Dragoon Lancer (5e Class)

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Dragoon Lancer[edit]

Fighter Variant

We'll take the skies from them, just as they have taken our homes from us.
—Karvek - The First Dragoon

The Dragoons are a highly specialized group of warriors specifically trained for killing Dragons. These Dragoons have trained their human bodies to the pinnacle of athleticism in order to take the assault to massive creatures, and flying Dragons. Dragoons are most famous for taking on dragons to the point that most have a dragon motif to their armor. Armed with their one-of-a-kind Pole-Axe, capable of piercing dragon hide and rending arms from giants, Dragoons leap into battle versus any creature capable of eating them whole.

All Dragoons are from a monastery atop a high mountain where the lighter air only adds to their exceptional training regiment. Here it was discovered that humanity possessed a unique gift - a lack of specialization. Humanity is not the strongest, or the fastest, the quickest, the biggest, or even the most flexible; but humanity has the greatest average of all physical traits. What some consider to be "average" the Dragoons discovered is simply untouched potential. With a specific training schedule and a magically prepared diet, the Dragoon has undergone major physical changes to the cell structure of muscles, tendons, and even bones.

A Human Dragoon initiates begin training at age 5, and the entire training process takes 15 years culminating in a special trial each Dragoon takes on his or her 20th birthday, at which point the Dragoon finally graduate as a 1st-level Dragoon Lancer.

Dragoons in the World[edit]

Dragoons hail from a single volcanic mountain typically in a remote location so not to be disturbed. From the first day of the 5th year of life, children of the Dragoon city line up in droves to volunteer to become a Dragoon. From this point forward, until their 20th birthday, Dragoon Initiates train their bodies at an absurd and dangerous level. Their days consist of 16 to 20 hours of combat, and fitness training leaving little to no time for anything else.

From the day they finish their training till they achieve an Honorable Stature among other Dragoons for their bravery against Dragons, Dragoons are adventuring warriors. Only after achieving their Honorable Title will a Dragoon return to the Mountain to guard its secrets and live the rest of their lives in peace. They live, train, and die at the Mountain. The Mountain is their home and it houses their training grounds as well as all ritual temples and forges for the Dragoon's weapon.

Funeral Procession of Dragoons[edit]

Dragoons are rare, simply due to the nature of Dragoon's "Bravery" for going out and locating Dragons. Most Dragoon's die well before making any sort of name for themselves or their order. However some individuals will know of the Ritual Funeral Procession for Dragoons. The one thing Dragoon's are known for besides killing dragons is their Protectiveness of their own.

No one knows how, but Dragoons seem to know when and were their brethren fall. So, from time to time a Dragoon Ritual Funeral Procession is seen. This ritual is started when the Dragoon Leadership learns of the death of a Dragoon. Immediately after receiving this word, five advanced Dragoons are sent from the Temple to retrieve the body and Gae-Bolg of the fallen Dragoon. These 5 then transport the body and weapon back to the temple where the fallen Dragoon is judged for his accomplishments in life.

It is not wise to attempt to interfere with this ritual as messing with 5 warriors each trained to kill dragons alone is a death sentence.

Creating a Dragoon Lancer[edit]

yu-cheng-hong-dragoon-render-06-2018.jpg
Dragoon

by Yu Cheng Hong

Dragoons are melee fighters, they serve a damage based melee role in combat. Dragoons use their great leaping ability to deal damage and to evade, making them highly mobile fighters. All Dragoons are military trained and fit well into any military social structure, however this does not mean they are ill equipped for non-military life as immediately after training Dragoons are sent off to be adventurers; slaying dragons and monstrous creatures where ever they may be.

All Dragoons start as Lawful Neutral due to their heritage and upbringing. However all Dragoons are easily susceptible to an alignment change to Lawful Good or Lawful Evil because of zero influence from the outside world. Due to strict training scheduling, there was no time for training a moral character. Instead this has given way to a more logical thought process.

