Dragoon, Variant (5e Class)
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- 1 Dragoon, Variant
- 1.1 Leaping Warriors
- 1.2 Creating a Dragoon
- 1.3 Class Features
- 1.3.1 Table: The dragoon
- 1.3.2 Dragoon Weapons
- 1.3.3 Draconic Agility
- 1.3.4 Special Attacks
- 1.3.5 Wyvern's Claw (Jump Attack)
- 1.3.6 Draconic Blood
- 1.3.7 Dragoon Archetype
- 1.3.8 Ability Score Increase
- 1.3.9 Extra Attack
- 1.3.10 Pole Kick
- 1.3.11 Wyrm's Charge (Lunge)
- 1.3.12 Royal Aura
- 1.3.13 First Strike
- 1.3.14 Skyfall
- 1.3.15 Hydra's Volley (Flurry)
- 1.3.16 Elemental Force
- 1.3.17 Draconic Presence
- 1.3.18 Plunging Attack
- 2 Dragoon Archetypes
- 3 Dragon Magic
- 4 Multiclassing
A half-elf man approaches the mouth of a dark cave. He shouts loudly, drawing out the monster within. The allosaurus charges out, mouth open to devour the intruder. Focusing his mind, the half-elf sends a surge of magic through his body to jump high out of the way, over the creature's head. Turning in midair, he uses the same magic to come plunging down on top of the allosaur's neck with his spear. He has hit just the right spot to make the monster start bleeding out. All that remains is to finish the beast off.
A human woman stands surrounded by thieves, thinking they've ambushed a helpless lone wanderer. In the blink of an eye, she impales one of them on her lance, breaking free of the ambush. As the thieves are fazed by the sudden turn of events, she turns around and pokes countless holes into each and every one of them. Her sheer aura is enough to cause the one that is still standing to run to safety, but she leaps after him and finishes him off in one fell swoop.
Dragoons are those with draconic blood, be it from bathing in it or having it flow through their veins. But instead of using this heritage to cast spells or become more like a dragon, dragoons use it to enhance their strength and agility to incredible levels.
Creating a Dragoon
How did they become a dragoon? Did they slay a dragon and bathe in their blood, or was their ancestor a dragon, giving them the power inherently? What do they fight for? Good? Evil? A person, or merely themselves?
- Quick Build
You can make a dragoon quickly by following these suggestions. First make Strength your highest ability score. Your next highest ability score should be Dexterity. Second, choose the soldier background.
As a dragoon you gain the following class features.
- Hit Points
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Polearms
Saving Throws: Strength, Dexterity
Skills: Choose two from the following: Athletics, Acrobatics, Arcana, Intimidation, Performance, Perception
You start with the following equipment, in addition to the equipment granted by your background:
- Polearm of your choice
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) Leather Armor or (b) Scale Mail
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
|1st||+2||Dragoon Weapons, Draconic Agility||-|
|2nd||+2||Special Attacks, Wyvern's Claw, Draconic Blood||+1d6|
|4th||+2||Ability Score Improvement||+1d6|
|6th||+3||Pole Kick, Dragoon Archetype Feature||+2d6|
|8th||+3||Ability Score Improvement||+2d6|
|10th||+4||Dragoon Archetype Feature||+3d6|
|12th||+4||Ability Score Improvement||+3d6|
|14th||+5||Dragoon Archetype Feature||+4d6|
|16th||+5||Ability Score Improvement||+4d6|
|19th||+6||Ability Score Improvement||+5d6|
- Dragoon Save DC
Some dragoon features require an enemy to make a saving throw. The formula for determining the dragoon’s saving throw DC is: 8 + Proficiency + Dexterity Modifier.
Polearms are an excellent choice of weapon for one with your physical capabilities and fighting style. Weapon attacks with a polearm score a critical hit on a roll of 19 or 20.
A dragoon's leap is far greater than that of a normal person. The dragoon's base jump height is equal to 5 * (STR modifier + DEX modifier) in feet. Their long jump distance is equal to STR score + DEX score in feet, and they can't jump further than their movement speed would normally allow them to walk. The dragoon also take no falling damage from heights up until 10 * STR modifier in feet, for a minimum of their jump height.
