Dragon Knight

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DRAGON KNIGHT

Creating A Dragon Knight
Once you have considered how you’ve come to be entangled with the standard rag-tag band of homeless mortal murderers, you might have some idea of who you are as a person, and who you might become as a beast-slayer.

Hit Points
Hit Dice: 1d10 per Dragon Knight level Hit Points at first level: 10 + Constitution modifier Hit Points at higher levels: 1d10 (or 6) + your Constitution modifier per Dragon Knight level after 1st
Proficiencies: Armor: Light Armor Weapons: Simple Weapons, Martial Weapons
Tools: none
Mounts: All
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Animal Handling, Nature, Athletics, Intimidation, Perception, Stealth
Equipment: You start out with the following equipment, in addition to the equipment granted by your background:
– leather armor
– (a) a great weapon or (b) two martial weapons
– (a) a longbow and 20 arrows or (b) 5 spears
– (a) dungeoneer’s pack or (b) explorer’s pack
– A dragon egg

Dragon Ancestor: At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later, and you gain resistance to the type of damage that your Draconic Ancestry is associated with.

Draconic Ancestry
Dragon Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

Draconic Resilience: Dragons’ blood flows through your veins. At 1st level your hit point maximum increases by 1, and by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered in dragon-like scales. When wearing light armor, your AC equals 13 + your Dexterity modifier.

Fighting Styles: Upon reaching 2nd level, you choose a fighting style to fit how you would play your character.
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense: While you are wearing armor you gain a +1 bonus to your AC
Dueling: 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.
Exceptional Weapon Fighting: When you roll a 1 or 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 roll 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.
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting: When you engage in two-weapon fighting you can add your ability modifier to the damage of the second attack.

LEVEL Proficiency BONUS Features
1 +2 Draconic Ancestry, Draconic Resilience
2 +2 Fighting Style
3 +2 The Choice, Choice Feature, Spellcasting
4 +2 Ability Score Improvement
5 +3 Extra Attack
6 +3 Ability Score Improvement
7 +3 Choice Feature
8 +3 Ability Score Improvement
9 +4 Choice Feature
10 +4 Elemental Affinity
11 +4 Second Fighting Style
12 +4 Ability Score Improvement
13 +5 Choice Feature
14 +5 Ability Score Improvement
15 +5 Choice Feature
16 +5 Ability Score Improvement
17 +6 Dragon Hide
18 +6 Choice Feature
19 +6 Ability Score Improvement
20 +6 Choice Feature

Arcane Focus: As a Dragon Knight your Arcane Focus for spell casting is one of your weapons. This weapon is a bonded weapon.
Extra Attack: Starting at 5th level, on your turn when you take the attack action, you may make another attack as a bonus action.
Elemental Affinity: Starting at 10th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma to the damage.
Dragon Hide: At 17th level, your Armor class becomes 13 + your Dexterity modifier + your Charisma modifier.
The Choice: At 3rd level, Dragon Knights must choose whether to let their dragon egg hatch, kill it, or give it to someone else. This choice is made based upon their choice of subclass.

DRACONIC HERO
Those individuals who have accepted their ancestry, but do not go around pronouncing it to everyone. Draconic Heroes will use their ancestry to help others, and will go to great lengths to protect the innocent from harm in any way possible. These Dragon Knights are the ones that gave away their dragon eggs.
Danger Sense: At 3rd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws, against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Evasion: At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a dragon’s breath weapon, or the Fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Ancestral Weapon: At 9th level, once in between long rests you may summon the power of your draconic bloodline and turn your weapon into a magical weapon that deals damage according to your associated damage type. If your weapon is a bow, then this effect is cast upon your quiver and affects the arrows inside. This effect dissipates when the arrows are shot. On any weapon you use this ability on, it lasts for no longer than an hour. Use Magic Device: By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements for the use of magic items.
Undying Sentinel: Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest. Additionally you suffer none of the drawbacks of old age, and you can’t be aged magically.
Survivor: At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half your hit points left. You don’t gain this benefit if you have 0 hit points left.
Draconic Shape: At 20th level, Draconic Heroes gain a Draconic Shape. They grow wings that give them a flying speed of 60, they gain an unarmed strike that deals 2d6 slashing damage per hand. They grow horns can deal 2d4 piercing damage, and a tail that does 1d4 bludgeoning damage. When you shift, any cloth you are wearing is destroyed, and you cannot wear armor, unless it has been made to accommodate your wings and tail. You can use this ability once between long rests, and the effects last for an hour.

