## How can I dismount a rider?

What is the mechanism to dismount an opponent in mounted combat? What are the rolls?

The only rules for an “unseat” action I’ve found are the unseat feat, which enables a lance-wielding rider to get a free bullrush attempt against another rider. If successful, the other rider automatically falls off his mount and prone.

## Does the Frog Rider ability of a Bullywug Royal work with Giant Toads?

The Ghosts of Saltmarsh WOTC Hardcover contains a few new statblocks, including the Bullywug Royal, who has the following trait :

Frog Rider. The royal has advantage on melee attacks made while riding a frog mount.

However, the Bullywug Royal is a Medium creature, meaning it needs to mount a Large or larger creature. The largest frog creature is the Giant Frog, which is Medium, thus cannot be mounted by the Royal. That being said, the Giant Toad is a Large creature, and the fluff text of Royals says :

A bullywug royal is often accompanied by and mounted astride a giant toad.

Thus, does a Bullywug Royal benefit from “Frog Rider” while riding a Giant Toad ?

## Would it be better to target a rider or mount with a banishing arrow?

I’ve an arcane archer character who chose the banishing arrow feature.

In our campaign we often come across hobgoblins riding worgs.

If I wanted to really put a thorn in the side of the enemy, when the mount and rider are charging into combat, would it be better to target the rider or the mount with a banishing arrow?

Is one strategy optimal over the other?

## Does Lightning Bolt hit both a mount and its rider?

I have a wizard casting Lightning bolt at a flying mount (Griffon), hoping to hit both the mount and its rider. The DM has determined that I have hit the mount, but we have the question of if this also hits the rider as well?

How does Lightning Bolt work when targeting both a mount and the rider along the line effect area?

## Dragon Rider PRC question (DragonLance Campaign Setting)

Dragon Rider PRC (DragonLance)

Does the the bonus hit dice your dragon gains also apply to his age and/or size going up as well? IE: say a 17HD copper dragon (Large, Young Adult) get to apply his 8 bonus hit dice, does he then become a 25HD equivalent (Huge, Mature Adult, increased SR and caster level, etc)?

I wonder because some of the bonus feats in the PRC require you to be Huge size (Snatch) or a 10th level caster (Quicken Spell-Like Ability).

The section in the PRC does discuss the Bonus Hit Dice, but does not state if the age/size goes up or not. Also anyone know of any errata for the DragonLance Campaign Setting?

## Introduction

This is a follow up question to: Is this homebrew Dragon Rider ranger archetype balanced?

If you are not familiar with that question, I’d recommend reading it before this one, since this question won’t make much sense otherwise (and I don’t want to repeat loads of it here, since this post is long enough already).

From Weaveworker89’s answer to my previous question, I can see that the damage output of my previous version was too high, largely owing to the fact that the dragon companion can make its attacks using your bonus action, and that the dragon can start making two attacks/Multiattack after you reach level 11 (which also means that a Dragon Rider ranger would never use their bonus action for anything else ever again, which reflects bad design on my part).

## Changes

The changes I plan on making are to adjust Draconic Bond from this:

You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge or Help action.

to this:

You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command your dragon to take the Attack action.

Basically, the same as the RAW Beastmaster (PHB, p. 94). For the context of this question, assume that the Dragon Rider archetype from my previous question includes the above change (almost like “errata”, I guess).

## Problem

However, I imagine the damage output will still be too high, even with this change, but I’m reluctant to drop the Draconic Fury feature (which is the same as the Beastmaster’s “Bestial Fury” feature). Instead, I’d rather take a look at weakening the dragon itself so that before and after reaching level 11 and getting Draconic Fury, it’s damage output is still within reason.

I’m happy enough with the damage output of the pseudodragon that you get between levels 3 and 6, it’s the wyrmling that you get between levels 7-14 and the young dragon you get at levels 15+ that I’m concerned with. I’m also generally happy enough with the rest of my archetype, which is why I’m focusing on the dragon’s CR as the thing to bring the damage output down, and therefore the whole archtype into balance.

