TEXT:  
   
   
      
   
      
  
     
  A horde of orcish barbarians fall one by one screaming as 
  flashes of metal dart back and forth between them. When 
  the dust settles a lone elven woman stands amongst the 
  carnage. 
  A human grips his glaive in one hand. With his other hand 
  he gently touches the pale blue crystal hanging from his 
  neck. He closes his eyes for a moment to concentrate then 
  flings his hand outward sending a fireball careening into a 
  mass of skeletal warriors. 
  A gnome stands before a pair of hill giants. Next to her 
  rests a hammer larger that she could ever hope to be but 
  with a single movement of unnatural speed and strength 
  she brings the weapon spinning over her head and then 
  down to the ground sundering it under her opponent’s feet 
  and casting them into the abyss below 
       
  Some individuals seek out greatness. Others are chosen 
  for a higher purpose. Such is the case with Dragon Knights. 
  These proud warriors are specially chosen by one of the 
  divine dragons to receive a single drop of their blood. The 
  arcane and divine essence of this gift manifests itself in 
  various ways for different people but one thing that all 
  these individuals have in common is that they can no 
  longer go back to being ordinary.   
       
  Dragon Knights are exceptionally rare as the Platinum 
  Dragon and the Chromatic Queen do not bestow their gifts 
  lightly. When they appear, it is common for them to be an 
  army unto themselves. There are many tales told 
  throughout the land of warriors in shining, silvered armor 
  wading into battle outnumbered hundreds to one. More still 
  of stories of mysterious figures in hooded cloaks 
  systematically dismantling an enemy formation without 
  even moving a finger, Whatever the case may be, the life of 
  a Dragon Knight is one often filled with a very special kind 
  of loneliness. The divine blessing bestowed upon them 
  marks them as outsiders. In the best case, they are held up 
  as prophets or demigods. At worst, they are treated with 
  mistrust and malice. Because of this, many do what they 
  can to hide their blessing from those around them. 
      
  As you create your Dragon Knight, remember that, being a 
  blessing from a dragon god, their abilities are likely 
  extremely rare, if not unique in this world. What are your 
  character’s aspirations in life? How will the onset of this 
  blessing effect those plans? Will they eagerly take up the 
  call, or will they shy away from the responsibility? 
  While their power comes from one of the divine 
  dragons, Dragon Knights are not beholden to their will and 
  often fall into two categories. Some are reluctant and try to 
  hide their new gifts from others, only using their powers 
  when necessary. Others eagerly take up the call and seek 
  out opportunities to prove their worth. In both cases, 
  Dragon Knights will find great value in a small group of 
  friends whom they can trust and rely on. 
    
  You can make a Dragon Knight quickly by following these 
  suggestions. First, make Dexterity your highest ability 
  score. Make Charisma your next highest. 
    
  As a Dragon Knight, you gain the following features 
    
  Hit Dice: 1d8 per Dragon Knight Level 
  Hit Points at 1st Level: 8 + your Constitution Modifier 
  Hit Points at Higher Levels: 1d8 + your Constitution 
  Modifier per Dragon Knight Level 
   
  Armor: Light Armor 
  Weapons: Simple Weapons, Short Swords 
  Tools: Smith’s Tools or Tinker’s Tools 
  Saving Throws: Dex, Cha 
  Skills: Choose 2 from: Acrobatics, Arcana, Athletics, 
  Deception, Insight, Intimidation, Perception, Persuasion, 
  Religion  
   
  You start with the following equipment in addition to 
  equipment provided by your background: 
   
  • 
  Two simple weapons or (b) a martial melee 
  weapon 
  • 
  A Holy Symbol or (b) An Arcane Focus 
  • 
  An Explorer’s Pack or (b) A Dungeoneer’s Pack 
  • 
  Leather Armor  
  
  The Dragon Knight 
   
   
   
   
   
  Spell Slots Per Spell Level 
  Level 
  Proficiency 
  Bonus 
  Features 
  Cantrips 
  Known 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  1 
  2 
  Dragon Forge, Wyrm Talon 
    
    
    
    
    
    
  2 
  2 
  Spell Casting 
  1 
  2 
   
   
   
   
  3 
  2 
  Dragon Aspect 
  1 
  3 
    
    
    
    
  4 
  2 
  Ability Score Improvement 
  1 
  3 
   
   
   
   
  5 
  3 
   
  1 
  4 
  2 
    
    
    