DRAGON RIDER
Dragon Riders fully acknowledge their Draconic Ancestry, and will openly befriend the beasts, and if they have gained the trust of a dragon, will ride them into battle. These Dragon Knights allowed their eggs to hatch, and are now raising their dragon.
Baby Dragon: At 3rd level your dragon’s size is small. Your dragon may use its breath weapon once between long rests.
Growing Up: At 7th level your dragon’s size is now medium. Your dragon may use its breath weapon once between short rests.
Life Companions: At 9th level, you can resurrect your dragon if it dies. You can expend all of your spell slots and wait one week to restore your faithful steed. You do not regain any of your spell slots until your dragon returns to life.
Saddle Up: At 13th level, your dragon is finally large enough to ride. If your dragon can see something in the area, you can roll a d20. If you beat a DC 15 they can share what they see with you, so long as you are riding them.
Improved Breath Weapon: At 15th level your dragon can now use its breath weapon twice in between short rests. You must let the breath weapon recharge for at least 3 turns of combat.
Bad Breath: At 18th level your dragon can now use its breath weapon tree times in between short rests. You must let the breath weapon recharge 2 turns of combat.
Dragon Master: At 20th level your dragon can use its breath weapon without worrying about having a number of charges. You must recharge 1 turn of combat in between uses. Your dragon also gains the multiattack ability.

DRAGON SLAYER
These individuals are either ashamed or resentful that they descend from dragons, and they have made it their mission in life to hunt the beasts down, starting with the egg that they destroyed.
Reckless Attack: At 3rd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Primeval Awareness: When you reach 7th level, you can use your action to expend 1 spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following creatures are within 1 mile of you (or 6 miles if you have just taken a long rest): abberations, celestials, dragons, elementals, fey, fiends, and undead. This feature does not reveal the creatures’ location or number.
Hunter’s Prey: Upon reaching 9th level, you may choose one of the following features of your choice.
Colossus Slayer: Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Giant Killer: When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided you can see the creature.
Horde Breaker: Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original creature and within the range of your weapon.
Draconic Strike: Starting at 13th level, when you hit an enemy with an attack, you can expend a spell slot to do damage (based on your Draconic Ancestry) to the target, in addition to the weapon’s damage. The extra damage is 2d6 for a 1st level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The damage increases by 1d8 if the enemy is resistant to the type of damage you are dealing.
Slayer’s Sword: Beginning at 15th level, whenever you cast Magic Weapon on a sword, the sword you cast it on becomes a Dragon Slayer sword. The sword retains the properties of the Dragon Slayer for as long as long as the Magic Weapon spell is in effect. If you cast Magic Weapon on the same sword every day for a year, it becomes a Dragon Slayer permanently. Strategic Attacker: Starting at 18th level, once per turn when you roll damage for an attack, you can reroll the weapon’s damage dice and use either total. One time, between short rests, you may add both your Strength and your Dexterity modifiers to the damage dice. Deadly Foe: You have become known throughout the land as a legendary Dragon Slayer. All Dragon Type enemies have disadvantage on attack rolls against you, while you gain advantage. Against Draconic enemies you automatically do double damage. If a creature you are fighting is immune to the damage you are dealing, it becomes resistant, and creatures resistant to the damage type lose that resistance.

1st Level:
Chromatic Orb
Magic Missile
Cure Wounds
Thunderwave
Feather Fall
Arms of Hadar
Searing Smite
Mage Armor
Burning Hands
Hunter’s Mark
Shield
Heroism
Guiding Bolt
Detect Magic
Find Familiar
Bane
Hellish Rebuke
Inflict Wounds
Thunderous Smite
Witch Bolt

2nd Level:
Levitate
Lesser Restoration
Shatter
Spiritual Weapon
Warding Bond
Cloud of Daggers
Flaming Blade
Pass Without Trace
Knock
Find Steed
Magic Weapon
Longstrider
Scorching Ray Alter Self
Darkvision
Misty Step

3 rd Level:
Lightning Arrow
Spirit Guardians
Protection From Energy
Wind Wall
Elemental Weapon
Conjure
Barrage
Fly
Blink
Gaseous Form
Fireball
Lightning Bolt
Magic Circle
Mass Healing Word

4th Level:
Polymorph
Dimension Door
Stoneskin
Wall of Fire
Dominate Beast
Ice Storm
Mordenkainen’s Faithful Hound
Arcane Eye
Staggering Smite
Death Ward
Conjure Minor Elementals

Bahalic Dragons
These dragons hatch from an egg that was given to a Dragon Knight before they went adventuring. These dragons mature extremely quickly, growing up often times in less than a year. Their scales are light tan at birth, but when they are fully matured their scales will be the shade of their Rider’s ancestry. Their alignment will never be more than one away from their Rider.

