Dragoon, Variant (4e Class)
From D&D Wiki
- 1 Dragoon
- 1.1 Dragoon Overview
- 1.2 Creating a Dragoon
- 1.3 Dragoon Class Features
- 1.4 Powers
- 1.5 Paragon Paths
- 1.6 Feats
|“||Your death shall come from above!||”|
|Role: Defender. Your ability to move easily in heavy armor can easily put you on the front lines before they even have chance to target your allies.|
|Power Source: Shadow. Once the dragoons lived in the world and followed dragons into battle; now they live in the Shadowfell, using the powers of shadow but still emulating the dragons they revere.|
|Key Abilities: Strength, Constitution, Dexterity, Charisma|
|Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shield, heavy shield|
|Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged|
|Bonus to Defense: +1 Fortitude, +1 Reflex|
|Hit Points at 1st Level: 14 + Constitution score|
|Hit Points per Level Gained: 6|
|Healing Surges per Day: 8 + Constitution modifier|
| Trained Skills: Athletics. From the class skills list below, choose 3 more trained skills at 1st level.|
Class Skills: Acrobatics (Dex), Athletics (Str), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Intimidate (Cha), Religion (Int)
|Build Options: Draconic Defender, Dragon Marauder|
|Class Features: Dragon's Sigil, Dismount, Natural Scale, Dragon's Call|
Lore of the Dragoons
Many different stories have been told about the Dragoons. In some they are premier dragon slayers, charged with protecting castles, hoards, towns and citizens from the capriciousness of all dragons. In other tales they are draconic warriors, emulating dragons with their awe-inspiring leaps, revering dragons as majestic lords. Legends of them say they could leap thousands of feet into the sky and crash upon their foes like ballista spears. It has been said they were trained by dragons, warriors that were taken under the aegis of a dragon, or dragons, given otherworldly skills and served as retainers and defenders. Or, they trained to slay dragons, studying them, training to make incredible jumps in order to bring down flying dragons.
As with most legends, there is a modicum truth in every accounting. The Dragoons were originally warriors trained by lesser dragons to serve as troops in combat, which dragons first began this is lost to history. They were imbued with a small amount of the dragons power and were shuttled into combat on the backs of dragons. One of the powers that they were given was the ability to fall from great heights without suffering damage, so they could leap from the backs of dragons as they circled high overhead. As time progressed other dragons picked up this practice, and, as with all things, conflicts arose.
Dragoons were now trained by all manner of dragons, chromatics, metallics even the occasional catastrophic, scourge and planar. Soon enough there were troops of Dragoons that were trained to hunt dragons. New abilities were added to their repertoire so that they might fight against dragons, instead of just for them. In order to strike down flying dragons, they developed the ability to make fantastical leaps into the air. They were trained primarily in the use of spears and javelins, though many still used other weapons, axes, swords, staves, etc. And some of the more fantastical tales speak of renowned dragoons emulating the characteristics of their patron dragon. This included, but was not limited to, imbuing their weapon with breath attack of their patron.
Now, there rose among many of the ranks a contempt for dragons, seeing in them a temperamental and fickle nature and so they defected. For many years afterward, the dragoons warred and were decimated by opposing troops and by the dragons. A short time into the conflict, discontented contingents from all of the dragoon troops met in a secret enclave and decided to depart. Although they still revered dragons, they believed that their current benefactors had gotten lost in the conflict. They knew that the loyal troops and the dragons could never suffer them to leave, and so they retreated to the shadowfell and faded from the world, living on only in legend. Those troops that did not retreated were eventually destroyed, if they did not fall to other dragoons they were killed by furious dragons.
Thus, the legend of dragoons was born as the true dragoons disappeared. As the true dragoons lived on in the shadowfell they undoubtedly changed. They never lost their reverence for dragons, but took on the characteristics of the shadow. Their armor was slowly blackened by the darkness, many of the powers became characterized by shadow and they began to merge slowly with the darkness. Some of the contingents banded together and established cities and an occasional castle. They still practice their skills and organize staged raids to keep sharp. Their society has remained stable and small over the many eons that they have been in exile, through strict discipline and an elective aristocracy.
|Characteristics: Like any front-line fighter, you are durable, strong and know who to take a hit. Even though you wear heavy armor your natural abilities allow you to move as quickly as if you wearing cloth. You are not skilled at performing ranged attacks, but with your incredible jumping ability you can close the distance between you and an attacker almost as fast as the arrow from a Ranger's bow.|
|Religion: The most obvious deities that Dragoons worship are Tiamat and Bahamut, indeed many revere both deities as aspects of Io even if they follow the path of one or the other. Many also follow the tenets of Moradin, who demands loyalty, and the Raven Queen, whose dark visage and residence in the Shadowfell reflects them.|
|Races: All Dragoons rely on Strength and Constitution, and, depending on the path you choose, may rely on Dexterity and/or Charisma. Dragonborn are a natural choice for Dragoons, Goliaths, Half-Elves, Halfling, Human and Half-Orc are the most common races seen in Dragoon settlements.|
Creating a Dragoon
You can choose any dragoon powers you like for your character, but dragoons naturally fall into two basic groups: the draconic defender and the dragon marauder. All dragoons rely on Strength. Dragoons also need some Dexterity and/or Charisma, depending on what abilities and skills you choose. All dragoons rely on Constitution as well.
