Dragoon

The earthshaking roar of a dragon echoes across the battle field. Beating its wings furiously, the beast swoops down from the sky. A man clad in scale mail leaps high into the air and plunges down onto the creature's back, driving his spear into its spine, forcing the creature to the ground.

A woman stands among the chaos of war. She rushes down an opponent, striking with the ferocity of a dragon. Those who stood against her that day claim to have seen a dragon sweep the area with its fiery breath, rather than simply a woman with a longarmed weapon.

Grinning excitedly a young man jumps high into the air laughing. He has left the path of war to perfect his mastery of the sky. When he reaches the peak of his jump, he sprouts spectral wings and flies off into the distance.

These fearless warriors stand against dragons, demons, fiends and any other threats who would raise a hand against their homelands. Dragoons use their command of both the sky and ground to strike down their foes with deadly strikes.

Dragon's Bane

The Dragoon was a soldier born out of need in a distant land. Their homeland has been locked in a war against dragonkind for hundreds of years, leading to their soldiers to specialize in battling back against dragons. Their most notable ability is the Dragoon jump, which is powered by a magical gem each Dragoon receives upon completing their basic training.

Scourge of the Sky

The Dragoons have been blessed with the ability to soar high into the air like those they have taken up arms to destroy. These warriors are able to crash down from the sky using their weapons and body weight to drive any skyborn into the ground, or cause great damage to those already on land. Wings will not grant you safety from a Dragoon.

Creating a Dragoon

When creating a Dragoon, consider what brought them down the path of a specialized knight. They may have shown a certain aptitude which allowed them to become a dragoon with ease, or perhaps were born into the role due to the history of their homeland. A dragoon may have decided upon this path due to the stories of famed dragoons of legends, hoping to become as powerful and respected as the knights they had heard about while they were growing up.

Consider why a Dragoon would choose to head out on an adventure. Are they seeking a specific dragon, hoping to slay an enemy of their nation? Could your dragoon have unfinished business with a dragon from their past? Sometimes a dragoon may set out for the sake of journeying around the land.

Quick Build

You can make a Dragoon quickly by following these suggestions. First make Strength your highest ability score, following with Dexterity. Second take the Soldier background.

Dragoon

Level Proficiency Bonus Features Available Jump Casts
1st +2 Fighting Style, Jump 2
2nd +2 Dive 2
3rd +2 Dragoon Archetype 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 3
6th +3 Respected Presence 4
7th +3 Phlebotomize 4
8th +3 Ability Score Improvement 4
9th +4 Dragoon Archetype Feature 4
10th +4 Blood for blood 4
11th +4 Keen Flurry 5
12th +4 Ability Score Improvement 5
13th +5 Dragoon Archetype Feature 5
14th +5 Invigorate 5
15th +5 Disembowel 5
16th +5 Ability Score Improvement 5
17th +6 Dragoon Archetype Feature 6
18th +6 Skewer 6
19th +6 Ability Score Improvement 6
20th +6 One with the Sky 6

Class Features

As a Dragoon, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Dragoon level
  • Hit Points at 1st Level: 10 + your Constituion modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Dragoon level after 1st

Proficiencies


  • Armor: Light and Medium armor.
  • Weapons: simple weapons, martial Weapons
  • Tools: None

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Animal Handling, Athletics, Acrobatics, History, Nature, Perception, Religion, Survival.

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) a martial weapon or (b) two spears
  • (a) a short bow and 20 arrows or (b) two hand axes
  • (a) an explorer's pack or (b) a dungeoneer's pack

Fighting Style

Beginning at the 1st level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

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.

Great 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 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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Jump

Beginning at the 1st level you are able to call upon the power of the Dragoon to greatly increase your jumping ability. You are able to cast the jump spell on yourself. You may cast Jump on yourself in this way multiple times, the number is shown in the class table. This does not provoke an attack of opportunity. Your expended uses are recovered after a short or long rest. Whenever you jump, it is considered to have a running start, even from a stationary position.

