Dragoon, 2nd Variant (3.5e Class)

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Making a Dragoon[edit]

Dragoons are noble warriors, fierce fighters, and knights who don't always follow the rules. They are often found leading elite units into battle or leaping over the heads of lesser soldiers into the fray. Dragoons are known for their astronomical jumping abilities mysteriously taking out enemies from the sky before even being seen. Dragoons also develop a special bond with dragons and master all abilities in the heaviest of armors, allowing them to execute maneuvers in battle other warriors can only dream of. Dragoons are also known to be well-learned individuals.

Abilities: The class's primary abilities are Str, Dex and Wis.

Races: Any Race

Alignment: Any

Starting Gold: 10d4×10 gp (200 gp)

Starting Age: Moderate

Table: The Dragoon

Hit Die: 1d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Dragoon Jumps +10, Dragoon Dive 20 ft., Deadly Lancer
2nd +2 +3 +2 +0 Dragoon Training, Bonus Feat, Spear Training +1
3rd +3 +3 +3 +1 Dragoon Dive 30 ft., Claws and a Bite, Dragoon Armor Training
4th +4 +4 +4 +1 Dragoon Jump + 20/-1, Natural Armor + 1, Nonlethal Drop, Breath Weapon
5th +5 +4 +4 +1 Dragoon Dive 40 ft., Ability Boost (Str +2)
6th +6/+1 +5 +5 +2 Dragoon Rush, Bonus Feat, Spear Training +2
7th +7/+2 +5 +5 +2 Dragoon Dive 50 ft. Ability Boost (Int +2)
8th +8/+3 +6 +6 +2 Dragoon Jump + 30, Dragon’s Swoop
9th +9/+4 +6 +6 +3 Dragoon Dive 60ft., Ability Boost (Con +2)
10th +10/+5 +7 +7 +3 Scale of the Coiled Dragon, Bonus Feat, Improved Nonlethal Drop, Spear Training +3
11th +11/+6/+1 +7 +7 +3 Dragoon Jump +40/-2, Dragoon Dive 70 ft.
12th +12/+7/+2 +8 +8 +4 Improved Deadly Lancer, Natural Armor +1
13th +13/+8/+3 +8 +8 +4 Dragoon Dive 80 ft.,
14th +14/+9/+4 +9 +9 +4 Dragoon Jump + 50, Bonus Feat , Spear Training +4
15th +15/+10/+5 +9 +9 +5 Dragoon Dive 90 ft., Superior Dragoon Armor Training
16th +16/+11/+6/+1 +10 +10 +5 Spirited Charge, Bonus Feat
17th +17/+12/+7/+2 +10 +10 +5 Dragoon Dive 100 ft.
18th +18/+13/+8/+3 +11 +11 +6 Dragoon Jump + 60/-3, Bonus Feat, Natural Armor +1, Spear Training +5
19th +19/+14/+9/+4 +11 +11 +6 Dragoon Dive (any), Wings
20th +20/+15/+10/+5 +12 +12 +6 Chosen One

Class Skills 4 + Int modifier per level, ×4 at 1st level) Balance (Dex), Climb (Str), Craft (Int),Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge Religion (Int), Knowledge Local (Int) Move Silently (Dex), Listen (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex)

Class Features[edit]

Weapon and Armor Proficiency: The Dragoon is proficient with all armor (heavy, medium, and light). He is also proficient with all simple and martial weapons.

Dragoon Jump (Ex): At 1st level, The Dragoon may treat any jump as a running jump or running high jump even if they are standing still, they may also use it for jumping both vertically, horizontally, forwards, and backwards. Also, a Dragoon receives a +10 competency bonus to all his Balance (Dex), Jump (Str), and Tumble (Dex)checks. This bonus improves every four levels, 4th +20, 8th + 30, 12th +40, 16th +50, 18th +60. Beginning at 4th level, the DC multiplier for a high jump is reduced by 1, making it a multiplier of 3 rather than 4, this reduction improves by 1 every seven levels, 11th -2, 18th -3. A Dragoon using this ability does not provoke an attack of opportunity unless they pass through a square that is threatened by a flying creature that he is not attacking directly. If a Dragoon is hit in this manner, they fall to the ground prone in the square in front of the creature; the Dragoon also takes falling damage without a chance to save. A Dragoon does not benefit from this ability if unarmored. Dragoon Jump allows a Dragoon to use their Jump check as their attack roll when using a spear or spear-type weapon.

Dragoon Dive (Ex): At 1st level, imitating his fellow dragons and Dragoons diving from the sky towards their prey, the Dragoon becomes skilled at diving through the air after a high jump and absorbing the impact of the long fall. The Dragoon may ignore the first height of a fall by the listed amount (including the first 10ft): 1st 20ft, 3rd 30 ft, 5th 40ft, 7th 50 ft, 9th 60ft, 11th 70ft, 13th 80ft, 15th 90ft, 17th 100ft, and 19th (any).