BABY BAHALIC DRAGON
(Small dragon, variable alignment)

AC: 13 (natural armor)
Hit Points: 32 (2d6)
Speed: 15 ft. Fly, 25 ft.

STR: 15 (2) DEX: 13 (1) CON: 14 (2) INT: 10 (0) WIS: 10 (0) CHA: 15 (2)

Skills Perception +4, any 1 of the player’s skills: +modifier +2
Damage Resistances: The player’s Draconic damage resistance
Senses darkvision 60 ft., passive Perception 14
Languages Understands Draconic
Challenge 1/2 (50 XP)

Imprint. The Baby Bahlic Dragon imprints on its Dragon Rider, and a weak telepathic bond forms between them.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 1) piercing damage.
Breath Weapon.Ranged Weapon Attack: The dragon possesses a weapon that is a 15 ft. cone associated with the Dragon Rider’s damage resistance. All creatures within the area of effect must make a Dexterity saving throw with a DC of 10. On a failed save the target takes 2d4 (draconic ancestry) damage, and half as much on a successful one. This ability can be used once in between long rests.

YOUNG BAHALIC DRAGON
(Medium dragon, variable alignment)

AC: 17 (natural armor)
Hit Points: 78 (8d10 + 30)
Speed: 30 ft. Fly, 60 ft.

STR: 19 (4) DEX: 14 (2) CON: 17 (3) INT: 12 (1) WIS: 12 (1) CHA: 16 (3)

Saving Throws: Dexterity +4, Constitution +5, Wisdom +3, Charisma +5
Skills Perception +4, any 2 of the player’s skills: +modifier +2
Damage Resistances: The player’s Draconic damage resistance
Senses blindsight 10 ft., darkvision 60 ft., Passive Perception 14
Languages Understands and speaks Draconic, understands Common
Challenge 4

Imprint. The Young Bahlic Dragon imprint on its Dragon Rider grows stronger, and they can feel each others emotions as they happen.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 2) piercing damage.
Breath Weapon.Ranged Weapon Attack: The dragon possesses a weapon that is a 20 ft. cone associated with the Dragon Rider’s damage resistance. All creatures within the area of effect must make a Dexterity saving throw with a DC of 15. On a failed save the target takes 4d6 (draconic ancestry) damage, and half as much on a successful one. This ability can be used once in between short rests.

Adult BAHALIC DRAGON
(Large dragon, variable alignment)

AC: 19 (natural armor)
Hit Points: 93 (18d10 + 85)
Speed: 40 ft. Fly, 80 ft.

STR: 23 (6) DEX: 16 (3) CON: 21 (5) INT: 14 (2) WIS: 14 (2) CHA: 19 (4)

Saving Throws: Dexterity +7, Constitution +9, Wisdom +5, Charisma +8
Skills Perception +4, any 2 of the player’s skills: +modifier +2
Damage Resistances: The player’s Draconic damage resistance
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages Understands and speaks Draconic and Common, as well as any other language the Rider knows
Challenge 10

Imprint. The Adult Bahlic Dragon imprint on its Dragon Rider is unbreakable, they feel each others emotions as they happen, and thoughts flow freely between them.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d10 + 4) piercing damage.
Claws. +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) slashing damage.
Tail. +6 to hit, reach 15 ft., one target. Hit: (1d6 + 4) bludgeoning damage.
Wings. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed a DC 20 Dexterity saving throw or take 15 (2d6 + 8)bludgeoning damage and be knocked prone. The dragon can then fly up to a third of its flying speed.
Breath Weapon.Ranged Weapon Attack: The dragon possesses a weapon that is a 30 ft. cone associated with the Dragon Rider’s damage resistance. All creatures within the area of effect must make a Dexterity saving throw with a DC of 20. On a failed save the target takes 6d8 (draconic ancestry) damage, and half as much on a successful one.

DRAGON KNIGHT-Specific Epic Boons
(See page 231 of the Dungeon Master’s Guide for rules on Epic Boons.)

Boon of Greater Draconic Persuasion
Prerequisite: Dragon Rider, Boon of Luck
You are able to convince a dragon to stand down with a successful DC 10 Wisdom (Animal Handling) or Charisma (Persuasion) check.

