# Steel Dragoon “When Dragons rage, the lands do burn, the skies do crack and the world turns” An old proverb, for a city long lost. When Dragons attack, rarely do they leave survivors, and often those few survivors never want to see another Dragon, due in no small part to the primal fear they are filled with after experiencing the destruction they can wrought up close. However some survivors see the Dragons attack and pick out the weaknesses, they see them as a problem to solve, an equation to puzzle out, a monster to slay. Some become fighters, paladins, rangers, learning to fight them on equal footing, with skill, faith and knowledge, others use trickery or magic. Those few who become Steel Dragoons, look at them and see inspiration, and weaknesses, power to harness, shackle and control, they see designs to build and exploit. They became monster slayers, aiming for the ultimate prey, Dragons. Everything else is just practice and refinement of technique. ### Steel Dragoon Features #### Bonus Proficiencies Starting at 3rd level when you pick this specialization you gain proficiency with smiths tools, if you already have proficiency with this tool proficiency you may pick one other type of artisans tools of your choice. Additionally you gain proficiency with heavy armour and martial weapons. #### Steel Dragoon Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Steel Dragoon Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. | Artificer level | Spell | |:----:|:----:| | 3rd | zephyr strike, chromatic orb | | 5th | calm emotions, dragon’s breath | | 9th | counterspell, thunder step | | 13th | fire shield, vitriolic sphere | | 17th | circle of power, destructive wave | #### Slayer’s Tools Starting at 3rd level you learn how to craft various tools and devices for use in hunting monsters, doing so requires a long rest and some scrap material available to work into the device, these devices are only usable by you. You may craft 2 slayer’s tools of your choice at 3rd level, an additional 1 at 9th level, and another 1 at 17th level. You may only build and carry one of each Slayer's Tool that you know how to build. #### Dragon-Firearm At 5th level you begin the construction of a customised firearm for use to hunt Dragons, and although effective against them, it is useful against other things. Select the form this firearm takes from the following options: **Coachgun**: A double barrelled short ranged scatter gun, the coachgun fires in a 20 foot cone, dealing 3D6 piercing damage to all targets caught in the cone on a successful attack. **Pump-Gun**: A single barrelled tube gun with a cartridge pumping system that lets you swap between ammo types, either a 45 foot range single target attack dealing 2D8 bludgeoning damage round, or a 2D6 piercing damage 15 foot cone type. **Flachette Gun**: A single barrelled rifle that fires thin needles at long distances, has a range of 90 feet and deals 4D6 slashing damage on a successful attack. To fire them, you make a ranged attack roll against your target, you may fire these weapons the number of times equal to your intelligence modifier before needing to finish a short or long rest to re-arm. These weapons come with one upgrade at 5th level and an additional upgrade at 13th level. #### Hardened Armour Starting at 9th level you learn how to fortify your armour from blows and strengthen it in response to attacks. You may as an action fortify your worn armour to add your half your proficiency bonus (rounded down) to your armour class, this counts as a magical bonus which cannot be stacked with other magical bonuses, and is only active while you wear the armour. Additionally when attacked you may use your reaction to gain resistance against the main type of damage that the attack deals to you, if you are harmed by more than one damage type you gain resistance to the one that deals the most damage, if both deals the same amount damage your DM picks, this resistance lasts until the end of your next turn. You may use this feature the amount of times equal to your intelligence modifier before needing to finish a long rest. At 13th level you further harden your armour from assault and the environment, while you are wearing heavy armour that includes a full face helmet you no longer need to breathe, as you have modified your armour to function in a vacuum. This feature lasts for up to an hour before you need to vent and take a new breath of air into your suit and is activated as a bonus action. \page #### Dragoon-Heart At 15th level you are immune to frightened, charm and paralysis effects while you are in heavy armour, as an action you may forge the armour you are wearing into a machine of destruction in the shape of a humanoid Dragon. While in this form you gain the following benefits: You gain a flight speed of 45 feet. You gain temporary hit points equal to half your artificer level + your proficiency bonus + your intelligence modifier, these hit points refresh at the end of your turn every other round while you maintain this form. You gain advantage on grapple and strength (athletics) checks, and can lift and carry double your normal amount. While in this form you cannot talk normally and can only make guttural grunts and screams, you can maintain this form for up to your intelligence modifier + your proficiency bonus rounds. Once you have used this feature you cannot use it again until you have finished a long rest. ### Slayer’s Tools #### Launch Braces You build a pair of leg braces that strengthen your ability to move, while wearing them you may as a bonus action add 20 feet to your ground movement speed, you may use this device the number of times equal to your intelligence modifier before needing to finish a short or long rest. #### Adamantine Claws Your build a set of adamantine tipped claws, one for each hand and foot, you gain a climbing speed equal to your base ground speed, you are also never considered unarmed while wearing the claws and may make claw attacks dealing 1D6 slashing damage. #### Kracker You build