  6 
  3 
  Dragon Aspect Feature 
  1 
  4 
  2 
   
   
   
  7 
  3 
    
  1 
  4 
  3 
    
    
    
  8 
  3 
  Ability Score Improvement 
  1 
  4 
  3 
   
   
   
  9 
  4 
  Wyrm Talon (2)  
  1 
  4 
  3 
  2 
    
    
  10 
  4 
  Dragon Blast 
  1 
  4 
  3 
  2 
   
   
  11 
  4 
  Dragon Aspect Feature 
  1 
  4 
  3 
  3 
    
    
  12 
  4 
  Ability Score Improvement 
  2 
  4 
  3 
  3 
   
   
  13 
  5 
    
  2 
  4 
  3 
  3 
  1 
    
  14 
  5 
   
  2 
  4 
  3 
  3 
  1 
   
  15 
  5 
  Dragon Aspect Feature 
  2 
  4 
  3 
  3 
  2 
    
  16 
  5 
  Ability Score Improvement 
  2 
  4 
  3 
  3 
  2 
   
  17 
  6 
    
  2 
  4 
  3 
  3 
  3 
  1 
  18 
  6 
   
  2 
  4 
  3 
  3 
  3 
  1 
  19 
  6 
  Ability Score Improvement 
  2 
  4 
  3 
  3 
  3 
  2 
  20 
  6 
  Forged Ground 
  2 
  4 
  3 
  3 
  3 
  2 
      
  At 1st level, any melee weapon you are proficient with is 
  considered a Dragon Knight Weapon for you. When 
  Wielding a Dragon Knight Weapon, you may choose to use 
  your dexterity or strength modifier for attack and damage 
  roles. 
    
  At 1st level the divine blessing has awoken in your blood. 
  Your skin from your lower jaw down, excluding your fingers 
  and toes becomes covered in small scales. If the blessing 
  came from the Platinum Dragon, the scales will be a 
  pristine platinum in color. If the Chromatic Queen bestowed 
  her blood to you, the scales will be a mix of all the colors of 
  chromatic dragons. 
  Once per long rest you can use an action to telekinetically 
  take control of any Dragon Knight weapon in your 
  possession for a number of minutes equal to your Dragon 
  Knight level + your Charisma modifier (Minimum 1). You 
  can control one weapon at a time at 1st level. At 9th level, 
  the number of controlled weapons increases by 1.  
  While using this feat, you can use a bonus action to move 
  each weapon up to 30ft. in any direction up to 60ft. away 
  from you. Any weapon with the “Heavy” property can only 
  move 15ft. If a weapon moves within range of a creature, 
  make an attack roll for each weapon against the creature. 
  Weapons with the “Light” property get advantage on the 
  attack roll.  
  For attack and damage rolls made in this way, add your 
  proficiency and Charisma modifier to each roll. 
    
  At 1st level, the divine dragon’s energies well up inside you 
  like a great fire. You gain Dragon Fire charges equal to 
  your Dragon Knight Level. As a bonus action, you can 
  spend these charges to conjure up to two melee weapons. 
  The weapons can take the form of any Dragon Knight 
  weapon. You spend one charge for each hand the 
  weapons require. Weapons with the Versatile property are 
  considered two handed for the purposes of calculating this 
  cost. 
  The created weapons appear in your hands or sticking up 
  from the ground within 5ft. of you. The weapons can be 
  used by you or any creature you allow. If a hostile creature 
  tries to pick up a weapon created in this way, it is destroyed 
  and the creature takes 1d4 slashing damage as the 
  weapon shatters in its hand. 
  Beginning at 5th level you can spend an extra charge of 
  Dragon Fire to give a Dragon Forged weapon a +1 modifier 
  to hit and damage or add 1d4 acid, cold, fire, lightning, or 
  
  poison damage to attacks made with this weapon. At 14th 
  level you can spend 2 additional charges to give a Dragon 
  Forged Weapon a +2 modifier to hit and damage or add 
  1d6 damage to attacks made with this weapon. 
  Created weapons last for a number of minutes equal to 
  twice your Dragon Knight Level. Once the time has 
  elapsed, the blades dissolve into arcane smoke as the 
  energy used to create them fades. You regain all spent 
  Dragon Fire charges at the end of a long rest. 
    