## Question

What CR wyrmling/young dragon stats should I pick such that the damage output (bearing in mind that it is not triggered from a bonus action anymore, but rather sacrifices one of your attacks) is on par with, say, a Gloom Stalker ranger? I’d like answers to consider the damage output of my archetype at levels 7-10 (Wyrmling, one attack), levels 11-14 (Wyrmling, two attacks) and 15+ (Young Dragon with Multiattack).

Note that, in my previous version, I outlined that each variation of wyrmling/young dragon are essentially all homoginised into the same CR creature, based on the stats of one specific dragon (i.e. a Blue Dragon Wyrmling and a Young Red Dragon), but with minor tweaks such as different elemental damage resistance, different breath weapon damage, and different speeds and other minor features such as Amphibious or Ice Walk, as befits the chosen dragon’s colour.

So what I’m really looking for is a specific statblock of a specific Wyrmling/Young Dragon (ideally chromatic, so that we don’t have to worry about extra breath weapons, but I can work with metallic dragon statblocks and just explicitly exclude any extra breath weapons), which I can then swap some elemental damage and speeds around to match the flavour of the chosen dragon colour, such that its damage output is balanced for this archetype.

## Is this homebrew Dragon Rider ranger archetype balanced?

Firstly, this was inspired by these recent questions:

• Is this homebrew Dragon Rider class balanced compared to the other official classes?
• Is this Revised Dragon Rider homebrew class balanced compared to the official classes?

I really like the flavour of these classes, and you should definitely check them out.

However, I personally thought that there was a lot of crossover with existing half-caster classes, specifically it reminded me of the Beastmaster ranger, and furthermore I prefer the idea of just using the existing spell slot rules rather than the introduction of mana points, so I’ve decided to have a go at coming up with my own Dragon Rider, but as a ranger archetype instead of a whole new class.

I’ve used the feedback from guildsbounty’s answer on the first question linked above, as well as considering the Beastmaster ranger (which is know is considered underpowered). Below I will list each of my proposed class features for my Dragon Rider archetype, but with sections of italicised text within nested quote formatting–which is my commentary on why I made certain decisions–that is not part of the class feature description.

### Dragon Rider

Dragon Rider Magic. Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Dragon Rider Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Dragon Rider Spells $$\begin{array}{c|l} \textbf{Ranger Level}& \textbf{Spell} \ \hline \text{3rd} & \textit{absorb elements} \ \text{5th} & \textit{dragon’s breath} \ \text{9th} & \textit{fear} \ \text{13th} & \textit{elemental bane} \ \text{17th} & \textit{control winds} \end{array}$$

This follows after the XGtE ranger archetypes, where you get an extra spell per spell level. I’ve tried to pick spells that suit the theme of dragons (such as fear, to resemble a dragon’s Fearsome Presence) and elements, but not specific elements (e.g. fireball), since it wouldn’t fit with, say, if you’d picked a blue dragon, which has lightning breath, not fire breath. I’m also aware that absorb elements is on the ranger spell list already, but I couldn’t think of anything else that was thematic.

Draconic Affinity. At 3rd level, you can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

This is essentially just the Dragon Ancestor of the Draconic Bloodline sorcerer; arguably the second part is slightly weaker because Charisma isn’t often an important ability for rangers, whereas it’s the most important for sorcerers. I added it largely just to fit the theme.

Draconic Bond. At 3rd level, you gain a pseudodragon companion that accompanies you on your adventures and is trained to fight alongside you. Choose a colour for your psuedodragon, the statistics of which are as follows:

(As a shorthand, rather than describing this here, I’ll just refer you to my recent question; despite the accepted answer there stating that it is more powerful than a RAW pseudodragon, I feel that adding extra HP and AC and such, as per the below, just like a Beastmaster ranger’s companion, means that it’s probably fine as presented in that question for the purposes of this.)

Add your proficiency bonus to the pseudodragon’s AC, attack rolls, and damage rolls, as well as to any skills it is proficient in. Its hit point maximum equals four times your ranger level.

The pseudodragon obeys you commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the pseudodragon where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge or Help action.

Like any creature, the pseudodragon can spend Hit Dice during a short rest. If you are incapacitated or absent, the pseudodragon acts on its own, focusing on protecting you and itself. It never requires your commend to use its reaction, such as when making an opportunity attack.