Dive

Beginning at the 2nd level you are able to Dive. Using your action, you are able to jump and dive ontop of a target creature while under the effects of the spell jump. You leap high into the air and your target makes a Dexterity saving throw. On a failed save the creature receives damage from both your basic weapon attack, bonus damage equaling 1d6 and is knocked prone. This bonus damage is increased to 2d6 at the 5th level, 3d6 at the 11th level and 4d6 at the 18th level. On a successful save, the creature receives half as much damage and is not knocked prone. You deal an extra 1d6 damage if using a 2 handed or versatile melee weapon wielded with two hands. You finish your dive in a space of your choice directly beside the creature. This does not provoke an attack of opportunity.

Dive DC = 8 + your proficiency modifier + your Strength modifier.

Dragoon Archetype

At 3rd level, you select the focus of your training as a dragoon. Some dragoon may choose to follow the true path of a dragoon, focusing on slaying dragons and achieving the moniker of Dragon Slayer. Others may focus on channeling the power of dragons into their bodies and fight with their power, known as a Dragon Heart. Some Dragoons may turn away from their focus on dragons and go on to become Valkyries, warriors who seek to rule the sky and land.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Respected Presence

Beginning at the 6th level, friendly creatures who know of Dragoons and are aware of your identity as a Dragoon are impressed by you. You receive advantage on charisma ability checks and on Investigation checks when interacting with such creatures.


Phlebotomize

Beginning at the 7th level, your attacks have the potential to cause profuse bleeding in your targets, greatly weakening your enemies using deep piercing blows. When you make your attack roll, on a die roll result is equal to or above 15, you cause a grievous wound resulting in excessive bleeding. The creature makes a constitution saving throw using the Dive DC number. On a failed save, the target creature receives 1d8 extra damage of the same type as the weapon used, and half as much on a successful save. This bonus damage is increased to 2d8 at the 13th level.

Blood for Blood

Beginning at the 10th level, you are able to use imbue yourself with a bloodlust. Using a bonus action on your turn you are able to activate blood for blood. Blood for blood lasts for a number of rounds equal to your strength ability modifier. While under the effects of blood for blood, your melee weapon attacks deal a bonus 1d8 damage, but damage rolls against you deal an additional 1d6 damage.

Keen Flurry

Beginning at the 11th level, you are able fight defensively using your weapons to keep your opponent at bay. When your opponent takes the attack action, if the result of their attack roll is below 10, they have disadvantage on attacks against you for a number of rounds equal to your dexterity modifier.

Invigorate

Beginning at the 14th level, when you make an ability check, if your die roll result is below 10 you may reroll the dice once. You must use this new result. You may do this three times before requiring a long rest.

Disembowel

Beginning at the 15th level, your attacks have the potential to maim your enemies. When you make your attack roll, on a die roll result equal to or above 17, you cause a internal damage to your target. The creature makes a constitution saving throw using the Dive DC number. On a failed save, all attacks on the target have advantage for a number of rounds equal to your strength modifier.

Skewer

Beginning at the 18th level, your attacks have the potential to devastate your opponent's defenses. When you make your attack roll, on a die roll result equal to or above 19, you skewer your target. The creature makes a constitution saving throw using the Dive DC number. On a failed save, the creature has disadvantage on all strength, dexterity and constitution saving throws for a number of rounds equal to your strength modifier.

One with the Sky

Beginning at the 20th level, when you roll for initiative and have no Jump casts remaining, recover 2 Jump casts.

Echoes of the Dragonsong

Dragoons are a remnant and living memory of the Dragonsong War. They came to prominence during the war against dragonkind by their fore bearers. Dragoons specialized in battling the ferocious beasts and overtime channeled their power into their own fighting style. Some Dragoons came to specialize in laying dragons low, ending their lives, while others learned to harness their power. Some turned from dragons altogether, and focused on their ability to take to the skies and explore the world unlike any who had come before them.

Dragon Slayer

A Dragoon who has chosen to focus on the utter destruction of dragon kind begins to walk the path of a Dragon Slayer. This class of Dragoon excels at combating all manner of dragons, having a rich knowledge of their foes, and the strategies needed to defeat them. Their combat abilities evolve around pinpointing the weaknesses of dragons and laying them low.