  By 2nd level, you have learned to harness the magical 
  essence gifted to you by the divine dragon’s blood to cast 
  spells. See Chapter 10 of the PHB for general rules of 
  spellcasting and the end of this document for the Dragon 
  Knight spell list. 
   
  At 2nd level, you know 1 cantrip of your choice from the 
  Dragon Knight spell list. You learn additional Dragon Knight 
  cantrips of your choice at higher levels, as shown in the 
  Cantrips Known column of the Dragon Knight table. 
      
  The Dragon Knight table shows how many spell slots you 
  have to cast your spells. To cast one of your Dragon Knight 
  spells of 1st level or higher, you must expend a slot of that 
  spell’s level or higher. You regain all expended spell slots 
  when you finish a long rest. 
  You prepare the list of Dragon Knight spells that are 
  available for you to cast, choosing from the Dragon Knight 
  spell list. When you do so, choose a number of Dragon 
  Knight spells equal to your Charisma modifier + half your 
  Dragon Knight level, rounded down (minimum of 1). The 
  spells must be of a level for which you have spell slots. 
    
  Charisma is your spellcasting ability for your Dragon Knight 
  spells, since their power derives from the strength of your 
  resolve. 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 Dragon 
  Knight 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 
    
  You can use a holy symbol or arcane focus (found in 
  chapter 5 of the PHB) as a spellcasting focus for your 
  Dragon Knight spells. 
     
  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. 
   
   
    
  At 10th level you gain the ability to maximize the damage 
  potential of your weapons at the cost of durability. Before 
  an attack or Wyrm Talon attack, you can declare the attack 
  as a Blast Attack. Roll the attack as normal and, if it hits, 
  you deal additional damage for that attack as the weapon 
  detonates on contact. The additional damage equals twice 
  your Dragon Knight level. Whether you hit or miss, the 
  weapon is destroyed. If the attack was using a weapon you 
  are holding, you take half the damage as it explodes in 
  your hand. 
    
  At 20th level, the divine dragon’s power reaches its peak. 
  Once per long rest, you can cast Forged Ground as a 5th 
  level spell. This activates your Wyrm Talon feature and 
  creates an area with a 50ft. radius around you filled with 
  magical weapons. The weapons can take the form of any 
  Dragon Knight weapon, have a +3 modifier to hit and 
  damage, and can be used as Wyrm Talons. Additionally, 
  for the duration of this ability, the number of weapons you 
  can control with Wyrm Talons is doubled. Once an attack 
  with one of these weapons succeeds, it shatters dealing 
  1d6 additional slashing damage to the struck target. While 
  in the area created by forged ground, you can retrieve any 
  of the weapons created by the effect as a free action. If a 
  non-friendly creature attempts to pick up a weapon created 
  by Forged Ground, they must make a DC15 DEX saving 
  throw or take 2d6 slashing damage from the weapon 
  shattering in their hand. On a successful save they take 
  half damage. The area persists for 5 minutes after which 
  the created weapons fade out of existence and you suffer 
  two levels of exhaustion. 
    
  Each individual Dragon Knight is unique and chosen by the 
  gods for a specific purpose. Because of this, the dragon 
  god’s blood influences each Dragon Knight differently. At 
  3rd level you choose a Dragon Aspect. As you grow in 
  Dragon Knight levels, this aspect will grant you certain 
  features. 
       
  The Aspect of the Wing grants a Dragon Knight the ability 
  to quickly move around the battlefield, engage multiple 
  combatants and avoid damage. 
       
  Beginning when you choose this aspect, you gain the Two 
  Weapon Fighting feature. When you fight with a weapon in 
  each hand, you can add your ability modifier to the damage 
  of the second attack. Additionally, you gain proficiency in 
  longswords and two other martial melee weapons without 
  the Two-Handed property. These weapons are now 
  considered Dragon Knight weapons for you.  
    
  At 6th level your physical conditioning has improved to the 
  point that your foes often have difficulty hitting you. You 
  gain the following benefits: 
  
  • 
  Your speed and jump height increase by 10ft. 
  • 
  When you take an attack action while wielding a 
  weapon in each hand, you may attack twice for 
  one action. 
  • 
  Once per turn, when you make a melee attack 
  against a creature, you don't provoke opportunity 
  attacks from that creature for the rest of the turn, 
  whether you hit or not. 
  • 
  Once per turn, you can make an acrobatics check 
  to move along vertical surfaces as though they 
  were flat ground.  
  (DC = 10 + 5 for every 5 feet past 10ft.) 
    