When travelling through your favored terrain with only the pseudodragon, you can move stealthily at a normal pace.

If the pseudodragon dies, you can obtain another one by spending 8 hours magically bonding with another pseudodragon that isn’t hostile to you, either the same colour pseudodragon as before or a different one.

This is the “main” feature of the archetype, which is where you get your pet dragon. It’s basically the Ranger’s Companion feature of the Beastmaster archetype. By using the pseudodragons from my recent question (yes, this is what that was for), it has a breath weapon and damage resistance, which foreshadows the creature “growing up” via later class features.

My decision to have it attack as a bonus action was based on this Q&A, and my experience (see accepted answer), with house-ruling this for Beastmaster rangers, so I thought I’d just make that explicit here. However, if this makes this archetype too strong, given that dragons are stronger than typical Beastmaster beasts, this can be changed to using your action, same as the RAW Beastmaster.

Draconic Growth. By 7th level, your bond with your pseudodragon accelerates its growth. It transforms into a wyrmling of the same colour, although it’s statistics are as follows:

(Again, somewhat of a shorthand; basically it’s the stats of a CR 3 Blue Dragon Wyrmling, but with the correct elemental for the damage resistance and breath weapon, although the damage is the same as the Blue Dragon Wyrmling, no “additional” breath weapon for metallic wyrmlings, and the correct speeds, and also the Amphibious feature (i.e. for black, green, gold, bronze wyrmlings) being absent or present depending on the colour you picked.)

The wyrmling behaves exactly as your pseudodragon did, including that you must still use your bonus action to issue commands, but you no longer add your proficiency bonus to its AC, attack rolls, damage rolls, or skill checks. Its maximum hit points are no longer based on your ranger level, but rather on the statistics given.

You have also trained this wyrmling to act as your mount, training that your bond with it has accelerated. This wyrmling counts as one size larger than you for the purposes of serving as your mount.

This is where the pseudodragon becomes a wyrmling, but with its CR fixed, and you no longer add your proficiency bonus like you did with your pseudodragon (i.e. like Beastmaster ranger’s companions do). This is based on statements from guildsbounty’s answer such as “At a rough ballpark based on experience, a CR 3 monster is roughly the equivalent of a 4th to 5th level character in combat.” and “So, the wyrmlings usefulness has gradually been tapering off and keeping it alive has gotten hard.” I’m hoping that by having this happen at level 7 instead of level 5, it should be balanced, especially by fixing the stats of the wyrmling to a set CR so that min-maxers don’t all pick the CR 4 Red Dragon Wyrmling.

As for overriding the mount creature size requirements, I felt like since the archetype is called “Dragon Rider“, you should be able to ride it, and I didn’t want this archetype to favour Small PCs such as halflings and gnomes, so I just thought I’d let anyone ride it. By anyone, I mean the ranger PC, but of any race; not other party members or NPCs (I’m hoping that by saying “your mount”, that is clear, although I can add something to make that even more explicit). If this is a bit much, would reducing the wyrmling’s stats down to a CR 2 companion, or even CR 1, help to make this balanced? I’m not at all attached to the Blue Dragon Wyrmling’s stats and would be happy with a CR 1 or CR 2 wyrmling’s stats instead.

Draconic Fury. At 11th level, your wyrmling companion can make two Bite attacks when you command it to use the Attack action. When it later gains the Multiattack action, it can use that action when you command it to use the Attack action.

This is the same as what Beastmaster rangers get at 11th level. I did also consider lifting the restriction on breath weapons, so that a Copper Dragon Wyrmling can use Slowing Breath again, for example, but then considered that this clearly favours using metallic dragons over chromatic dragons, so I decided against it.

Draconic Synergy. Also at 11th level, your bond with your dragon becomes deeper, allowing you to benefit from its affinity to its elemental. You gain resistance to the damage type that your dragon is resistance to.

This is just so that you, the ranger, get something as well, since otherwise it’s just your pet that keeps getting stronger. However, if this is too strong for 11th level, this feature can be dropped entirely (this is the main reason I separated it out into its own feature).