Deadly Lancer (Ex): At 1st level, the Dragoon has learned the technique of the falling from the sky upon their opponents to inflict more damage. Whenever the Dragoon jumps at least ten feet from his opponent (vertical or horizontal) and strikes his foe, the Dragoon deals an additional +1d6 damage with any Spear-like weapon. This damage increases +1d6 for every 10 feet above the first. All falling damage is translated into piercing damage and the Dragoon is unharmed. If the Dragoon fails to hit their target, the Dragoon takes the falling damage as normal.

Dragoon Spiral (Ex): At 2nd level, a Dragoon, as a full round action, can make a Dragoon Spiral Attack, in which they leap into the air, (jump check determined how high, each 1pt = 1ft), and then come down upon their enemies up to their base land speed + 5 feat away. This counts as a charge action for determining Attack bonuses and penalties to Armor Class. The Dragoon can make a Dragoon Spiral Attack a number of times equal to 3 + Str bonus, or 3 + Wis Bonus, whichever is higher. The number of attacks cannot reduce below 3. If the Dragoon has wings, they can use their fly speed instead of their base land speed.

Dragoon Training (Ex): At 2nd level, through dedicated training, the Dragoon has learned to find his balance in even the heaviest armors. The Dragoon's jumping distance (vertical or horizontal) is no longer limited according to his height and the character no longer suffers any armor check penalties to Balance (Dex), Jump (Str), and Tumble (Dex)checks. He may use this ability with any type of armor and shield.

Spear Training (Ex): The constant use of Spears and Spear-like weapons has made the Dragoon a more potent fighting force with these weapons. Starting at 2nd level, and every four levels thereafter, a Dragoon gains +1 to the attack and damage rolls when he is wielding a spear, spear-like weapon, or polearm. If the user utilizes a feat that supplements damage such as Power attack, the user gains an extra +1 to damage for every modification to the attack, or an extra +2 if the feat allows the Dragoon to only make one attack, such as Vital Strike. (Example: Power Attacking for 2 with a two-handed weapon yields 6 extra points of damage, receiving an extra +1 for each point taken off as per this ability).

Bonus Feats: At 2nd level, A Dragoon gains an additional bonus feat, these bonus feats are in addition to the feat that a character of any class gets from advancing levels. Dragoon levels may count as Fighter levels for determining prerequisites of feats. The Dragoon also gets a bonus feat at 6th, 10th, 14th, 16th, and 18th level.

Claws and Bite (Ex): At 3rd level, a Dragoon gains claw and bite attacks if he does not already have them. Use the values below or the Dragoon’s base claw and bite damage values, whichever are greater. A Dragoon is considered proficient with these attacks. When making a full attack, a Dragoon uses his full base attack bonus with his bite attack but takes a -5 penalty on claw attacks. The Multiattack feat reduces this penalty to only -2.

Size Bite Damage Claw Damage Small 1d4 1d3 Medium 1d6 1d4 Large 1d8 1d6

Dragoon Armor Training (Ex): At 3rd level, a Dragoon has trained enough to move more swiftly in even the heaviest of armors. The Dragoon can now move his normal land speed while wearing any type of armor.

Natural Armor Increase (Ex): 4th, 12th, and 18th level, a Dragoon gains an increase to the character’s existing natural armor (if any). As his skin thickens, a Dragoon takes on more and more physical aspects of his brethren.

Nonlethal Drop (Ex): At 4th level, the Dragoon has practiced enough to be able to absorb shock from falls in a different fashion. From this point forward, half of all falling damage is Nonlethal.

Breath Weapon (Ex): At 4th level, the Dragoon gains a Breath Weapon if he does not already have one. If he does, he may choose to keep the previous breath weapon, or switch to this one. The Dragoon chooses one element (usually the element of the dragon that he reveres most), and gains a breath weapon of that element. The Breath Weapon can be switched from a 30 ft cone to a 60 ft line at the beginning of the day, and does 1D8 points of damage of the element chosen. The Breath Weapon can be used every 1d3 rounds. The damage increases by 1D8 for every 2 levels that the Dragoon has in the Dragoon class (this includes previous levels).

Ability Boost (Ex): At 5th level, as the Dragoon begins to associate more with his dragon brethren, he begins to pick up more dragon like prowess. His ability score increases as described in the table.

