Ancient agents of perfection and guardians of civilization, those who are selected to become dragonriders are bound in soul and spirit to a single dragon. They share an almost common consciousness with their steed, and train for years according to the traditions of their monasteries, all in preparation and hope, that one day they might attain a true enlightened state.
They travel the world swathed in robes and attempting to maintain peace across the world, although their numbers are few. In their hands, they wield Dragonrods, long rods of dragon ivory, pointed like daggers at one end and intricately carved. These both focus and empower their spells and those of their steed, and can be used as weapons in the rare instances they come to battle with a foe. In addition, a dragonrider emissary can channel the elemental breath of their steed through the rod, for defense or attack. Much like Federal Marshals or Jedi Knights, the arrival of these dragonrider emissaries is seen as a great event worthy of awe and great concern. They attempt to keep the peace, and occasionally intervene in events of great import, circumstances that might affect the balance of power across the continent or even the world. These mysterious agents have great power and insight, worthy of respect and awe. DRAGONRIDER EMISSARY Medium humanoid (any race), any alignment Armour Class 18 (scale mail) Hit Points 122 (16d8 + 50) Speed 30ft. Str 14 (+2); Dex 14 (+2); Con 16 (+3); Int 16 (+3); Wis 18 (+4); Cha 16 (+3) Proficiency bonus +4 Saving Throws Int +7, Wis +8, Cha +7 Skills History +7, Insight +7, Persuasion +7 Senses passive Perception 14 Languages Common and any three other languages Challenge 11 (7,200 XP) Dragon Bond. A dragonrider emissary is permanently and insolubly bound to a single specific dragon. This is usually a Young dragon of the specific type, but for particularly experienced dragonrider emissaries, this may be an Adult. The dragonrider emissary has advantage on saving throws against their own dragon's breath weapon, and has resistance to damage against one type of energy, based on their dragon's colour. In addition, the emissary's dragonrod deals damage of the same type of damage as the dragon's type. Black, Copper dragon: acid resistance. Blue, Bronze dragon: lightning resistance. Brass, Gold, Red dragon: fire resistance. Green dragon: poison resistance. Silver, white dragon: cold resistance. Dragonrod. A dragonrider possesses a dragonrod, a magical focus and weapon that can be used as either a club, quarterstaff, or dagger. It has the same statistics in any form, varying the type of damage dealt. In any form, it is a magical weapon that grants a +1 bonus on attack and damage rolls. In addition, the wielder can spend 1 hit die as an action to use a breath weapon, as a Young Dragon of their type. Enlightenment. A dragonrider emissary has advantage on saving throws against any spells or magical effects. Emissary. Dragonrider emissaries are protected by treaty and tradition, as well as deep magics. Any creature that tries to target the dragonrider emissary with an attack must first make a DC 12 Wisdom saving throw, or choose another target or lose the attack or spell. This effect doesn't protect the dragonrider emissary from area effects, such as the explosion of a fireball. If the dragonrider emissary makes an attack, the effect fades for 1 minute after the dragonrider emissary last made an attack. A creature that successfully saves against this effect is immune to the effect for the next 24 hours. Legendary Resistance (1/day). If the dragonrider emissary fails a saving throw, they can choose to succeed instead. Mystic Powers. A dragonrider emissary can innately cast spells granted by their bond to their dragon steed. A dragonrider emissary's spellcasting modifier is Wisdom (spell saving throw DC 16, +8 to hit with spell attacks). Although the spells granted to each emissary are different based on their own temperament and that of their steed, a common set of powers are listed below: Cantrips (at will): guidance, message 1st level (at will): detect magic, heroism 2nd level (at will): calm emotions, zone of truth 3rd level (2/day): beacon of hope, dispel magic 4th level (2/day): guardian of faith, staggering smite 5th level (1/day): dispel evil and good ACTIONS Multiattack. The dragonrider emissary can make two dragonrod attacks. Dragonrod. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) bludgeoning or piercing damage and 7 (2d6) elemental damage. LEGENDARY ACTIONS The dragonrider emissary can take 1 legendary action, choosing from the options below. A legendary action can only be used at the end of another creature's turn. The dragonrider emissary regains spent legendary actions at the start of its turn. Cast a Spell. The dragonrider emissary can cast a spell. Detect. The dragonrider emissary gains truesight with a 30ft. radius until the end of its next turn, and makes a Wisdom (Perception) check immediately. Move Like The Wind. The dragonrider emissary takes a Dash action. Creatures cannot make opportunity attacks against the dragonrider emissary during this movement. Request by Astos Matosis. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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