Draconic Mastery. When you reach 15th level, your bond with your wyrmling accelerates its growth even further. It transforms into a young dragon of the same colour, although it’s statistics are as follows:

(As with the wyrmling, somewhat of a shorthand; basically it’s the stats of a CR 10 Young Red Dragon, but with the correct elemental for the damage resistance and breath weapon, although the damage is the same as the Young Red Dragon, no “additional” breath weapon for metallic wyrmlings, and the correct speeds, and also the Amphibious feature (i.e. for black, green, gold, bronze wyrmlings) being absent or present depending on the colour you picked; also Ice Walk if it’s a Young White Dragon.)

This is where it becomes a young dragon. Again, the feedback from guildsbounty’s answer saying that “based on experience, I ballpark that a CR 10 monster is at least on-par with a level 14 PC”, I figured that this would be balanced at level 15, and it still consumes your bonus action for it to do anything. Also, I’m still fixing its CR so that Red and Gold aren’t the optimal choices, so this CR can be lowered still if this is unbalanced but reducing the CR would balance it; I’m not at all attached to the Young Red Dragon’s stats and would be happy with even a Young White Dragon’s stats if that would help to balance it.

Is this ranger archetype balanced when compared to the other ranger archetypes (probably the Gloom Stalker, since I think that’s considered the strongest ranger archetype; this is obviously more powerful than the Beastmaster archetype, but that’s intentional)? If not, would any of the proposed changes I mention in some of the italicised text above help to balance it (i.e. it uses your action instead of your bonus action, reduce the CR of the wyrmling/young dragon, etc)?

PS: Also yes, I know that I’ve been overusing the word “Draconic”…

## Is this Revised Dragon Rider homebrew class balanced compared to the official classes?

Is this revision of the homebrew Dragon Rider class balanced compared to the other official classes in 5e?

Note that all the spells I’ve put on the Rider spell list require concentration.

The class:

# Dragon Rider

Dragons terrify most adventurers, but for you, one very small dragon decided to bond with you, giving you the gift of magic as well. Why did the dragon choose you? Did your country or city test every citizen for a bond? Did you find your dragon still in an egg while exploring a abandoned dragon cave far greater adventurers cleared years before? Did you stumble upon it in the woods one day while hunting? Are the dragon’s parents or a military looking for it?

### Quick Build:

Dexterity should be your highest score as a Rider, followed by Constitution or Intelligence. Get starting equipment (c) and choose the spells Faerie Fire, Hunter’s Mark, Arcane Weapon, and Thunderous Smite.

## Dragon Rider Spell List

### 1st-level

Arcane Weapon
Ensnaring Strike
Entangle
Expeditious Retreat
Faerie Fire
Fog Cloud
Hail of Thorns
Hunter’s Mark
Searing Smite
Thunderous Smite
Wrathful Smite
Zephyr Strike

Alter Self
Blur
Branding Smite
Earthbind
Magic Weapon
Silence
Skywrite
Warding Wind

### 3rd-level

Blinding Smite
Call Lightning
Crusader’s Mantle
Elemental Weapon
Flame Arrows
Lightning Arrow
Protection from Energy
Vampiric Touch

### 4th-level

Elemental Bane
Grasping Vine
Greater Invisibility
Staggering Smite
Storm Sphere

Animate Objects
Antilife Shell
Circle of Power
Control Winds
Far Step
Immolation
Telekinesis

## Class Features

### Hit Points

Hit Dice: 1d8 per Dragon Rider level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier for each Dragon Rider level after 1st

### Proficiencies

Armor: Light Armor, Medium Armor, and Shields
Weapons: Simple and Martial Weapons
Saving Throws: Intelligence and Constitution
Skills: Choose 3 skills from Perception, Arcana, Nature, Medicine, History, Animal Handling, and Acrobatics.
Tools: Leatherworker’s Tools, Dragonchess Set

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

• (a) a greatsword, 6 Javelins, and Chain Shirt; Or
• (b) a longsword, 6 Javelins, a Chain Shirt and a shield; or
• (c) a rapier, Leather Armor, a shield, and 10 darts

and
a longbow, a quiver with 20 arrows, an explorer’s pack, and a leatherworker’s kit.