  At 11th level, the blessing of the divine dragon increases. 
  You regain your use Wyrm Talon after a short rest. 
  Additionally, you gain access to the Dragon Dive feature. 
    
  When you use Wyrm Talon to successfully hit a creature, 
  you may use your reaction before your next turn to teleport 
  to the weapon that scored the hit. You appear in an open 
  space adjacent to the struck creature. Moving in this way 
  does not provoke attacks of opportunity.  
  Once you use this feature, you must finish a short rest 
  before you can use it again. Starting at 14th level, you can 
  use it twice per rest. Starting at 18th level, you can use it 
  three times per rest.  
    
  At 15th level the power of the divine dragon comes through 
  in your forged weapons. All weapons created using the 
  Dragon Forge feature gain 1d4 radiant or necrotic damage 
  (depending on which deity provided their blood) damage. 
  At 18th level this bonus is increased to 1d6. 
     
  The Aspect of Flame empowers the Dragon Knight’s 
  magical abilities allowing them to cast more powerful spells 
  quickly in the midst of a melee. See the Aspect of Flame 
  Spell Chart to see the number of spells you can cast of 1st 
  level and above. 
    
  Beginning when you choose this form you gain proficiency 
  with War Scythes (See Weapons Table at the end of this 
  document.) and two weapons with the Reach property. 
  These weapons are considered Dragon Knight weapons for 
  you.  
    
  At 6th level, you have learned to increase your casting 
  speed and work somatic components into your polearm 
  attacks. Whenever you take an attack action with a reach 
  weapon, you may use a bonus action to cast a 1st level 
  spell or a cantrip that would normally take an action.  
    
  At 11th level, your understanding of the arcane and divine 
  arts increases. From this point forward the number of spells 
  you can prepare is twice your Charisma Modifier (Minimum 
  2) plus half your Dragon Knight level rounded down. 
  Additionally, you gain advantage on Concentration (CON) 
  checks caused by damage from melee weapon attacks. 
  Finally, at 15th level you can prepare the following spells in 
  addition to those found on the normal Dragon Knight List: 
  Greater Restoration, Revivify, Heal, Divine Word, Chain 
  Lightning, Disintegrate, Delayed Blast Fireball, Teleport 
    
  At 15th level, you have learned to harness the elemental 
  energies of Dragons. Choose 2 wave types from the 
  Elemental Wave list below.  You cannot change this 
  choice. At 18th level you may choose one additional wave 
  type. Once per long rest, as a bonus action, you can use 
  the Dragon Wave ability to use your pole arm to send out a 
  wave of elemental energy in a 30ft. cone in front of you. 
  Creatures in the cone must make a Dexterity saving throw. 
  On a failed save the creatures take 6d8 damage and an 
  elemental effect dictated by the damage type in the 
  Elemental Wave list. On a successful save, creatures take 
  half damage. 
    
  Acid – AC bonuses and damage from non-magical armor 
  and weapons are permanently reduced by 2. 
  Cold – Creatures hit are chilled. Their movement is 
  reduced by half and all Dexterity saving throws and checks 
  are at disadvantage for 1 minute or until they make a 
  Constitution saving throw. 
  Fire – Creatures hit are ignited and take 1d6 fire damage at 
  the beginning of their turns until the fire is put out. 
  Lightning – Creatures hit are stunned until the end of your 
  next turn. 
  Aspect of Flame Spell Chart 
   
   
  Spell Slots Per Spell Level 
  Level 
  Cantrips 
  Known 
  1
  s
  t 
  2
  n
  d 
  3
  r
  d 
  4
  t
  h 
  5
  t
  h 
  6
  t
  h 
  7
  t
  h 
  1 
    
    
    
    
    
    
    
    
  2 
  1 
   
   
   
   
   
   
   
  3 
  2 
  3 2 
    
    
    
    
    
  4 
  2 
  3 2 
   
   
   
   
   
  5 
  3 
  4 2 
  1 
    
    
    
    
  6 
  3 
  4 3 
  2 
   
   
   
   
  7 
  3 
  4 3 
  3 
    
    
    
    
  8 
  3 
  4 3 
  3 
  1 
   
   
   
  9 
  4 
  4 3 
  3 
  2 
    
    
    
