Dragoon Lancer (3.5e Class)
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Arcane Dragoon Lancer
Dragoon lancers are masters of combat who use arcane energy to supplement their abilities. They use only pole weapons which they use as shields and to vault themselves over their enemies or to swoop down onto foes crushing them with tremendous force. Dragoon Lancers are often either soldiers for the cause of good or legionnaires for evil masters. They may be elite guardsmen or terrifying infantry on a battlefield.
|Dragoon Magic Points|
|1st||+1||+2||+2||+0||Lance Mastery (1), Vault||---|
|3rd||+3||+3||+3||+1||Lance Parry, Lunge||6|
|5th||+5||+4||+4||+1||Lance Mastry (2)||10|
|10th||+10/+5||+7||+7||+3||Lance Mastery (3)||20|
|15th||+15/+10/+5||+9||+9||+5||Lance Mastry (4)||30|
|16th||+16/+11/+6/+1||+10||+10||+5||Greater Improved Vault||32|
|20th||+20/+15/+10/+5||+12||+12||+6||Lance Mastry (5)||40|
Class Skills (Int modifier +2 per level; ×4 at 1st level)
All of the following are class features of the Dragoon Lancer:
- Weapon/Armor Proficiencies
The Dragoon Lancer is proficient with all armors but cannot use shields and is proficient with only the ranseur, guisarme, glavie, longspear, heavy lance, halberd and trident.
- Dragoon Magic
The Dragoon Lancer uses arcane energy to enhance his attacks giving them elemental power or to rocket himself at his foes raining death from above. He/she gains Dragoon Magic points which may be spent to use such abilities and replenish every day or after an extended rest. Dragoon Magic points gained at a particular level may be used for abilities gained at any level so long as the Dragoon has enough points to use the ability. At each level the Dragoon gains bonus points equal to one half their Int modifier rounded down.
- Lance Mastery
The Dragoon Lancer is extremely adept at using polearm weapons giving him +1 to hit and damage rolls made when using a pole weapon at 1st level. This bonus increases by +1 at 5th, 10th, 15th and 20th level to a maximum of +5.
This ability allows a Dragoon Lancer to effectively pole vault using a polearm giving him a +4 to Jump checks. This ability does not apply whenever there is a low roof or the Dragoon would not have time to draw his weapon and effectively use it, such as in surprise events or to avoid traps. Vault can also be used to accomplish the following in battle using a jump check: DC 15: Vault over a large or smaller creature or object provoking an attack of opportunity (+5 foot vertical) DC 20: Vault over a large or smaller object or creature without provoking any attacks (+7 foot vertical) DC 25: Vault over a huge creature provoking an attack (+9 foot vertical) DC 30: Vault over a huge creature without provoking an attack (+12 foot vertical)
- Fire Lance
At 2nd level the Dragoon Lancer may channel arcane energies into his lance as a free action. This bestows +1 enchantment on the weapon for one round which does not add to attack or damage rolls but does allow it to hit incorporeal creatures and deal full damage to creatures with damage reduction /+1 and adds 1d3 fire damage upon a successful hit. This ability costs 2 Dragoon Magic points to use and is not affected by arcane spell failure. The effects of this ability remain until the start of the Dragoon's next turn at which time the effects wear off. Fire Lance and other similar abilities do not stack effects. Only the most recently cast ability can be in effect.
- Lance Parry
At 3rd level a pole weapon can be wielded with amazing skill providing a +1 bonus to the Dragoon's AC which counts as though it were a shield.
At 3rd level the Dragoon gains the ability to lunge with great speed allowing him to take an extra 5 foot step before attacking.
- Ice Lance
At 4th level the Dragoon Lancer can channel even more energy into his weapon allowing him to add the ice element or the fire element dealing an additional 1d6 damage of the chosen type upon a successful hit. This ability uses 3 Dragoon Magic points.
- Improved Vault
At 6th level the dragoon adds +6 to jump checks and vault checks in battle.
- Counter Attack
At 7th level the Dragoon gains increased reflexes allowing him to respond to a blow dealt by his enemies once per round giving him an attack of opportunity with a -4 penalty immediately after any creature successfully hits him/her with a melee attack.
- Thunder Lance
At 8th level the Dragoon Lancer may channel yet more energy into the lance allowing the electric element and adding 1d8 damage of the chosen type upon a successful hit. This ability uses 5 Dragoon Magic Points.
- Improved Lunge
The lancer is able to lunge further and strike more accurately at 9th level allowing him to slide 10 ft before making an attack and adds +1 to attack and damage rolls on a charge.
- Blast Lance
At 11th level the Dragoon Lancer can channel energies into his lance that explode on impact with the ground. The Dragoon swings his weapon into the ground releasing a blast of arcane energy which dealing 5d6 damage to everything except the Dragoon within 20 ft. A successful reflex save halves the damage dealt in this way. This ability replaces a full round attack and uses 10 Dragoon Magic Points. This ability also provokes an attack of opportunity from any adjacent enemies.
- Improved Parry
At 12th level the Dragoon Lancer gains +2 bonus to AC which counts as a shield while wielding pole weapons.
- Holy/Unholy Lance
At 13th level the Dragoon Lancer can use his energy to call the favor of a deity which, for one round, gives his weapon a +2 enchantment bonus and adds 2d6 holy damage to attacks made against creature of evil alignment or 2d6 unholy damage to creatures of good alignment.
- Meteoric Lunge
At 14t level the Dragoon Lancer can move an extra 15 feet when making an attack and adds +2 to attack and damage rolls on a charge attack. Additionally a successful hit with a meteoric lunge knocks creatures of large or smaller size back 5 feet.
- Greater Improved Vault
At 16th level the Dragoon Lancer adds +8 to jump and battle vault checks. DC 35: +15 foot vertical DC 40: +20 foot vertical
- Meteoric Strike
At 17th level the lancer can use his arcane energies to direct him at his foes while falling after an in battle vault. If the lancer makes a vault attempt over an enemy and is not hit by any attacks of opportunity they may immediately use meteoric strike which allows them to blast down into an enemy dealing them damage as though the fell triple the distance of the Dragoon's vertical jump. A creature may make a reflex save (DC 22 +2 per size category larger than medium) to dodge the Dragoon negating the falling damage. However when the dragoon hits the ground the force of the fall is transferred into the surrounding area dealing 2d4 damage to everything within 10 feet (Ref save DC 20 halves damage). This ability uses 10 Dragoon Magic Points.
- Dragonfire Lance
At 18th level the Dragoon can expend a large amount of his magic to temporarily enchant his weapon with the fire of a dragon's soul. This gives the weapon a +3 enchantment bonus and adds 2d6 fire damage and an ongoing 1d6 fire damage (Fort save ends, DC 18) to each successful attack for 2d4 minutes. Fire, Ice and Thunder Lance cannot be used while Dragonfire Lance is in effect. This ability uses 20 Dragoon Magic points.
- Explosive Strike
At 19th level a Dragoon Lancer is capable of piling energy into enemies he hits causing them to explode dealing 5d6 explosive damage to the creature hit by the attack without a save and to everything except him/herself within 20 ft (Ref save DC 19 for half damage). This does not automatically kill the creature hit by the attack, but the damage dealt may. This ability only triggers if a successful hit is landed on a creature and counts as a free action which must be declared before the attack is made. This ability uses 15 Dragoon Magic Points and may not be used in tandem with other abilities except Dragonfire Lance.