### Dragon Bond

When you take you first level in this class, you gain a pseudodragon companion with a permanent telepathic bond to you. You always know the location of your dragon as long as it is in the same plane as you. You and this dragon can read and speak Draconic, and you can communicate with each other at a distance of a number of miles equal to your level. As an action, you can see through your dragon’s eyes.

If your dragon is killed, you suffer one level of exhaustion from the stress of having your telepathic bond severed. You can spend a long rest to bring it back to life. If you do this, you end your long rest with 0 mana points.

### Dragon Magic

Unlike other spellcasters, your magic comes from the power your dragon bestowed on you when you met it; thus, you have no spell slots. Instead, you have a maximum amount of mana equal to your Rider level. You regain all expended mana on a long rest. Whenever you cast a spell, you can spend 1 additional mana to cast it as if you were in your dragon’s location.

Intelligence is your spellcasting modifier for Rider spells. You know 4 Rider spells from the Rider spell list and learn 1 more whenever you gain a level in this class.

When you cast a Rider spell, you spend mana according to the table below. If you do not have enough mana, you cannot cast the spell.

$$\begin{array}{cl} \textbf{Spell Level} & \textbf{Mana Cost} \ \text{1st} & \text{1 Mana}\ \text{2nd} & \text{3 Mana}\ \text{3rd} & \text{5 Mana}\ \text{4th} & \text{8 Mana}\ \text{5th} & \text{10 Mana} \end{array}$$

### Fighting Style

At level 2, choose between the Two-Weapon Fighting, Archery, Defense, Great Weapon Fighting, Dueling, or Mariner fighting styles. You can’t benefit from the same fighting style more than once.

### Mastery

At level 3, choose between the Spell Master and Weapon Master subclasses.

### Ability Score Improvement

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

### Draconic Growth

At level 5, pick a color for your pseudodragon- green, copper, blue, white, brass, black, or silver. Once per long rest, your can use your action to make your pseudodragon temporarily grow into a wrymling of its color. This transformation ends after 10 minutes, or if your dragon is reduced to 0 hitpoints. No creature, including you, can ride your dragon, and it can only use its breath weapon twice during this transformation (this replaces the Recharge feature).

### Improved Bond

At level 6, once per short rest, whenever you take damage, you can use your reaction to have your dragon take the damage instead. Additionally, once per short rest, your dragon can use its reaction whenever it takes damage for you to take the damage instead. Transferred damage cannot be reduced in any way.

Additionally, you automatically succeed on any saving throw against your dragon’s breath weapon.

### Draconic Tendencies

At level 9, your bond with your dragon begins to influence you. Choose either the Survival and Nature proficiencies. You gain proficiency in that skill if you do not already, and you add double your proficiency bonus to any checks that use that skill. Your eyes continuously glow the color of your dragon, and you learn the Thaumaturgy cantrip.

### Draconic Growth

At level 10, your dragon permanently grows into a Wrymling of its color. It can only use its breath weapon twice per long rest, and no creature, including you, can ride your dragon while it is in flight. Two small or one medium creature can ride your dragon while it is on the ground or in water.

### Extra Attack

Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Riding Master

At level 13, you have advantage on saving throws you make to stay on your dragon.

### Greater Bond

At level 15, when a creature fails a saving throw to your dragon’s breath weapon, and is not immune to the damage type of the breath weapon, that creature has disadvantage on saving throws against your spells until the end of your next turn. You, and only you, can now ride your dragon while it is in flight, as long as your size is medium or smaller.

### Increased Draconic Tendencies

At level 17, you stop aging and can’t be aged magically. You are immune to disease.

### Draconic Growth

At level 20, your dragon grows into an young dragon of its color. 2 Medium or 4 Small creatures can now ride it at a time, and it is no longer is limited in uses of its breath weapon.

## Subclasses

### Weapon Master

At level 3, when your dragon makes a critical hit on a creature, you have advantage on attacks against that creature until the end of your next turn.