  10 
  4 
  4 3 
  3 
  2 
  1 
   
   
  11 
  4 
  4 3 
  3 
  2 
  2 
    
    
  12 
  4 
  4 3 
  3 
  2 
  2 
   
   
  13 
  4 
  4 3 
  3 
  2 
  2 
  1 
    
  14 
  4 
  4 3 
  3 
  2 
  2 
  1 
   
  
  15 
  4 
  4 3 
  3 
  2 
  2 
  1 
  1 
  16 
  4 
  4 3 
  3 
  2 
  2 
  1 
  1 
  17 
  4 
  4 3 
  3 
  2 
  2 
  1 
  1 
  18 
  5 
  4 3 
  3 
  3 
  3 
  1 
  1 
  19 
  5 
  4 3 
  3 
  3 
  3 
  2 
  1 
  20 
  5 
  4 3 
  3 
  3 
  3 
  2 
  2 
   
      
  The Aspect of the Scale is reserved for Dragon Knights that 
  favor strength over subtly. Knights that embody this aspect 
  often seek to end conflicts with weapons rather than words. 
    
  Beginning when you choose this aspect, you gain 
  proficiency with Medium Armor. Additionally, you gain 
  proficiency with Great Swords and two other heavy, martial 
  melee weapons. These weapons are considered Dragon 
  Knight weapons for you. 
     
  At 6th level you begin to understand how to use the mass of 
  your weapon to your advantage. When an attack roll you 
  make against a creature no more than one size category 
  larger than you exceeds its AC by more than 5, you can 
  choose to knock the creature 10 ft. away from you. The 
  creature then takes an additional 1d4 force damage. This 
  additional damage is increased to 1d6 at 10th level and 1d8 
  at 15th level. 
  You can use this feature a number of times equal to your 
  Charisma modifier per long rest. 
    
  At 11th level the speed and precision with which you wield 
  heavy weapons is such that you can keep it moving 
  continuously. This aids you both offensively and 
  defensively. When you use a heavy Dragon Knight weapon 
  to take an attack action you may attack twice instead of 
  once. Additionally, you gain +1 to your AC while wielding a 
  heavy Dragon Knight weapon.  
    
  At 15th level the latent magical energy inside you can no 
  longer be contained. Once per long rest you can use your 
  action to slam a heavy Dragon Knight weapon into the 
  ground in front of you. Doing this tears up the ground in a 
  line 5ft. wide and 20ft. long in front of you heaving large 
  chunks of earth forward. Creatures in the line must make a 
  Dexterity saving throw (DC = 8 + your Charisma Modifier + 
  your proficiency) or take 5d8 bludgeoning damage and be 
  knocked prone. On a successful save creatures take half 
  damage. At 18th level the shape of the attack becomes a 
  30ft. cone and the damage increases to 7d8. 
  Once the attack is complete, the area effected becomes 
  difficult terrain. If this feature is used in doors on an upper 
  floor, the area effected creates a hole to the lower floor, 
  creatures fall through the hole on a failed save, and the 
  area below the effect becomes difficult terrain. 
    
  If you choose, you may use your ability score bonus to 
  instead gain one of the following feats. 
      
  Your STR score increases by 1. You also gain advantage 
  on strength (athletics) checks to hold, drag, push, or carry a 
  creature or object. 
      
  Your DEX score increases by 1. Additionally, when you are 
  subjected to an effect that forces you to make a dexterity 
  saving throw you may add half of your CHA modifier 
  (rounded up) to the roll. 
    
  Your CHA score increases by 1. Additionally, you learn to 
  read, write, and speak draconic. Also, you may choose any 
  one charisma skill. You now gain twice your proficiency in 
  that skill. 
    
  Prerequisites: DEX 18, Dragon Knight Level 12 
  Once per long or short rest you may choose to 
  automatically succeed on a dexterity saving throw. When 
  you do this, you may also choose to teleport to an 
  unoccupied space up to half your movement speed away. 
  Moving in this way does not provoke attacks of opportunity.  
     
  Prerequisites: STR 18, Dragon Knight Level 8 
  Your Dragon Knight weapons gain the “Thrown” property 
  with a range of (30/60) and you are proficient in using them 
  in this way. Additionally, you gain the ability to use any two-
  handed weapon without the reach property one-handed. 
  Versatile weapons gain their larger damage dice while 
  being used one handed. You may use one heavy weapon 
  in each hand but you attack with disadvantage. 
    