Elusive Jump

Beginning at the 3rd level, when you are the target of an attack, as a reaction you may spend an available Jump cast to perform an Elusive Jump. This allows you to leap directly away from the attack up to half your total base walking speed while evading the attempted attack roll. This movement does not provoke attacks of opportunity unless you collide with an enemy creature. For rounds equal to your dexterity modifier, enemies have disadvantage on attack rolls against you.

Knowledge from Blood

Beginning at the 9th level, you have gained a wealth of knowledge about dragons. You have proficiency in History, Nature and Perception checks when the check directly involves a dragon, and you add the Draconic language to your known languages.

Spineshatter Dive

Beginning at the 13th level, you are able to perform a Spineshatter Dive. When you perform the Dive feature, your target must make an additional Constitution save DC. On a failed save, the creature is stunned for a number of rounds equal to your strength modifier. You may only invoke the effects of Spineshatter Dive once per long rest.

Life Surge

Beginning at the 17th level, you may force the activation of Phlembotomize, Disembowel and Skewer on a successful attack role. You may only activate this ability once per long rest.

Dragon Heart

Some Dragoon come to be known as Roaring Hearts. These dragoon have taken traits of the dragon into their fighting style, along with performing rituals to become closer to their enemies and to harness their abilities. They have gained an understanding of dragon's and are capable of unleashing their ferocity upon their foes.

Power Surge

Beginning at the 3rd level, when you use the Dive feature, you may choose to impose disadvantage on your target at will before you roll the dexterity check. You may do twice per long rest.

Blood of the Dragon

Beginning at the 9th level, as a bonus action you may activate Blood of the Dragon. For a number of rounds equal to your strength modifier, you gain advantage on your attack rolls. You may activate the Blood of the Dragon once per short rest.

Wheeling Thrust

Beginning at the 13th level, while Blood of the Dragon is active, you may use your attack action to use Wheeling Thrust. Make your attack roll without proficiency or ability modifier bonuses. If you hit, extend the duration of Blood of the Dragon by 1d4 rounds.

Geirskogul

Beginning at the 17th level, while Blood of the Dragon is active, you can use your attack action to unleash a strike which emulates a dragon's fire. All creatures in a 30ft. line which is 5ft. wide. must make a dexterity saving throw using the Dive DC. All creatures affected receive 5d6 force damage on a failed save and half as much on a successful one. You deal an extra 1d6 force damage when wielding a 2 handed or versatile melee weapon wielded with two hands. You may use Geirskogul once every five rounds of combat, or after a short rest.


Valkyrie

A Valkyrie is a dragoon who has strayed from the path of dragon slaying, opting to become a warrior who has mastered land and aerial combat. Valkyries are known for their incredible jumping abilities, allowing them to further deepen the myths which surround Dragoons, flying like those they original had pledged to destroy.

Crescent Moon Strikes

Beginning at the 3rd level, when you use your attack action, if there is a creature directly beside your target, you may roll a second attack roll for that creature as a bonus action. You do not receive a proficiency or ability modifier bonus on this attack. This does not apply to extra attacks.

High Jump

Beginning at the 9th level, your Jump spell becomes more potent. You may now jump quadruple your maximum jumping height. Additionally your Dive attacks deal a bonus 1d6 damage.

Flight of the Dragoon

Beginning at the 13th level, you are able to expend two available jump casts to cast the fly spell on yourself. When you do so, an ethereal pair of dragon's wings sprout from your back. When you choose to dive while your wings are available, your fly spell does not end. You may cast the Fly spell once per long rest.

Dragonfire Dive

Beginning at the 17th level, you are able to perform a Dragonfire Dive. When you use your dive action, you may enshroud yourself in flames and strike down with much greater force. All enemies within a 20 ft. radius of your target are all subject to the effects of the dive. The bonus damage of your dive is replaced and now your dive inflicts bonus 5d6 fire damage and half as much on a failed save to all targets within the area. You deal an extra 1d6 fire damage when wielding a 2 handed or versatile melee weapon wielded with two hands. You may use your Dragonfire Dive once per short rest.