At level 7, when you take the dodge action, you have advantage on saving throws to maintain concentration on a spell until the start of your next turn. In addition, if a creature does damage do your dragon, for the next minute the first weapon attack you make against that creature does additional force damage equal to your intelligence modifier.

At level 18, your ranged attacks are made at advantage while you are riding your dragon. In addition, whenever your dragon hit a creature with an attack of opportunity, you can use your reaction to make make a ranged weapon attack against that creature.

### Spell Master

Whenever you gain a level in this class, you can now choose one of the following spells instead of one from the Dragon Rider spell list, these spells count as Rider spells for you:
Feather Fall, Heat Metal, Darkvision, Invisibility, Shatter, Fireball, Fire Shield, Elemental Bane, Skill Empowerment, Transmute Rock.

At level 3, you regain mana points equal to your proficiency bonus whenever you complete a short rest.

At level 7, you can use an action to spend mana points and give yourself and your dragon hit points equal to the 5 times the mana points you spend.

At level 18, you learn one 6th level spell from the sorcerer spell list, and can cast it once per long rest.

## Is this homebrew Dragon Rider class balanced compared to the other classes in 5e?

Dragons terrify most adventures, but for you, one very small dragon decided to bond with you, giving you the gift of magic as well. Why did the dragon choose you? Did your country or city test every citizen for a bond? Did you find your dragon still in an egg while exploring a abandoned dragon cave far greater adventurers cleared years before? Did you stumble upon it in the woods one day while hunting? Are the dragon’s parents or a military looking for it?

Quick Build:
Intelligence should be your highest score as a Rider, followed by Constitution or Strength/Dexterity. Get starting equipment c and choose the spells Faerie Fire, Hunter’s Mark, Arcane Weapon, and Thunderous Smite.

Dragon Rider Spell List
1
Arcane Weapon
Ensnaring Strike
Entangle
Expeditious Retreat
Faerie Fire
Fog Cloud
Hail of Thorns
Hunter’s Mark
Searing Smite
Thunderous Smite
Wrathful Smite
Zephyr Strike
2
Alter Self
Blur
Branding Smite
Earthbind
Magic Weapon
Silence
Skywrite
Warding Wind
3
Blinding Smite
Call Lightning
Crusader’s Mantle
Elemental Weapon
Flame Arrows
Lightning Arrow
Protection from Energy
Vampiric Touch
4
Elemental Bane
Grasping Vine
Greater Invisibility
Staggering Smite
Storm Sphere
5
Animate Objects
Antilife Shell
Circle of Power
Control Winds
Far Step
Immolation
Telekinesis

Profincies:
Armor: Light Armor and Shields
Weapons: Simple and Martial Weapons
Saving Throws: Intelligence and Constitution
Skills: Choose 3 from perception, arcana, nature, medicine, history, animal handling, and acrobatics.
Tools: Leatherworker’s Tools, Dragonchess

Starting Equipment:
a) A greatsword and leather armor.
b) A longsword, leather armor, 6 javelins, and a shield.
c) A longbow, a rapier, leather armor, a quiver with 30 arrows, and a shield.

and
a) An explorer’s pack and a leatherworker’s kit.

Hit Dice: D8
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at higher levels: 1d8 or 5 + your Constitution modifier for each level after 1st.

Dragon: When you take you first level in this class, you gain a pseudodragon companion with a permanent telepathic bond to you. You always know the location of your dragon as long as it is in the same plane as you. You and this dragon can read and speak draconic, and you can communicate with each other at a distance of a number of miles equal to your level. As an action, you can see through your dragon’s eyes. If your dragon is killed, you suffer one level of exhaustion from the stress of having your telepathic bond severed. You can spend a long rest to bring it back to life. If you do this, you end your long rest with 0 mana points.