DRAGON KNIGHT-Specific BACKGROUNDS

Servant of Tiamat
Haling from Tytherion, the 2nd layer of the Abyss, you were a powerful servant of the Queen of All Evil Dragons. In the lair surounded by mountains, the pillar of the Heads of Liars and a pit of maggots, you have been spawned as a warrior of evil, and occasionally spoken with the singularly terrible Tiamat herself.

Skill Proficiencies: Religion, History
Languages: Infernal, Undercommon
Equipment: None

Feature:
The Tell Of Liars
You are highly versed in the ettiquette and conventions of liars, and may speak with them and glean truth from otherwise non-truthful words. Furthermore, the chromatic dragons that worship your dragon lord, such as black, blue, green, red and white, do not intrinsically consider you prey. If you enter their home, non-violently, you can just as easily pass it off as having dropped in for tea, rather than seeming as if you’re part of a adventurous raiding party.

SUGGESTED Characteristics
Servants of Tiamat spread hatred, greed, and evil wherever they can, sending the word of Tiamat across all plains. They strike down evil and strive for the freedom of their goddess, and will protect her values above all else.

Personality Trait
1: I have a fascination with the misdeeds of others.
2: Despite being a servant of Tiamat, I like killing my fellow dragonkin.
3: I enjoy helping in the expansion of Tiamat’s army.
4: I carry on conversations with snakes, iguanas, crocodiles, and pseudodragons as if they were people.
5: I’m an avid reader and like to collect rare texts whenever possible.
6: I like to collect the hearts of dragons I have killed and sacrifice them to Tiamat.
7: I take a liking to shiny things.
8: I hold my companions above all else.

Ideal
1: Tradition. The ancient traditions of worship and living sacrifice must be preserved and upheld. (Evil)
2: Aspiration. Seek to gain favor of Tiamat by causing more destruction than any other servant. (Chaos)
3: Horror. I have glimpsed what lies in the lair of Tiamat, and she made even my burning blood run cold. Everything needs to die. Everything. Some might even call it a mercy killing. If only they knew. If only I could make them understand. (Evil)
4: Power. Domination over all plains is accomplished only by those with the strength to enslave all. The strive for power should be a stronger incentive than anything else. (Chaos)
5: Sadism. Suffering, both physical and emotional, is an obsession of mine. It takes a great deal of effort to not flay every being I see. I find so much joy in torture that I feel physically irritated if I cannot let out my urges every few days. (Evil)
6: Destiny. No one will take my right to glory away from me. (Any)

Bond
1: Everything I do is for Tiamat.
2: I will do anything to protect the teachings of Tiamat.
3: I seek to eradicate all who see Tiamat’s teachings as heretical.
4: I will do anything to protect my companions. Even if it means destroying an entire village to save one of them.
5: I would die to protect my comrades, if I trust them implicitly.
6: I seek the destruction of all of Bahamut’s children, the metallic dragons.

Flaw
1: I judge others too harshly.
2: I put too much trust in those who wield power within Tiamat’s hierarchy.
3: I am inflexible in my thinking of Tiamat.
4: Boredom is my least favorite thing. If I get bored, I will do whatever the first thing that comes to my mind to end the boredom is. It’s usually destructive.
5: I will sacrifice a comrade I do not trust for the life of my dragon companion.
6: I have a bad habit of aggravating metallic dragons.

Servant of Bahamut
Yearning for the great Mount Celestia, to live within the giant glittering palace of the good dragon king, you have become a servant of .

As a follower of Bahamut, you strive for the eradication of evil, yet try to avoid harm at all costs. You show your love for your god not from prayers, but with action.

Skill Proficiencies: Insight, Arcana
Tool Proficiencies: Jeweler’s tools
Languages: Any one of your choice, Draconic
Equipment: Alchemist’s Fire, Signet ring

Feature: For the good of the world.
Your deeds as a hero of the good dragon king may bring you good fortune and the favor of your god, as well as the favors of his followers.

SUGGESTED Characteristics
Those that serve in the higher rungs of Bahamut’s hierarchy tend towards acts of kindness. When your soul is tested, you are truly a good soul at heart.

Personality Trait
1: I often get caught up in a whirlwind of my own thoughts, and become oblivious to my surroundings.
2: I feel a tremendous empathy for all who suffer.
3: I’m oblivious to social cues.
4: The common folk love me for my kindness and generosity.
5: I watch over my friends as though they were a litter of newborn pups.
6: I once ran twenty-five miles without stopping to warn a nearby village of an approaching orc horde. I’d do it again, too. Although next time I might bring water.
7: I’m willing to listen to every side of an argument before I make my own judgement.
8: My friends know they can rely on me, no matter what.