  Prerequisites: CHA 18, Dragon Knight Level 12 
  You gain the ability to sprout dragon wings from your back 
  once per day for up to one hour. Any clothes you are 
  wearing that are not specially made to accommodate these 
  wings are destroyed when you do so. While the wings are 
  out you gain a fly speed of 60ft.as long as you are not 
  wearing heavy armor. 
  
    
  Scythe. Attacks made against targets within 5ft. of you 
  have disadvantage. 
  Twin Blades. These dual swords each represent part of a 
  whole and are perfectly balanced for wielding one in each 
  hand. They come as a pair and must be used together. 
  Scythe. Attacks 
  made against targets 
  within 5ft. of you 
  have disadvantage. 
  Twin Blades. These 
  dual swords each 
  represent part of a 
  whole and are 
  perfectly balanced for 
  wielding one in each 
  hand. They come as 
   
   
   
  a pair and must be 
  used together. 
  Weapons Table 
  Name 
  Cost 
  Damage 
  Weight 
  Properties 
  Simple Melee Weapons 
  Scythe 
  20gp 
  1d10 
  Slashing 
  or 
  Piercing 
  10lb. 
  Two-
  Handed, 
  Reach, 
  Special 
  Martial Melee Weapons 
   
  War Scythe 
  50gp 
  1d12 
  Slashing 
  12lb. 
  Heavy, 
  Reach, 
  Two-
  handed 
  Twin Blades 
  30gp 
  2d4+2 
  Slashing 
  6lb. 
  Light, 
  Special 
       
    
  In rare cases a Dragon Knight’s career leads them to even greater levels of power and renown. The following pages will map out 
  how their abilities grow beyond the mortal realm. 
  Epic Dragon Knight 
   
   
   
   
   
  Spell Slots Per Spell Level 
  Level 
  EXP 
  Proficiency 
  Bonus 
  Features 
  Cantrips 
  Known 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  21 
  410,000 
  6 
  Ability Score Improvement, Dragon Aspect 
  Feature 
  3 
  4 
  3 
  3 
  3 
  2 
  22 
  470,000 
  6 
  Dragon Bladesmith 
  3 
  4 
  3 
  3 
  3 
  2 
  23 
  540,000 
  6 
  Divine Favor 
  3 
  5 
  3 
  3 
  3 
  2 
  24 
  620,000 
  6 
  Dragon Nova 
  3 
  5 
  4 
  3 
  3 
  2 
  25 
  710,000 
  6 
  Ability Score Improvement, Dragon Aspect 
  Feature 
  3 
  5 
  4 
  4 
  3 
  2 
  26 
  810,000 
  6 
  Dragon’s Aid 
  4 
  5 
  4 
  4 
  4 
  2 
  27 
  950,000 
  6 
   Dragon’s Reach 
  4 
  5 
  4 
  4 
  4 
  3 
  28 
  1,200,000 
  6 
  Dragon Aspect Feature 
  4 
  5 
  4 
  4 
  4 
  3 
  29 
  1,500,000 
  6 
  Ability Score Improvement, Dragon Shield  
  4 
  5 
  5 
  4 
  4 
  3 
  30 
  1,800,000 
  6 
  Avatar of the Platinum Dragon 
  4 
  5 
  5 
  4 
  4 
  3 
     
  When you reach 21st level, and again at 25th and 29th 
  level, you can increase one ability score of your choice by 
  2, or you can increase two ability scores of your choice by 
  1. Contrary to earlier levels, you can now improve your 
  ability scores up to 24 using this feature. Alternatively, if 
  your DM allows it, in place of an ability score improvement, 
  you may choose either an Epic Boon (as found in the 
  Dungeon Master’s Guide) or a Feat (as found in the 
  Player’s Handbook). 
    
  
  Beginning at 22nd level you can use your object interaction 
  each turn to create up to two dragon forged weapons. 
  Additionally, you can create +3 weapons by spending three 
  extra dragon fire charges. 
    
  At 23rd level, the divine dragon’s blood has increased your 
  power. You gain the following benefits: 
  • 
  You can now control three weapons at once using 
  Wyrm Talon.  
  • 
  You can now use Wyrm Talon twice per long rest 
  • 
  Your Armor Class equals 13 + your Dexterity 
  modifier + your Charisma modifier while you are 
  not wearing armor or wielding a shield. 
    
