Dragoon, Variant3 (3.5e Class)

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Dragoon, Variant3
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Spear in hand, a dragon’s fang shines in the peak of a mountain, then disappears high in the sun, only to strike down on an unlucky foe – this is a dragoon, a formidable friend to have, or a hated enemy for life. With his extraordinary jump ability, he strikes at those foolish enough to have challenged him.

Dragoon[edit]

I'm sure his Majesty has his reasons...
—Kain Highwind, Human Dragoon

The dragoon’s most powerful weapon is his ability to jump great heights and strike down with amazing precision. Dragoons almost never team up with other dragoons because they understand each others’ need to prove themselves, though the occasional comrades can be found.

Making a Dragoon[edit]

Abilities: Strength is important because of the dragoons’ role in combat. Constitution is also important to provide the dragoon with extra hit points needed in battles. Dexterity proves to be very useful because of the Superior Defense and Mithral Body abilities.

Races: Humans, with their ambitious souls make great dragoons. Half-elves, who often share their human lineage ambition, can also become dragoons. Elves, with their chaotic lifestyle, hardly follow the dragoons way, though the few elves who actually do it have proven to be very deadly. These elf dragoons usually choose tests that take them far from elven lands due to their opposite lifestyles. Quite a good number of dwarves become dragoons, mostly to bring pride to their clans and family. Halflings and gnomes are rarely dragoons, and the few who actually become one, usually stay near their communities to protect them. Few brutal humanoids are among its ranks.

Alignment: A dragoon’s training requires strict discipline. Only those with a lawful soul are capable to undertake it.

Starting Gold: 6d4 ×10 gp (150 gp).

Starting Age: As fighter.

Table: The Dragoon

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Jump1, Bonus Feat
2nd +2 +3 +3 +0
3rd +3 +3 +3 +1 Superior Defense +1
4th +4 +4 +4 +1 Bonus Feat
5th +5 +4 +4 +1
6th +6/+1 +5 +5 +2 Dragon Talon
7th +7/+2 +5 +5 +2
8th +8/+3 +6 +6 +2 Mithral Body, Bonus Feat
9th +9/+4 +6 +6 +3
10th +10/+5 +7 +7 +3 Superior Defense +2
11th +11/+6/+1 +7 +7 +3
12th +12/+7/+2 +8 +8 +4 Bonus Feat
13th +13/+8/+3 +8 +8 +4 Unimpeded Movement
14th +14/+9/+4 +9 +9 +4
15th +15/+10/+5 +9 +9 +5 Area Jump
16th +16/+11/+6/+1 +10 +10 +5 Bonus Feat
17th +17/+12/+7/+2 +10 +10 +5 Superior Defense +3
18th +18/+13/+8/+3 +11 +11 +6
19th +19/+14/+9/+4 +11 +11 +6
20th +20/+15/+10/+5 +12 +12 +6 Bonus Feat

1 See Table 1-2: Dragoon Jump for more information.

Class Skills (2 + Int modifier per level, × 4 at 1st level)
The dragoon’s class skills (and key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Spot (Wis) and Swim (Str).

Class Features[edit]

All of the following are class features of the dragoon.

Weapon and Armor Proficiency: Dragoons are proficient with all simple and martial weapons, with all types of armor and with shields (except tower shields).

Jump (Ex): Starting at 1st level, once per day, a dragoon is able to do a Jump Attack as a full-round action, to produce a devastating blow to the opponent. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two dragoon levels thereafter. If the weapon is a polearm weapon, the damage increases by another 1d6. Check on Table 1-2: Dragoon Jump for infromation on damage and effective jumping distances.

Bonus Feats: At 1st level a dragoon gains a combat oriented feat. The dragoon gains an additional feat at 4th level and every four dragoon levels thereafter. A dragoon must still meet all prerequisites for a bonus feat. These feats are in addition to the feat that every character gets every three levels. These bonus feats must be drawn from the feats noted as fighter bonus feats.

Superior Defense (Ex): At 3rd level, a dragoon learns special techniques to overcome his armor encumbrance. The maximum Dexterity bonus for any medium or heavy armor you wear (including mithral versions) is increased by 1. For example, full plate armor normally has a maximum Dexterity bonus of +1, but the Superior Defense ability increases this to +2. At 10th level, you improve the maximum Dexterity bonus of medium or heavy armor by 2 and at 17th level by 3.

Dragon Talon (Ex): At 6th level, a dragoon can use a polearm weapon as a one-handed weapon. This is because of the dragoon’s extensive practice in the use of polearm weapons.

Mithral Body (Ex): Starting at 8th level, a dragoon’s extensive training in heavy armor and shields allows him to reduce any armor check penalty. The armor check penalty for any armor or shield the dragoon uses is reduced by 2 (to a minimum of 0).

Unimpeded Movement (Ex): At 13th level, a dragoon no longer reduces his movement when wearing medium or heavy armor. (He still reduces his movement if carrying a medium or heavy load, however.) If you know the Spring Attack feat, your unimpeded movement allows you to use Spring Attack even while wearing heavy armor.

Area Jump (Ex): At 15th level, a dragoon has developed a superior use of the Jump ability. In a single Jump attack the dragoon is able to damage any creature in a 15 ft. radius of where they land. This Area Jump will harm both friends and foes.