You're not as quick as other Dragoons but you are durable and excel in close combat. You are highly resilient and hard to hit. You need Strength in order to perform most of your attacks and Constitution in order to take hits. You will also want to have a high Charisma as it can offer beneficial effects with your attacks.
- Suggested Feat: Toughness (Human Feat:Tough as Dragon's Hide)
- Suggested Skills: Acrobatics, Dungeoneering, Endurance
- Suggested At-Will Powers: Lunge, Hidden Strike
- Suggested Encounter Power: Parry, Thrust
- Suggested Daily Power: Vitality Blow
The first respondent when a crises occurs, you are the quickest to strike. All Dragoons use their strength to attack, so that should be your highest ability score. Since many of your attacks focus on jumping, you should make Dexterity a priority, and all Dragoons need Constitution.
- Suggested Feat: Long-Jump (Human Feat:Defensive Mobility)
- Suggested Skills: Acrobatics, Athletics, Intimidate
- Suggested At-Will Powers: Dragon's Jump, Rake
- Suggested Encounter Power: Shadowleap
- Suggested Daily Power: Darkened Lance
Dragoon Class Features
All Dragoons share these class features.
During your hay-day as dragoons you were invested with the ability to suffer no damage from any fall, no matter how high. Though the power has waned you still suffer little damage from great falls. You can fall an additional 10 feet without taking any damage. Increase to 20 feet at level 11 and 30 feet at level 21.
Historically you were armored with dragon scale armor, supplied by your patron. This armor is like a second skin to you now. When wearing scale armor you do not take armor penalties.
The call of a dragon is a menacing roar that grabs the attention of your foes. You can use the dragon's call power to mark an enemy of your choice.
|Dragon's Guard||Dragoon variant Class Feature|
|As your ally is struck, you let lose an angry slash, punishing your enemy for ignoring your might.|
|Immediate Interrupt||Melee Weapon|
|Trigger: An enemy marked by you attacks an ally, and you aren't considered a part of that attack.|
|Target: Triggering enemy.|
|Attack: Strength Vs. AC|
|Hit: 1[W] + Str mod.|
|Special: If the target is within range of a Jump attack, but not your weapon, you may make a Jump attack.|
Unique Dragoon Abilities
The introduction of the dragoon also introduces two new keywords: Jump and Impale.
When performing a jump attack your range for the attack is equal to your speed with all applicable modifiers +2. However, in order to use the jump ability you have to have one square of height (~5 feet.) for each square of distance (~5 feet.) you attempt to cover. So if you are in a underground dungeon or mine shaft with a ten foot ceiling, this effectively limits the distance you can jump to only 2 squares. If you are out in the open without any height restrictions, you can leap the full distance, easily placing you in the front lines as one of the quickest responders of any class.
When the jump attack is first declared you must target a specific creature or square. The time, based off of initiative, it takes for you to complete the attack is equal to 15 minus the higher of either your Dexterity or Charisma modifier.
When the attack is completed you may modify the target square by up to three squares back towards your starting position. Thus, if the target moves, or an ally makes an attack on a different enemy that you wish to exploit you can do so. During the time between declaring your attack and completing it, you are considered flying and may be targeted by appropriate ranged attacks, flying creatures, etc. with all appropriate modifiers; and allies and enemies can move through your square as if you were not there (which you aren't).
When you complete the attack you can land in the closest adjacent square to the target or 2 squares back from it, however, if you do not land adjacent to the target, you will provoke an opportunity attack from that target. If you modified your target after declaring you must land adjacent to your new target. Performing a jump attack adjacent to an enemy will provoke an opportunity attack (since it is ranged).
I.e. Kain, a dragoon, Horus, a fighter, and a goblin roll initiatives of 20, 15, and 12, respectively. Kain then makes a jump attack and has a 6 for his Dexterity modifier. Kain would leap into the air, Horus would complete his entire turn, and then Kain would complete his attack, including attack and hit rolls, before the goblin takes his turn. After Kain attacks the goblin he will either be in any square adjacent to the goblin, or 2 squares away, provoking an opportunity attack by the goblin.
If an attack has the impale keyword you can choose to attempt to impale the target if you are currently wielding a spear or polearm. Impaling a target functions similarly to a grab, in as much as the creature must be within melee reach (don't count extra reach from a weapon), and it requires a Strength vs. Reflex check. The target is considered grabbed and the use of your weapon is restricted until the impaling action is ended. You can choose to either maintain a one-handed grip on weapon, in which case the target is considered restrained, or let go of your weapon and the target is simply immobilized.