The stronger you get, the more incredible feats of athletics and acrobatics you can perform, in the form of Special Attacks. These special attacks will require Momentum Points, of which you have an amount equal to your STR modifier + DEX modifier. You regain all points every long rest. A Special Attack will cost an entire action, so you may not use one and a multiattack in the same turn unless stated otherwise. Your Special Attacks will also become stronger alongside you. Your Draconic Energy increases the damage from Special Attacks by 1d6 Piercing, and increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 13th level and 5d6 at 17th level.
Wyvern's Claw (Jump Attack)
Starting at 2nd level, you can do a Jump Attack, like a wyvern swooping down to attack its prey. you may use an action and a Momentum Point to start a jump attack, leaping high into the air. On your next turn, you can make a melee weapon attack with advantage on their first attack (This means you can do another attack when you unlock multiattack after landing the jump attack). The target must be within 20 ft of the initial jump location. You may not take actions in the air, unless specifically stated otherwise. (You may cancel the Jump Attack and drop down to the ground instantly as a bonus action on either of the turns you are in the air.)
Starting at 11th level, you may make every creature within 5ft of the target make a Dexterity Saving Throw or be knocked 10ft away from the target.
The arcane blood of dragons causes you to become slightly magical. Choose the type of dragon whose blood has blessed you. You will gain resistance to their signature damage type, and gain a cantrip listed below. Starting at 9th level, you may also cast a spell detailed next to the cantrips as a 3rd level spell. You may use this once per long rest. Your spellcasting ability is Charisma.
At 3rd level, you choose a path to follow. You may choose Monster Slayer, or the Path of the Dragon. The dragoon gains archetype features at 3rd, 6th, 10th, and 14th level. The features gained from these archetypes are described at the end of this page.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 6th level, you can use an action to kick a single enemy away from you. They must make a Dexterity saving throw. If they fail, they are pushed back an amount of feet depending on their size (5ft for Large and +5ft for every size smaller). If the creature is Medium or smaller they are knocked prone. It also inflicts the damage of an unarmed attack on a failed save, or half as much on a successful one. You can use this move twice per short rest.
Wyrm's Charge (Lunge)
Starting at 7th level, you can lunge towards an enemy in the blink of an eye, impaling them on your spear. As an action, you may use a Momentum Point and make a dash action towards an enemy, impaling them on your weapon. Every target in the way must make a Dexterity Saving Throw or take half of your regular weapon damage. Your charge ends when you hit the target, making an attack roll and dealing weapon damage plus your Draconic Energy dice on a hit. however you may use a bonus action to make the enemy roll a Dexterity saving throw, or be pushed alongside you for the rest of the dash's distance.
You have an unnaturally charming and composed, yet fierce aura around you. Starting at 9th level, you can add half your proficiency bonus to any Charisma check directed at a person you haven't made a charisma check at in a day. If you are not proficient in the skill, you may add your entire proficiency bonus to the roll.
Starting at 11th level, the dragoon has learned to leap into action at any moment. You gain advantage on initiative checks. In addition, you gain proficiency in the Insight skill. Alternatively, you may add your proficiency bonus to initiative checks instead of gaining advantage on them.
Starting at 13th level, you've finally perfected the art of jumping and have reached the point where you can finally safely tap into your remaining hidden potential when you leap. You gain a significant boost to jump height. Your base jump height is doubled, still using the same formula. The dragoon also becomes completely immune to falling damage if they are not incapacitated or restrained in any way.
Hydra's Volley (Flurry)
Starting at 15th level, you can rapidly stab and slice your enemy with your weapon, like a hydra attacking with its many heads. Use an action and two Momentum Points to do five successive attacks with disadvantage. You roll your Draconic Energy dice for each hit and halve the damage of them.
Starting at 17th level, you can use a bonus action to turn the bonus damage from your Draconic Energy into your dragon's damage type instead of piercing. This does not apply to the extra damage from the Plunging Attack or Know Your Enemy features.
