragon Knight level (the
to the target. companion has a number of hit dice [d8s] equal to your
Starting at 11th level, this damage becomes a number Dragon Knight level)
of d10s equal to twice the spell’s level. Speed 30 ft.
At 15th level, you can add your Charisma modifier to
the damage rolls of your Wizard spells of 1st level or
STR DEX CON INT WIS CHA
higher.
15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1)
Additionally, when you use an action to cast a Wizard
cantrip, you can also make one weapon attack as a bonus
Skills Perception +PB, Stealth +1 + PB
action.
Damage Resistances your Draconic Damage type
Resourceful. You gain one additional 1st-level spell slot,
Senses darkvision 60 ft., passive Perception 10 + PB
and you gain one additional 2nd-level spell slot when you
Languages understands the languages you speak but only
reach 15th level.
speaks Draconic
Starting at 11th level, choose one Wizard spell you
Challenge — Prof. Bonus (PB) equals your bonus
know. You can cast this spell once without expending a
spell slot, and you must finish a long rest before you can
cast it this way again. You choose two Wizard spells to
cast this way when you reach 15th level.
Actions
Bite (1/Turn). Melee Weapon Attack: your Charisma modifier +
Majin Casting PB to hit, reach 5 ft., one target. Hit: 1d8 + the companion’s
Strength modifier + PB piercing damage plus 1d6 Pact
7th-level Order of the Majin feature Damage.
You can add your Charisma modifier to the damage rolls
Breath Weapon (PB Uses/Short or Long Rest). The companion
of your Wizard cantrips. While you are in your Draconic
exhales draconic energy in a 15-foot cone. Each creature in
Form, you can add half your Charisma modifier (rounded that area must make a saving throw as specified by your
down) to your spell attack modifier and spell save DC, Breath Weapon against your Pact Save DC, taking damage
and you can ignore the material components of Wizard equal to your Breath Weapon’s damage die on a failed save,
spells that lack a cost, even if you lack a spellcasting or half as much damage on a successful one.
focus.
18 T H E D R AG O N K N I G H T | D R ACO N I C O R D E R S
T H E D R AG O N K N I G H T | D R ACO N I C O R D E R S 19
Imanol Moreno (Order #40494542)
When using this feature in your Draconic Form, you
can make one unarmed strike as a bonus action. If this Multiclassing
attack hits a creature, you can make a second unarmed Use the standard multiclassing rules to multiclass your
strike as part of the same bonus action. character into or out of the dragon knight class while
also abiding by the following tables for multiclassing
Dragon Breath Strike prerequisites and proficiencies gained from multiclassing
15th-level Order of the Tengoku feature into the dragon knight class.
While in your Draconic Form, you can expend any
remaining uses of your Breath Weapon as a bonus Multiclassing Prerequisites
action, and you must finish a long rest before using it Class Ability Score Minimum
again. Dragon Knight Strength or Dexterity 13 and Charisma 13
The next time you hit a creature with an unarmed
strike before your Draconic Form ends, the target and Multiclassing Proficiencies
creatures within your Breath Weapon’s normal range Class Proficiencies Gained
must make its saving throw. The target of the unarmed Light armor, medium armor,
strike has a penalty to this save equal to the number Dragon Knight
simple weapons, martial weapons
rolled on your unarmed strike damage die. Targets take
your Breath Weapon’s normal damage, plus 1d8 Pact
Damage from each additional use of Breath Weapon
Order of the Clarent
expended on a failed save, or half as much damage on a If you multiclass the Order of the Clarent dragon knight
success. Your Draconic Form then ends. with the warlock class or any other class that may offer
the Pact Magic feature, add a third of your dragon knight
Ultimate Defense levels (rounded down) to your warlock level and consult
15th-level Order of the Tengoku feature the Warlock table for total spell slots, cantrips known,
You can take a defensive stance at the end of your turn and spell slot level.
as a bonus action. Until the start of your next turn, your You also add half your dragon knight levels (rounded
movement speed becomes 0, and you can use down) for the level prerequisites towards Eldritch
Dracoguard without using your reaction a number of Invocations, for which you count as a warlock.
times up to your proficiency bonus. You use your reaction
to make an unarmed strike if the damage is reduced to 0.
You exit this stance early if you are forcibly moved,
grappled, restrained, or fall prone.
Once you use this feature, you must finish a short or
long rest before you can use it again.
20 T H E D R AG O N K N I G H T | D R ACO N I C O R D E R S
Version 1.3
Changed 5th edition license from Open Gaming
License to Creative Commons.
Draconic Form‘s Breath Weapon now specifies that you
can only use it once per turn.
Draconic Pacts: Draconic Burst from the Divine Dragon
pact has been limited to half PB uses per short or long
rest. Also adjusted its damage output again.
Static Strike from the Voltaic Dragon pact has been
limited to once on each of your turns.
Draconic Orders: Modified the damage output of
Order of the Energetic Souls‘s Dragon Breath Strike.
Reformatted Order of the Wyrm Mage.
T H E D R AG O N K N I G H T 21
Imanol Moreno (Order #40494542)
Imanol Moreno (Order #40494542)