  At 24th level your dragon blast attacks have become more 
  lethal. When you make a dragon blast attack you can 
  declare it to be a Nova attack. Target a creature or point on 
  the ground or other solid surface within range of your 
  weapon or Wyrm Talon attack. The weapon hits that point 
  and explodes. All creatures within a 10 foot-radius centered 
  on the point must make a Dexterity saving throw taking the 
  weapon’s damage plus 3 times your Dragon Knight level in 
  radiant or necrotic damage on a failed save or half as much 
  damage on a successful one. 
    
  At 26th level you have become very skilled in how you 
  maneuver your weapons using Wyrm Talon. Once per turn, 
  while wyrm talon is active you can use one of your 
  controlled weapons to grant the help action to a creature 
  within 5 feet of the weapon. You can use each controlled 
  weapon once per round in this way. 
    
  At 27th level your control of wyrm talon has increased. You 
  gain the following benefits 
  • 
  The maximum distance at which you can control 
  your weapons is doubled. 
  • 
  The maximum distance you move a weapon on a 
  turn is doubled. 
  • 
  Weapons without the heavy property have 
  advantage on attacks using Wyrm Talon. 
    
  At 29th level the draconic power within shields you from 
  harm. Whenever you are subjected to an effect that allows 
  you to make a saving throw to only take half damage, you 
  instead take no damage if you succeed on the saving throw 
  and half damage if you fail. 
       
  Starting at 30th level, your connection to the Platinum 
  Dragon or the Chromatic Queen has granted you demi-god 
  status gaining the following benefits: 
  • 
  You gain one legendary resistance. Once per day, 
  when you fail a saving throw you can choose to 
  succeed instead. 
   
  • 
  You gain a breath weapon. Once per short rest, 
  as an action, you can exhale radiant or necrotic 
  energy in a line 10 feet wide and 60 feet long. 
  Creatures in the line must make a Constitution 
  saving throw taking 12d8 radiant or necrotic 
  damage and becoming blinded until the end of 
  your next turn on a failed save or half as much 
  damage on a successful one. 
  • 
  You gain the frightful presence of a dragon. As a 
  bonus action you force creatures of your choice 
  within 60 feet of you to make a Wisdom saving 
  throw. On a fail, creatures become frightened of 
  you for 1 minute. A creature can repeat the save 
  at the end of each of its turns to end the effect. On 
  a successful save, a creature is immune to your 
  frightful presence for 24 hours. 
     
  Depending on your chosen aspect, you gain additional 
  abilities at levels 21, 25, and 28. 
      
    
  At 21st level, your dragon forged weapons are further 
  empowered. Weapons you create using your dragon forge 
  feature deal 1d8 bonus radiant or necrotic damage. At 28th 
  level this damage bonus increases to 1d10. 
    
  At 25th level you can use Wyrm Talon twice per short rest. 
  Additionally, you can use your dragon dive ability four times 
  per short rest. 
    
  At 28th level, your speed and agility have increased beyond 
  human limits. 
  • 
  Your speed and jump height increase by an 
  additional 10 feet. 
  • 
  When you take an attack action while wielding a 
  weapon in each hand you may attack three times 
  instead of two. 
  • 
  When you hit a creature no more than one size 
  category larger than you with a melee weapon 
  attack, that creature loses its ability to make 
  attacks of opportunity until the end of your next 
  turn. 
     
    
  When you reach 21st level you must choose between 
  expertise in divine or arcane magic. Your choice grants you 
  a list of spells that are always considered prepared and 
  don’t count against the number of spells you can prepare 
  
  each day. Additionally, when you cast a spell of the type 
  you chose, you add your Charisma modifier to the damage 
  or healing dealt.  
   
  Aspect of Flame Divine Magic Focus 
  Spell Level 
  Spells 
  1st 
  Bless 
  2nd 
  Gentle Repose 
  3rd 
  Beacon of Hope 
  4th 
  Death Ward 
  5th 
  Raise Dead 
  6th 
  True Seeing 
  7th 
  Fire Storm 
  8th 
  Earthquake, Holy Aura 
  9th 
  Mass Heal, True Resurrection 
   
  Dance of the Dragon Arcane Magic Focus 
  Spell Level 
  Spells 
  1st 
  Magic Missile 
  2nd 
  Hold Person 
  3rd 
  Counterspell 
  4th 
  Polymorph 
  5th 
  Hold Monster 
  6th 
  Sunbeam 
  7th 
  Plane Shift 
  8th 
  Dominate Monster, Sunburst 
  9th 
  Gate, Meteor Swarm 
   
     
  At 21st level, you gain an additional cantrip and 6th level 
  spell slot. At 25th level you gain an additional 7th level slot. 
  At 28th level you gain an 8th and 9th level spell slot with 
  which you can cast spells from your magic focus. 
    