a high explosive, armour piercing grenade, to use it, as an action you must make a melee attack and successfully hit, if you miss you fail to plant the Kracker, if you hit you plant the Kracker on the target. At the end of your next turn the Kracker will detonate dealing (half artificer level)D6 fire damage to all people within 5 feet of the target. Once you have used this device you cannot do so again until you have built a new one during a long rest. #### Counterblast You have built a device to slow and stop your falls or crashing into objects, reducing the damage you would take by half. To use this device you must be falling or being thrown by more then 60 feet and use your reaction when taking damage from falling or being slammed into an object, the device explodes and deals 1D8 fire damage to the object and anything within 5 feet but reduces your fall speed and damage to nominal amounts. You take half the damage you normally would. Falls and crashes into objects that would otherwise be fatal instead leave you on 1 hit point. #### Wrathful Harpoon (9th level onwards) You build a retractable Harpoon and grapple line that can be used to pin an enemy, pull them closer or use to provide a cable to climb. The Harpoon has a range of 120 feet and requires an action to fire, if aimed at a target to pin or pull, make a ranged attack roll if you hit you may use your bonus action to pin them in place, tether them to the anchor cable or pull them closer. This functions as a grapple, replacing your strength (athletics) with your intelligence (arcana) if you beat their roll you may pull them 5 feet towards you, or leave them attached at the same distance they are. Targets that are of 2 size categories larger than you may not be grappled and pulled towards you but may be tethered or used to pull yourself towards them. To use it as a climbing rope/ascension cable you pick a spot within 120 feet and as an action roll to hit the square (armour class depending on the material, harder materials will have higher armour, basic stone will be AC 10), if you hit the harpoon is anchored and can be used to climb by others or retracted to pull yourself up. Climbing the cable counts as an easy athletics task, retracting the cable uses a bonus action and pulls you 60 feet towards the square. You may detach the cable from you at any point as a bonus action. You may use this device the number of times equal to your intelligence modifier before needing to make a new one on a long rest. #### Terror Pulse Grenade (9th level onwards) You build an explosive device that pulses with low sonic vibrations, disorienting people before exploding. As an action you may throw the device into a square within 60 feet of you (or further if dropped from height) at the end of you turn it will pulse and effect everyone within 30 feet of landing point, requiring them to make a constitution save or take 2D4 thunder damage and be stunned for 1D4 turns on a failure, on a success they are unaffected. At the end of your next turn the device explodes dealing 2D6 fire damage to all creatures within 10 feet of its landing point. You may use this device up to your intelligence modifier times before you need to finish a long rest and rebuild them. \page ### Dragon-Firearms Upgrades #### Lightning Rail You modify your Dragon-Firearm to include a magnetic stone that charges your shot as you fire it, you add your proficiency bonus lightning damage to the damage of your firearm, incompatible with other upgrades that add elemental power. #### Volcano Breath You modify your Dragon-Firearm to include a molten crystal that charges your shot as you fire it, you add your proficiency bonus fire damage to the damage of your firearm, incompatible with other upgrades that add elemental power. #### Maiden’s Heart You modify your Dragon-Firearm to include a frozen core that charges your shot as you fire it, you add your proficiency bonus cold damage to the damage of your firearm, incompatible with other upgrades that add elemental power. #### Calibrated Scope You modify your Dragon-Firearm with a highly accurate scope to allow for ease of aiming, as a bonus action you may add your intelligence modifier to attack rolls made with your Dragon-Firearm, incompatible with Coachgun format. #### Rifled Barrel You modify your Dragon-Firearm with a rifled barrel to allow for more rapid fire, as a bonus action you may make a second shot at the same target with your Dragon-Firearm, you may only use this modification once before needing to finish a short rest. #### Durable Frame You modify your Dragon-Firearm with a weighted frame that allows it to take a blow if needed in combat, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attacks, incompatible with flachette format. ### Past Scars Some element of your past trauma, or that of your mentor has found its way into your work, roll or pick one option from the following table to choose the quirk of construction you have picked up. | D6 | Quirk | |:----:|:----:| | 1 | Your devices are always constructed with the colouring of a Dragon, possibly the colour that you or your mentor witnessed. | | 2 | Your Devices have etchings and engraving that tells the story of your past, the designs might be intricate or plain, but every one of them has some form of tale too them. | | 3 | Your weapons are styled after a certain type of creature or monster, it might be the one you or your mentor witnessed or it could just be one that fascinates you. | | 4 | Your armour is designed to mimic a dragon, or a half dragon of some type, it may or may not have non-functional wings on its back or it might be scaled and have a non-functional tail hanging behind it (armoured tail if you are a race that has one) | | 5 | You name all of your weapons, talk to them and attribute personality traits too them (“That Mirabelle, she’s a Firecracker!” for a Kracker as an example) | | 6 | You do not personalise your equipment at all, everything you build is bland and functional, designed to be expendable and easily replaced. |