You can only use impale abilities if the attack hits. The impaled creature can attempt to make an escape check in order to free itself. You can end an impaling action at any time as a minor action.
Additional powers other than your at-will lunge will be able to impale targets, and some will have additional effects if the target is already impaled.
Chromatic dragons are generally followers of the evil deity Tiamat, and delight in wealth, greed and envy. However, not all chromatics follow the path of Tiamat, and among those that do there is variety.
Perhaps you worship a chromatic who still follows the ways of Tiamat and you yourself are envious and greedy. Or you worship a chromatic dragon that follows out of pure convenience, they do not particularly care for the teachings of Tiamat, nor do they care otherwise. Or perhaps you worship one of the very few chromatics who reject the teachings of Tiamat. You do not have to be evil to have reverence for the power of a chromatic dragon, but you would be hard pressed to be lawful good and revere any but the rarest chromatic dragon. (Requires: unaligned or below alignment)
Chromatic dragons include black, blue, green, red, white, the lesser known chromatics include brown, purple and gray dragons.
Metallic dragons revere the Platinum Dragon Bahamut as their originator. As followers of Bahamut, metallic dragons uphold the values of justice, protection, nobility, honor. Thus, they are nearly always good and lawful.There are certainly those that have turned away from Bahamut but they are few and far between. It is very rare to find a dragoon that is not unaligned, good or lawful good to revere a metallic dragon. (Requires: unaligned or above alignment)
Metallic dragons include gold, silver, copper, iron, and adamantite, the lesser known metallics include brass and bronze.
Planar dragons are the youngest of all the dragon families. They are not themselves young dragons, they are dragons that migrated to other offworld planes and were dramatically changed by their new environments. This includes the abbysal plane, the astral plane, elemental plane, the feywild and the shadowfell. Chromatic dragons seem to be the most susceptible to the offworld energies, but planar dragons come from all different types. Neither abyssal dragons nor elemental dragons are revered by dragoons.
Dragons of the astral plane that are revered by dragoons are pact dragons and battle dragons.
Pact dragons are descendents of red dragons that formed a pact with the githyanki. They are smaller and darker than red dragons, but their eyes of silver white like the astral sea. Pact dragons are generally considered evil, no dragoon that considers itself good or lawful would revere a pact dragon. (Requires: unaligned or below alignment)
Battle dragons, however, are wholly unaligned, resembling a cross between a red dragon and a gold dragon. They are found serving deities on all sides. (Requires: none)
Mirage and wretch dragons are the only dragons of the feywild that are esteemed by dragoons.
Mirage dragons live in pristine feywild forests and consider the eladrin to be kindred spirits. To that end, only those with a fey origin gain any favor with mirage dragons. (Requires: eladrin, elf or half-elf race)
Wretch dragons are twisted, gruesome echoes of purple dragons that deal in the Underdark beneath the feywild. They serve as slaves to the fomorians and are the natural enemy of fey folk, only evil non-fey dragoons revere them. (Requires: evil or chaotic evil alignment and cannot be eladrin, elf or half-elf)
Within the Shadowfell dwell the blight dragons, they are harbingers of disease and destruction, closely mirroring the visage of the brown dragons. Blight dragons are generally considered to be evil, leaving a transformed desolate waste behind them, however, some blight dragons are merely disinterested.
Also within the shadowfell abide the shadow dragons. Often treacherous and skulking, they are shadowy stalkers whose dark hide and translucent scales often make them appear insubstantial.
Everything within the shadowfell is seen by the outside world to be despicable and evil, and while this is very often the case, everything has a dark side and the shadowfell is the dark side of the world, there are redeemable glens even there. It is the same with blight dragons and shadow dragons. Though never really good, there are many that are not pure evil. (Requires: unaligned or below alignment)
Lastly, are the dracolichs which can arise from any dragon. They are wholly evil creatures whose will has been subverted through unholy rites. (Requires: evil or chaotic evil alignment)
Fire: Red Dragons, Brown Dragons, Gold Dragons, Brass Dragons, Pact Dragons, Blight Dragons
Cold: White Dragons, Silver Dragons
Lightning: Blue Dragons, Iron Dragons, Bronze Dragons
Thunder: Adamantite Dragons
Acid: Black Dragons, Gray Dragons, Copper Dragons
Poison: Green Dragons
Psychic: Purple Dragons, Mirage Dragons
Radiant: Battle Dragons
Necrotic: Wretch Dragons, Shadow Dragons, Dracolich
Fire <> Cold; Lightning/Thunder <> Acid; Poison <> Psychic; Radiant <> Necrotic
A Dragoons powers are called <!- power name -> and are <!- fluff text ->. A list can be found here.
Natural Heritage Dragonborn
Dwarven Plate Dwarf, Con 15
Conflicting Origin Eladrin
Spry Step Elf
Group Challenge Half-Elf
Fantastic Leap Halfling
Tough as Dragon's Hide Human, heavy armor
Natural Resistance Tiefling