  At 25th level, when you take the attack action with a reach 
  weapon, you can use your bonus action to cast a spell of 
  5th level or lower that would normally require an action. 
    
  At 28th level you gain the ability to use your Dragon Wave 
  ability once per short rest. Additionally, the damage dice 
  increase from d8’s to d10’s. 
      
    
  Beginning at 21st level, your strikes with heavy weapons 
  have become increasingly vicious. Attacks you make with 
  heavy Dragon Knight weapons deal an extra die of damage 
  and gain bonus damage equal to your Charisma modifier. 
    
  At 25th level, you gain a +2 bonus to your Armor Class 
  while you are wielding a heavy Dragon Knight weapon.  
  Additionally, you can wield heavy Dragon Knight weapons 
  one-handed. While you are wielding a weapon in this way, 
  your off-hand cannot hold a weapon with the heavy or 
  versatile properties. 
    
  At 28th level your Earth Breaker attack has increased in 
  power. The area becomes a 60-foot-cone and deals 7d12 
  bludgeoning damage. 
  
           
   
  Cantrips (0 Level) 
  Blade Ward 
  Booming Blade 
  Create Bonfire 
  Fire Bolt 
  Frostbite 
  Light 
  Mage Hand 
  Message 
  Minor Illusion 
  Prestidigitation 
  Produce Flame 
  Ray of Frost 
  Resistance 
  Shocking Grasp 
  Sword Burst 
  Thorn Whip 
  True Strike 
  1st Level 
  Catapult 
  Chaos Bolt 
  Chromatic Orb 
  Compelled Duel 
  Detect Evil and Good 
  Detect Magic 
  Divine Favor 
  Feather Fall 
  Fog Cloud 
  Healing Word 
  Heroism 
  Ice Knife 
  Identify 
  Jump 
  Magic Missile 
  Protection from Evil and Good 
  Sanctuary 
  Searing Smite 
  Shield 
  Shield of Faith 
  Sleep 
  Thunderous Smite 
  Thunderwave 
  Wrathful Smite 
   
  2nd Level 
  Aganazzar’s Scorcher 
  Blur 
  Branding Smite 
  Calm Emotions 
  Cloud of Daggers 
  Darkness 
  Enhance Ability 
  Flaming Sphere 
  Gentle Repose 
  Hold Person 
  Invisibility 
  Lesser Restoration 
  Magic Weapon 
  Misty Step 
  Moonbeam 
  Protection from Poison 
  Scorching Ray 
  See Invisibility 
  Shatter 
  Silence 
  Spider Climb 
  Spike Growth 
  Suggestion 
  Zone of Truth 
  3rd Level 
  Aura of Vitality 
  Beacon of Hope 
  Catnap 
  Counter Spell 
  Crusader’s Mantle 
  Daylight 
  Dispel Magic 
  Erupting Earth 
  Elemental Weapon 
  Fear  
  Fireball 
  Fly 
  Glyph of Warding 
  Haste 
  Lightning Bolt 
  Magic Circle 
  Mass Healing Word 
  Protection from Energy 
  Remove Curse 
  Sleet Storm 
  Slow 
  Tongues 
  Water Breathing 
  Water Walk 
  4th Level 
  Banishment 
  Confusion 
  Control Water 
  Dimension Door 
  Elemental Bane 
  Freedom of Movement 
  Greater Invisibility 
  Hallucinatory Terrain 
  Ice Storm 
  Otiluke's Resilient Sphere 
  Stoneskin 
  Wall of Fire 
  5th Level 
  Antilife Shell 
  Circle of Power 
  Destructive Wave 
  Flame Strike 
  Hallow 
  Hold Monster 
  Immolation 
  Passwall 
  Scrying 
  Telekinesis 
  Teleportation Circle 
  Wall of Force 
  Wall of Stone 
  6th Level 
  Blade Barrier 
  Bones of the Earth 
  Flesh to Stone 
  Guards and Wards 
  Hero’s Feast 
  Investiture of Flame 
  Investiture of Ice 
  Mass Suggestion 
  Sunbeam 
  Wall of Ice 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Platinum Knight Games - The Dragon Knight.pdf