### Dragoon 

Warriors who obtain their power through the spirits of dragons are known as Dragoons, Dragon Knights who's ancestry can be traced back to ancient dragon bloodlines

#### Spellcasting

At some point in their lives, the great power of the dragon awakens from deep within these fighters, gaining them access to destructive magic similar to that of a sorcerer. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

***Cantrips.*** 
You learn three cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.


***Spell Slots.*** 
The Dragoon Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. 
For example, if you know the 1st-level spell *burning hands* and have a 1st-level and a 2nd-level spell slot available, you can cast *burning hands* using either slot.


***Spells Known of 1st-Level and Higher.*** 
You know two 1st-level spells of your choice, both of which you must choose from the evocation spells on the sorcerer spell list. 
The Spells Known column of the Dragoon Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be a evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. 

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can
replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.


***Spellcasting Ability.*** 
Charisma is your spellcasting ability for your sorcerer spells, your sheer presence being the source of power your magic draws from. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. 


  **Spell save DC** = 8 + your proficiency bonus + 
  
  your Charisma modifier 


**Spell attack modifier** = your proficiency bonus +

  your Charisma modifier
  
  
#### Sorcery Points

You have 2 sorcery points, and you gain more as you reach higher levels. as shown in the Sorcery Points column of the Dragoon Spellcasting table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

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#### Dragon Ancestor
At 3rd level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.


##### 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 |


You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with a dragon of your chosen ancestry, your proficieny bonus is doubled if it applies to that check.

#### Dragon Armor
As elemental power flows through your body, the legendary hide of your dragon ancestors emerges over your armor. At 3rd level, you can spend 2 sorcery points to cover parts of your armor in a thin layer of dragon-like scales. For 1 hour you gain a +1 bonus to AC and resistance to the damage type associated with your draconic ancestry while wearing this armor. You can choose to end this effect early or reactivate it on your turn by spending your bonus action for the duration. 



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#### Metamagic 
Beginning at 7th level, you gain two of the following Metamagic options of your choice. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

 

***Careful Spell.*** When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen
creature automatically succeeds on its saving throw against the spell.

***Distant Spell.*** When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

***Empowered Spell.*** When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

***Extended Spell.*** When you cast a spell that has a duration of 1 minute or longer. you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

***Heightened Spell.*** When you cast a spell lhat forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

***Quickened Spell.*** When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

***Subtle Spell.*** When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

***Twinned Spell.*** When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's levei to target a second creature in range with the same spell (I sorcery point if the spell is a cantrip).

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#### Dragon Strike

Att 10th level, when you hit a creature with a melee weapon attack, you can expend one dragoon spell slot to deal damage to the target, in addition to the weapon's damage. The extra damage is 1d8 + your Charisma modifier for a 1st-level spell slot. You deal an extra 1d8 damage for each spell level higher than 1st. The extra damage dealt is the same type as your dragon ancestry.



#### Dragon Flight 

At 15th level, while your dragon armor is active, you can spend a bonus action on each of your turns to sprout a pair of wings from it, gaining a flying speed equal to your speed until the end of that turn.



#### Critical Caster

Starting at 18th level, when you cast a spell that has the same damage type associated with your dragon ancestry, you score a critical hit on rolls of 19 or 20 if the spell requires an attack roll. If the spell requires a saving throw and a targeted creature rolls a 1, you roll all the spell's damage twice and add the totals together against that creature.




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<div class='wide'>
##### Dragoon Spellcasting 
| Fighter Level | Sorcery Points | Cantrips Known | Spells Known | -Spell Slots per Spell Level- | 1st | 2nd | 3rd | 4th |
|:----:|:-------------|
| 3rd | 2 | 3 | 2 |   | 2 | -- | -- | -- |
| 4th | 2 | 3 | 3 |   | 3 | -- | -- | -- |
| 5th | 2 | 3 | 3 |   | 3 | -- | -- | -- |
| 6th | 2 | 3 | 3 |   | 3 | -- | -- | -- |
| 7th | 3 | 3 | 4 |   | 4 | 2  | -- | -- |
| 8th | 4 | 3 | 5 |   | 4 | 2  | -- | -- |
| 9th | 4 | 3 | 5 |   | 4 | 2  | -- | -- |
| 10th | 5 | 4 | 6 |   | 4 | 3 | -- | -- |
| 11th | 6 | 4 | 7 |   | 4 | 3 | -- | -- |
| 12th | 6 | 4 | 7 |   | 4 | 3 | -- | -- |
| 13th | 7 | 4 | 8 |   | 4 | 3 | 2  | -- |
| 14th | 8 | 4 | 9 |   | 4 | 3 | 2  | -- |
| 15th | 8 | 4 | 9 |   | 4 | 3 | 2  | -- |
| 16th | 9 | 4 | 10 |   | 4 | 3 | 3 | -- |
| 17th | 9 | 4 | 10 |   | 4 | 3 | 3 | -- |
| 18th | 9 | 4 | 10 |   | 4 | 3 | 3 | -- |
| 19th | 10 | 4 | 11 |   | 4 | 3 | 3 | 1 |
| 20th | 10 | 4 | 12 |   | 4 | 3 | 3 | 1 |
</div>