Quick Build

You can build a dragoon lancer quickly, by following these steps: First, choose Strength as your primary ability score, to increase your odds to hit your targets and the damage caused by your strikes. Second, Constitution is important for your dragon slaying abilities and to survive battles. A good Dexterity and Wisdom are always welcomed, for quick reactions in combat and to prevent ambushes. Finally, choose Outlander as your background, since you have been trained in a isolated monastery.

Class Features

As a Dragoon Lancer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Dragoon Lancer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dragoon Lancer level after 1st

Proficiencies

Armor: All armor
Weapons: Simple weapons, shortsword
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Dragoon Lancer

Level Proficiency
Bonus
Features Explosive Strike Damage
1st +2 Combat Veteran, Gae-Bolg, Explosive Strike 1d4
2nd +2 Dragon Slayer 1d4
3rd +2 Martial Archetype 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Extra Attack 2d4
6th +3 Explosive Athleticism, Breath Evasion 2d4
7th +3 Martial Archetype feature 3d4
8th +3 Ability Score Improvement 3d4
9th +4 Flash Step 3d4
10th +4 Martial Archetype feature 4d4
11th +4 Death From Above, Carbon Ossification 4d4
12th +4 Ability Score Improvement 4d4
13th +5 Dragonrend 5d4
14th +5 Leaping Perfection 5d4
15th +5 Martial Archetype feature 6d4
16th +5 Ability Score Improvement 6d4
17th +6 Dragon Heart 7d4
18th +6 Martial Archetype feature 7d4
19th +6 Ability Score Improvement 7d4
20th +6 Hyperplasia 8d4

Combat Veteran[edit]

At 1st level, a mixture of experience and enhanced neural connections has given you an almost precognitive battle sense. While not encumbered and not wearing heavy armor or shield, you gain the following benefits:

  • You have proficiency in Wisdom saving throws.
  • Your AC equals 10 + your Dexterity modifier + your Constitution modifier.
  • You can add your Wisdom modifier as a bonus to your Initiative rolls.

Gae-Bolg[edit]

Starting at 1st level, you have a sacred weapon, perfect for piercing dragon hide or chopping of wings, the gae-bolg. Your starting spear is your Gae-Bolg, and when you have a bonus of +1 on attacks and damage rolls with it.

In addition, your gae-bolg have the reach property when wielded in two hands, and can choose to cause slashing damage with it, instead of piercing.

If you lose your gae-bolg, you can turn another spear into your gae-bolg by spending 8 hours training with it. This 8 hours can be spread into short sessions of 1 hour, but if you do so, you must train at least 1 hour per day, or you must restart the training.

You can also train during a short rest. If you do so, you must spend 1 hit die to gain the benefits of the training upon finishing the short rest.

You can't have more than one Gae-Bolg at the same time. Training with another spear will make you lose the benefits of Gae-Bolg with the first one.

Explosive Strike[edit]

The Dragoon has harnessed his physical prowess enough to use it in combat in the form of powerful leaping strikes. At 1st level, you can use your bonus action to make a short movement of flight, up to a range of 30 feet.

If you hit a creature with a melee attack using a spear, immediately after this leap, you cause additional damage equal to 1d4. On a miss, you cause half damage with the attack, rather than no damage. The damage increases as you gain levels in this class, as shown on the Explosive Strike column on the Dragoon Lancer table.

You can use this feature three times, and can't use it again until you finish a long rest.

Dragon Slayer[edit]

At 2nd level, you are now capable of going toe to toe with large dragons and other huge monsters. You learn four of the techniques shown below when you gain this feature, and learn one additional one at 5th, 9th, 13th and 17th levels.

To use a technique, you must succeed on a Constitution saving throw against a DC of 5. On a success, you can use the technique. Succeeding or failing, the DC increases by 5. Failing three consecutive times will grant you one level of exhaustion.

You can use multiple techniques in a single attack. Once you complete a short or a long rest, the DC to use the technique returns to 5.

Beast Climber

When you hit a creature with an attack from your spear, you can attempt to take the Climb Onto a Bigger Creature action, described on the page 271 on the DMG.