Spellcasting: Unlike other spellcasters, your magic comes from the power your dragon bestowed on you when you met it; thus you have no spell slots. Instead, you have a maximum amount of mana equal to your Rider level. Intelligence is your spellcasting modifier for Rider spells. You regain all of your mana on a long rest. Whenever you cast a spell, you can spend 1 additional mana to cast it as if you were in your dragon’s location. You know 4 Rider spells from the Rider spell list and learn 1 more whenever you gain a level in this class. When you cast a Rider spell, you spend mana according to the table below. If you do not have enough mana, you cannot cast the spell.
Mana Cost:
1st Level- 1 Mana
2nd Level- 3 Mana
3rd Level- 5 Mana
4th Level- 7 Mana
5th Level- 9 Mana

Fighting Style: At level 2, choose between the Two Weapon fighting, Archery, Defense, Great Weapon Fighting, Dueling or Mariner fighting styles. You can’t benefit from the same fighting style more than once.

Mastery: At level 3, choose between the Spell Master and Weapon Master subclasses.

ASI: At levels 4, 8, 12, 16, and 19, you can increase 1 ability score by 2 or 2 ability scores by 1, or take a feat.

Draconic Growth: At level 5, your pseudodragon grows up into a wyrmling of your choice, but not a red one. No one can ride your wyrmling. Your wyrmling can only use its breath weapon once per short rest, unless it has multiple breath weapons, in which case it can only use each option once per long rest.

Improved Bond: At level 6, once per short rest, whenever you take damage, you can use your reaction to have your dragon take the damage instead. Additionally, once per short rest, your dragon can use its reaction whenever it takes damage for you to take the damage instead. Transferred damage cannot be reduced in any way. Additionally, you automatically succeed on any saving throw against your dragon’s breath weapon.

Draconic Tendencies: At level 9, your bonding with your dragon begins to influence you. You gain proficiency in survival and nature, your eyes continuously glow the color of your dragon, and you learn the Thaumaturgy cantrip.

Draconic Growth: At level 10, your dragon grows into a Young Dragon the same color as it was as a Wyrmling. One medium or two small creatures can ride on your dragon, but it has the same breath weapon limitations as before.

Extra Attack: At level 11, when you take the attack action, you can make two attacks instead of one.

Riding Master: At level 13, you have advantage on saving throws to stay on your dragon while it is in flight.

Greater Bond: At level 15, When a creature takes damage from your Dragon’s breath weapon, that creature has disadvantage on saving throws against your Rider spells until the end of your next turn.

Increased Draconic Tendacies: At level 17, you stop aging and can’t be aged magically. You are immune to disease.

Draconic Growth: At level 20, your dragon grows into an adult dragon of its color, 3 medium or 6 small creatures can ride it, and it is no longer is limited in uses of its breath weapon.

Weapon Master:
At level 3, when your dragon makes a critical hit on a creature, you have advantage on attacks against that creatures until the end of your next turn.

At level 7, when you cast a spell as an action, you can make one weapon attack as a bonus action.

At level 18, your ranged attacks have advantage while you are riding your Dragon, and if you move towards a creature at least 60 feet in a round, you first attack against that creature until the end of your next turn does an extra 4d10 piercing damage.

Spell Master:
At level 3, you regain mana points equal to your proficiency bonus whenever you complete a short rest.

At level 7, you can spend mana points as a bonus action to give yourself or your dragon hitpoints equal to the 5 times the mana points you spend.

At level 18, you learn one 6th and one 7th level spell from the sorcerer spell list, and can cast each once per long rest.

## Asavir prestige class grant Djinni’s Blessing (Su) : “The mount … carry a second rider without penalties”, how rule it?

Regarding the asavir prestige class : https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/asavir/

And at the read of the Djinni’s Blessing (Su) : When an asavir reaches 4th level, her mount receives the blessing of the djinn, making it swift and tireless. The mount’s speed increases by 10 feet, it doesn’t take movement penalties from wearing barding, and it can carry a second rider without penalties. When the asavir reaches 8th level, her mount’s speed increases by an additional 10 feet.

I’m asking how rule it ? Does both are on the same Saddle ? or two distinct Saddle are need ? In the particular case of a mounted charge, the two riders and the mount declare charge (like for one rider and mount) ? in the case of ride-by-attack feat, does the two riders need it to performed it ?

Does the two rider (considering two M riders on a L mount) are considering adjacent or sharing the same space ? in the second case with or without the malus due to it ?

Thanks for your responses.