Starting at 18th level, as an action, you can spend 3 Momentum Points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration, each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
You've learnt to maximize the potential of a fall. You are truly a force to be reckoned with in any lateral situation. At 20th level, if you attack someone far enough below you, you can utilize your falling speed to increase damage. For every 20ft you fall you may add 1d6 Piercing damage to your attack, not counting the first 20ft. This stacks with the effects of Wyvern's Claw.
You have dedicated yourself to slaying the larger variety of beasts and monsters that plague the world.
- Mounting Attack
Starting at 3rd level, when you make a Jump Attack on a creature that is size Large or larger, you can also land on this creature. When you are on a creature, they can only do certain attacks against you (DM's discretion), and their attacks will have disadvantage. Your attacks on the creature have advantage. On the creature's turn, they can use an action to make a Strength or Dexterity saving throw. If the creature succeeds, you are knocked off and knocked prone within 10ft of them.
- Know Your Enemy
Starting at 6th level, creatures of size Large or larger take an additional 1d6 damage from your weapon. In addition, you may choose a type of enemy: Beasts, Dragons, Fiends, or Monstrosities. You gain a +2 to Hit against creatures of this type and advantage on Intelligence and Wisdom(Survival) Checks related to them.
- Arterial Destruction
Starting at 10th level, when you hit a Large or larger creature with a weapon attack, you may spend a Momentum Point to attempt to sever an artery. The creature must succeed on a Constitution saving throw or start bleeding out. On a failed save, at the start of each of the creature's turns, they take 1d10 slashing damage from the bleeding. The creature may use a bonus action to try to stop the bleeding with another Constitution saving throw. If it succeeds once, it will now take half the damage from the bleeding. Succeeding twice will stop the bleeding entirely.
Note: If the creature does not have blood, or their veins are extremely difficult to find access to your DM may exercise discretion to disallow or limit this ability for certain encounters. Creatures with natural regenerative abilities such as Trolls may also be granted advantage on their CON saving throws, and constructs will likely be immune.
You have gained the ability to aggravate and steer a monster you've mounted. Starting at 14th level, you can use an action to make a monster you're riding make an Intelligence save. On a failed save, the monster will charge forward a distance equal to their movement speed. They hit everything and everyone in their path, and those hit take damage based on the monster (DM's discretion). You can also slightly stir the creature whilst it charges. If the creature rolls a critical fail on their save, they will also use a dash and charge even further.
Path of the Dragon
Whilst others might specialize in fighting certain monsters, or using certain moves, you instead hone your innate power even more so than other dragoons.
- Serpentine Eyes
Your pupils turn into slits, like those of a dragon. At 3rd level, you gain 60ft darkvision. If you already have darkvision you instead gain another 30 feet.
- Swift Footwork
Starting at 6th level, your movement speed increases by 5ft at level 6, and another 5ft at level 11.
- Double Jump
The magical energy coursing through your veins can now be directed to propel yourself further, as if you had the wings of a dragon. At 10th level, you can jump a second time in midair, traveling half the Jump Height distance.
- Relentless Endurance
Starting at 14th level, when you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.
- Gold/Red/Brass Dragon
Damage type: Fire | Cantrip: Fire Bolt | Spell: Fireball
- Bronze/Blue Dragon
Damage type: Lightning | Cantrip: Shocking Grasp | Spell: Lightning Bolt
- Silver/White Dragon
Damage type: Cold | Cantrip: Ice Knife | Spell: Sleet Storm
- Copper/Black Dragon
Damage type: Acid | Cantrip: Acid Splash | Spell: Melf's Acid Arrow
- Green Dragon
Damage type: Poison | Cantrip: Poison Spray | Spell: Bestow Curse
Prerequisites. To qualify for multiclassing into the dragoon class, you must meet these prerequisites: Strength 13, Dexterity 13.
Proficiencies. When you multiclass into the dragoon class, you gain the following proficiencies: Polearms, Simple Weapons, Medium Armor, Light Armor