Dragoon Rush (Ex): At 6th level, a Dragoon uses his jumping force rather then attacking with a weapon. The Dragoon can push his opponent back as per the feat improved bull rush. The Dragoon gets an additional +2 to his Strength check for each 10 feet he jumped. If the Dragoon loses the roll he falls prone in the square next to his target and takes falling damage but with the chance to save for half damage (Reflex). A Dragoon can only use this ability once per day for every level of Dragoon.

Dragon’s Swoop (Ex): At 8th level, The Dragoon gains the monster ability of pounce as described in the Monster Manual.

Scale of the Coiled Dragon (Ex): At 10th level, after jumping in armor for a long period of time, the armor begins to feel extremely light on a Dragoon, though still physically heavy. A Dragoon in any armor has two times the maximum allowed dexterity bonus while in that armor. Also, the Dragoon may be able to use any special abilities that would otherwise be hindered by wearing medium or heavy armors (ex. Fast Movement); however, this excludes abilities that require no armor; or when the Dragoon is currently carrying a medium or heavy load.

Improved Nonlethal Drop (Ex): At 10th level, the practice that a Dragoon has received through absorbing and converting the shock from a fall is complete. From this point forward, a Dragoon treats all falling damage as Nonlethal damage.

Improved Deadly Lancer (Ex): At 12th level, the Dragoon has mastered the technique of the falling from the sky upon their opponents. Whenever the Dragoon jumps at least ten feet from his opponent (vertical or horizontal) and strikes his foe, the Dragoon deals an additional +1d8 damage with any Spear-like weapon. This damage increases +1d8 for every 10 feet above the first.

Superior Dragoon Armor Training (Ex): At 15th level, the dragoon has trained in his heavy armor for so long, that it feels as if he is no longer wearing it. From this point forward, the Dragoon is treated as not wearing armor for any effect that prohibits bonuses due to the wearing of armor. (Example: 'Fleet').

Spirited Charge (Ex): At 16th level, the Dragoon has fully mastered charging the enemy from the skies. When jumping a distance of 60 or more feet using a charge action, the Dragoon deals additional damage equal to half of his maximum potential damage. When making a Spirited Charge, he may choose damage supplementing feat, such as Power Attack, and use it to assist in calculating the extra damage done, and he takes no penalty for using this feat.

Wings (Ex): At 19th level, a Dragoon grows a set of draconic wings. He may now fly at a speed double his normal land speed, with average maneuverability.

Chosen One: At 20th level, a Dragoon’s bond with all dragon kind has achieved its maximum height. He gains +2 to Strength and +2 to Charisma. His natural armor bonus increases to +4 , the Dragoon acquires low-light vision, 60-foot dark vision, immunity to sleep and paralysis effects, and an immunity to the energy type of his/her breath weapon. He also gains the ability to morph into a dragon, as with the 'Form of the Dragon III' spell, however, the dragoon keeps his breath weapon element, but the damage changes, is immune to the element of his breath weapon, he retains his average maneuverability when flying, and the DC for the Frightful presence is equal to 10 + levels in Dragoon.


A character that takes levels in Dragoon retains all of his/her Dragoon abilities, however, while they are taking levels in other classes (did not take Dragoon as their class level last time they leveled up), they halve their bonuses on Balance, Jump, and Tumble checks until they begin taking levels in Dragoon again.

Epic Dragoon[edit]

Table: The Epic Dragoon

Hit Die: 1d20

Level Special
21st Dragoon Jump + 70, Bonus Feat
23rd Bonus Feat
25th Dragoon Jump + 80, Bonus Feat
27th Bonus Feat
29th Dragoon Jump + 90, Bonus Feat

4 + Int modifier skill points per level.

Dragoon Jump (Ex): At 21st level, The epic Dragoon receives a +70 competency bonus to all his Balance (Dex), Jump (Str), and Tumble (Dex) checks. This bonus improves every four levels, 25th +80 and 29th + 90.

Bonus Feats: At 21st level, A epic Dragoon gains an additional epic bonus feat, these bonus feats are in addition to the feat that a character of any class gets from advancing levels. Epic Dragoon levels may count as Epic Fighter levels for determining prerequisites of feats. The Dragoon also gets a bonus feat at 23rd, 25th, 27th, and 29th level.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Dragoon[edit]

Religion: Typically worship any deities of war, or Draconic deities.

Other Classes: Dragoons are typically militant with their approach and will come off as stiff for strict at times.

Combat: Dragoons have the best advantage in open places where they can jump and charge the enemy from afar.

Advancement: Dragoons are usually Fighters or Scouts

Dragoons in the World[edit]

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

Daily Life: Served as a high ranking knight for the king.

Organizations: Usually high upon a mountain side, building, or location that are highly elevated.

NPC Reactions: A salute if they are a solider beneath the Dragoon, otherwise, it is a hail or bow.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.

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