Dragoon

The earthshaking roar of a dragon echoes across the battlefield. 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 long armed 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 Dragon Points
1st +2 Fighting Style 2
2nd +2 Hamgsting Dive 2
3rd +2 Dragoon Archetype 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 3
6th +3 Predator Adaptations 4
7th +3 Exit Wounds 4
8th +3 Ability Score Improvement 4
9th +4 Brutal Critical 4
10th +4 Dragoon Archetype Feature 4
11th +4 Frightful Pressence 5
12th +4 Ability Score Improvement 5
13th +5 Dragoon Archetype Feature 5
14th +5 Dragon's Pride 5
15th +5 ######## 5
16th +5 Ability Score Improvement 5
17th +6 Dragoon Archetype Feature 6
18th +6 ######## 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 Constitution 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 shortbow 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.

Dragon's Points

Starting at 2st level, Your training allows you to harness the primal energy of dragons. Your access to this energy is represented by a number Dragon Points. Your Dragoon level determines the number of points you have, as shown in the points column of the Dragoon table. Expended uses are recovered after a short or long rest.

When you take the attack action, you may also spend a dragon point as a free action to leap in the air as if Jump were cast followed by a dragon feature ability (P). This movement is considered to have a running start and does not provoke an attack of opportunity.

Some of your Dragon Points features require your target to make a saving throw to resist the features affect. The saving throw DC is calculated as follows:

Dragon Point DC = 8 + your proficiency modifier + your Strength modifier.

Hamgsting Dive (P)

Beginning at the 2nd level you are able to Dive into your target with a crippling attack. Dive at a creatures weakspot causing them to make a Dexterity saving throw. On a failed save the creature receives damage from both your basic weapon attack, and bonus 1d6 damage and is knocked prone. On a successful save, the creature receives half as much damage and is not knocked prone.

You finish your dive in a space of your choice directly beside the creature creating advantage until the end of your next turn.

Bonus Damage = 2d6 at 5th level, 3d6 at 11th level and 4d6 at 18th level.

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.

Predator Adaptations (P)

Beginning at the 6th level, Your lifetime of hunting or following dragons has given you an affinity for them. Choose a Dragon Ancestry, You gain resistance to that dragons elemental type and when you channel a dragon's point you gain 1D8 additional elemental damage and is considered magical. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales.

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

Exit Wounds

Beginning at the 7th level, Attacks with advantage gain wounding. Once per turn, when you hit a creature with an Attack you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 damage for each time you’ve wounded it, and it can then make a Dive DC Constitution saving throw, ending the effect of all such wounds on itself on a success.

Brutal Critical

Beginning at the 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.

Frightful Presence

Beginning at the 11th level, You channel Dragon's points to instill the primal fear of dragons into a target. On a successful attack your target becomes frightened until the end of it's next turn.

Dragon's Pride

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,

Skewer(P)

Beginning at the 18th level,

One with the Sky

Beginning at the 20th level, when you roll for initiative and have no points remaining, recover 2 Dragon's Points.

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,

Knowledge from Blood

Beginning at the 9th level,

Spineshatter Dive

Beginning at the 13th level,

Life Surge

Beginning at the 17th level,

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.

Dragon's Greed

Beginning at the 3rd level, You can smell precious metals and jewls within 60 feet that equal your own treasure horde times 2 of value. If the pile of treasure is more than your Horde X2 you will not sense it. You can use this feature a number of times equal to 1+ your Wisdom modifer. When you finish a long rest you regain all expended uses.

Dragon's biology (P)

Beginning at the 3rd level,Your body has becomes closer to that of a dragon, Your AC raises 19, Speed raises 40, and gain blindsight 60 Ft, And Darkvision 120Ft until the end of your next turn.

Dragons

Beginning at the 10th level,

Elemental Strike (P)

Beginning at the 13th level, As you decend into an enemy a vertical column of elemental damage roars from your impact point location. Each creature excluding you in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes a melee basic attack and 6d6 elemental damage failed save, or half as much damage on a successful one.

Geirskogul

Beginning at the 17th level,


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 originally had pledged to destroy.

Crescent Moon Strikes

Beginning at the 3rd level,

High Jump

Beginning at the 9th level,

Flight of the Dragoon

Beginning at the 13th level,

Dragonfire Dive

Beginning at the 17th level,