Dragoon Jump[edit]

Table 1-2: The Dragoon Jump1
Level Times per Day Max Distance to Target2 Extra Damage3
1st 1 10 '+1d6
2nd 1 10 '+1d6
3rd 1 10 '+2d6
4th 2 10 '+2d6
5th 2 10 '+3d6
6th 2 20 '+3d6
7th 3 20 '+4d6
8th 3 20 '+4d6
9th 3 20 '+5d6
10th 4 20 '+5d6
11th 4 30 '+6d6
12th 4 30 '+6d6
13th 5 30 '+7d6
14th 5 30 '+7d6
15th 5 30 '+8d6
16th 6 40 '+8d6
17th 6 40 '+9d6
18th 6 40 '+9d6
19th 7 40 '+10d6
20th 7 40 '+10d6

1 The distances jumped by the Dragoon in this manner are not determined as per the rules in the Player’s Handbook. Instead, the Dragoon automatically jumps the intended distances with no roll necessary. Spells like Haste or Jump do not affect the maximum distances a Dragoon may jump. Jump attack is a full round action that doesn’t provoke attacks of opportunity and is considered an extraordinary ability.
2 Distance expressed in feet.
3 No Strength bonus is added to this extra damage. Should the dragoon score a critical hit on a Jump, this extra damage is not multiplied. Add +1d6 when using a polearm weapon.

Ex-Dragoons[edit]

A dragoon who ceases to be lawful cannot gain new levels as a dragoon but retains all dragoon abilities. Like a member of any other class, a dragoon may be a multiclass character, but multiclass dragoons face a special restriction. A dragoon who gains a level in any other class may never again raise his dragoon level, though he retains all his abilities. The path of the Dragoon requires a constant heart. If a character adopts this class, he must pursue it to the exclusion of all other careers. Once he has turned off the path, he may never return.

Epic Dragoon[edit]

Table: The Epic Dragoon

Hit Die: d10

Level Special
21st Epic Jump
22nd
23rd Epic Mithral Body
24th Bonus Feat
25th
26th Epic Superior Defense
27th
28th Bonus Feat
29th
30th Epic Dragon Talon

2 + Int modifier skill points per level.

Bonus Feats: The epic dragoon gains a bonus feat (selected from the list of epic fighter bonus feats) every four levels after 20th.

Epic Jump (Ex): Starting at 21st level the epic dragoon has mastered the jump attack, able to use it 8 times a day, leaping up to 50ft and dealing normal weapon damage +10d8 on a successful hit with an additional +1d8 damage when using a polearm.

Epic Mithral Body (Ex): Starting at 23rd level the epic dragoon’s mastery of heavy armor and shields allows him to reduce any armor check penalty. The armor check penalty for any armor or shield the dragoon uses is now reduced by 4 (to a minimum of 0).

Epic Superior Defense (Ex): At 26th level the epic dragoon masters special techniques to overcome his armor encumbrance. The maximum dexterity bonus for any medium or heavy armor you wear (including mithral versions) is increased by an additional 1 for a total of +4.

Epic Dragon Talon (Ex): At 30th level the epic dragoon has honed his skills with polearms to an unmatched degree. +2 to damage and attack rolls with polearms. The dragoon may attack adjacent foes with a reach weapon without penalties.

Human Dragoon Starting Package[edit]

Armor: Scale mail (+4 AC, armor check penalty -4, speed 20 ft., 30 lb.).

Weapons: Longspear (1d8, crit. ×3, 9 lb., two-handed, piercing).
Longsword (1d8, crit. 19-20/×2, 4 lb., one-handed, slashing).

Skill Selection: Pick a number of skills equal to (2 + Int modifier × 4) + 4 bonus skill points (human).

Feat: Weapon Focus (Longspear).

Bonus Feat (Dragoon): If Strength is 13 or higher, Power Attack; if Strength is 12 or lower, Improved Initiative instead.

Bonus Feat (Human): Blind-fight.

Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, flint and steel.

Gold: 2d4 gp.

Campaign Information[edit]

Playing a Dragoon[edit]

Adventures: A dragoon sees an adventure as a personal test. While not prone to showing off, dragoons are willing to try their skills against whatever obstacles confront them. They eagerly seek whatever can help them develop their skills.

Background: The Order of Dragoons was originally formed to train elite warriors in special ways to slay dragons. However, the abilities learned within proved to be very effective in many ways, turning the Order into an organization spawning several academies teaching the path of the dragoons. A few elder dragoons have been known to teach its ways to a few selected individuals to high success.

Religion: A good dragoon typically follows Heironeous, while an evil dragoon follows Hextor. These are not the only deities, as followers of Kord and Pelor can also be found. Dwarven dragoons follow Moradin, and elven ones follow Corellon Larethian.

Other Classes: The dragoon excels in straight fight, but he relies on others for magical support and healing. However, if a whole troop of dragoons cooperate, magic won’t be of much need when the enemy is killed before it can react. Dragoons may not completely understand the ways of wizardry, or the workings of faith, but they recognize the value and the potential of teamwork.

Combat: In most adventuring parties, the dragoon serves as a melee combatant, attacking the enemy while his friends support him with magic or ranged attacks. His jumping ability can also provide support to other party members as well, and the respect given to him also gives leadership opportunities.

Dragoons in the World[edit]

Having your head in the clouds isn't always a bad thing.
—Anonymous Dragoon

Dragoons, for the most part, are solitary, focusing on their training. Those who do adventure often have a target in mind, seeking only their own improvement.

Daily Life: The vast majority of their time is spent in training or maintaining their armour and weapon.

NPC Reactions: Dragoons by nature are a mysterious bunch; most NPCs may have heard of them, but few will have seen them.

Dragoon Lore[edit]

Characters with ranks in Knowledge: History or Knowledge: Nobility can research Dragoons to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge: History or Knowledge: Nobility
DC Result
10 Dragoons are melee combatants.
15 They favor spears.
20 They maintain mobility even while encumbered by armor.
25 They can leap through the air to strike opponents at range.

Dragoons in the Game[edit]

With their Jump ability, Dragoons can eliminate weaker targets quickly or help the party with stronger ones. They are often a secondary melee fighter; although impressive, their damage tends to be sporadic.


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