Ideal
1: Glory. I must earn glory in battle, and in turn, glory for Bahamut. (Any)
2: Greater Good. It is the responsibility of each person to make the world a better place. (Good)
3: Cosmic BALANCE. There is only so much suffering that the multiverse can sustain. Therefore, if one can eradicate evil at its source, they might minimize the damage. (Chaos)
4: Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
5: Creation. After a great tragedy, there must come rejuvenation. The decimated must be uplifted. (Neutral)
6: Respect. People deserve to be treated with dignity and respect. (Good)

Bond
1: I protect those who cannot protect themselves.
2: My blood is a symbol of my past. I will never forget my roots so long as I bleed.
3: Someone I love died because of a mistake I made. That will never happen again.
4: Bahamut is bitter enemies with the Goddess of Evil Dragons, Tiamat. I admit, I find great satisfaction in plundering and burning her temples, myself.
5: Somewhere out there, I have a child who doesn’t know about me. I’m making the world a better place for him/her.
6: A powerful person killed someone I loved. I will have my revenge some day.

Flaw
1: I can’t resist a pretty face.
2: I cannot let an innocent die if I could have prevented it. I will always choose to help them, even if it means I put myself in dire straights.
3: I will never back down from a fight against a chromatic dragon.
4: I really enjoy siring young grateful maidens for some reason. I never force the subject, but often find myself in situations that make this possible.
5: Servants of Tiamat will stop at nothing to see me killed.
6. I judge myself, and others, too harshly.

LONE WOLF
You bow to no god, and may even consider yourself a god. Or soon to be. You have survived with both Tiamat and Bahamut at your back, seemingly watching your every move. Bahamut does not bother you often, but Tiamat’s servants like to terrorize you at every turn. This has given you an edge against all dragonkind.

Skill Proficiencies: Intimidation, Acrobatics
Tool Proficiencies: None
Languages: Any one of your choice
Equipment: War Horn (range 120 ft.)

Feature: Brand of Orcus
You bear both a physical and spiritual brand given to you by the dragon blood in your veins. Wizards and Monks, in particular, may understand that you are not an intrinsic foe of theirs, and may offer whatever refuge they are able to provide, such as a safehouse in the very likely event that something violent and dragonic is pursuing you.

SUGGESTED Characteristics
The world is considered brutal and wantonly cruel by the standards of humans, and you can not only claim the prestigious accomplishment of having survived there, but you’ve also thrived. You will persevere, above everyone else. You need no deity to ensure that.

Personality Trait
1: I’m always picking things up, often fiddling with them, and sometimes accidentally breaking them.
2: I enjoy shiny objects.
3: I collect dragonic lore, and tend to prefer the company of reptiles to the living.
4: I enjoy nothing more than the company of a battle-hardened dragon.
5: I’m a pyromaniac. If it burns, I want to burn it.
6: I was, in fact, raised by a dragon.
7:I feel the urge to collect many valuable relics.
8: I am misotheistic, and hate all things religious and divine.

Ideal
1: Survival. Kill to survive. (Chaos)
2: Humility. The overly-righteous deserve to be knocked down a peg or two. (Chaos)
3: Power. Might leads to change, and I will herald that change. (Evil)
4: Nature. The world needs to see the beauty that is nature. (Neutral)
5: Legacy. Find love, and carry on the knowledge you have attained. (Neutral)
6: Fairness. We all do work, and should all share in the rewards. (Good)

Bond
1: I am loyal to myself first, and everything else second.
2: In a harbor town, I have a paramour whose eyes nearly stole me from my adventure.
3: Ruthless bandits raided my hometown, raped and slaughtered my mother and sister, and burned my father. Vengeance will be mine.
4: I will bring terrible wrath to those who hurt my friends.
5: I am an old dragonkin indeed, and recall the slaughtering at Wyvern’s Tor by the hands of the Phandalin Warrior, an old friend of mine.
6: I will create bonds and pacts with others with extreme caution.

Flaw
1: There is no room for caution.
2: A face-off with a ghoul at a young age left me blind in my right eye.
3: I have no patience for elaborate and intricate plans.
4: I will take the time to set up traps, even if it means using my allies as distractions.
5: Don’t expect me to save those who cannot protect themselves. The strong survive, and the weak perish.
6: In my youth, I saw the face of a black dragon, and its unmitigated acid seared the flesh from my body. I recovered, but ever since, I have harbored a secret fear of them.

Dragon Knight

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