Leviathan Feller

You can give yourself advantage on a melee weapon attack, against a creature with a creature Large sized or larger.

Defensive Lancer

When a creature of Large size or larger make an attack against you, you can impose disadvantage on that attack, using your reaction.

Scale Piercer

When you make a melee weapon attack with a spear, you can reduce the AC of any creature that has an AC (Natural Armor) by -5, to a minimum of 10.

Agile Escape

When a creature with Large size or larger attempt to grapple you, you can use your reaction to make an opportunity attack against it. On a hit, you cause the attack's normal effects and you are not grappled.

Advanced Trip

When you shove a creature, you can choose to force that creature to either use its Strength (Athletics) or Dexterity (Acrobatics) to resist the shove.

Agile Wrestler

When a creature make a shove or grapple attempt against you at advantage, you can choose to negate that advantage.

Precise Stab

When you hit a Large or larger creature with a melee attack from a spear, and roll a 19 on the d20, you can turn that attack into a critical.

Martial Archetype[edit]

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

You can choose the same archetypes available to the Fighter class.

You can also choose one of the following subclass, shown at the end of the class description: the Spear Master or the Arcane Dragoon Lancer.

Extra Attack[edit]

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Explosive Athleticism[edit]

Your body is trained to deliver the maximum power in the fastest action. Vaulting in slow motion through the air as a moving target for dragons is not what Dragoons had in mind when first deciding to take to the air versus their hated enemy.

At 6th level, you can use an action, to move towards a creature by making a short movement by flying 30 feet. You must end your movement on the ground, or you fall. If you end your movement within 5 feet of a hostile creature, you can make an attack with a spear as part of that action.

In addition, you are immune to any fall damage from a height of 30 feet or lower.

Breath Evasion[edit]

At 6th level, your instinctive agility and enhanced training lets you dodge out of the way of the breath weapon of dragons. When you are subjected to the breath of a dragon, you take no damage if you succeed on the saving throw, and only half damage if you fail.

Flash Step[edit]

At 9th level, you have achieved a level of speed so great that they appear to have mastered short range teleportation. At a cost of 15 feet of your movement speed, you can use your bonus action to teleport to a place you can see within 15 feet.

You can't use this feature if you are unable to move at least 15 feet on your turn.

Death From Above[edit]

At 11th level, you have perfected your aerial assault. The dragoon leaps high into the air to deliver a falling piercing strike on his enemies.

When you hit a creature with an attack made as part of your Explosive Athleticism feature, after having moved at least 10 feet by flying, the target must succeed on a Strength saving throw. On a failed save, it takes additional 6d6 damage and must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or is knocked prone. On a failure, it takes additional 3d6 and is not knocked prone.

Carbon Ossification[edit]

The Dragoons osteoblast cells have altered the bone structure to achieve a super-dense calcium layer. This compression has resulted in a density that compressed the bone to carbon naturally in roughly 3%-5% of bone mass. This change makes the Dragoon's bones nearly unbreakable.

At 11th level, you have resistance to bludgeoning damage, and have advantage on all Constitution saving throws made to avoid effects that would cripple or hinder your limbs.

Dragonrend[edit]

As a full round action the Dragoon uses their entire being to lift them off the ground to their maximum jumping height (No jump check) times two. At the apex of the leap the Dragoon inverts himself and "Pushes" the air at his feet to rocket himself downward at extreme speeds for a Death From Above Strike.

Starting at 13th level, when you hit a creature with an attack from a spear, you can cause that attack to be a critical. Once you use this ability, you can't do it again until you finish a long rest.

Leaping Perfection[edit]

The Dragoon can now take full advantage of his Evolutionary Zenith and leap with full force taking the fight to the Dragons, taking their domain from them and restoring peace to the skies.

At 14th level, you gain a flying speed equal to twice your movement speed. You must end your movement on the ground, or you fall.

Dragon Heart[edit]

At 17th level, you are able to turn your successes into tide turning events. When you hit your stride in combat, you can enters a state of mind called "Dragon Heart".

This is a state of extreme focus that completely melds combat sense with your enhanced body. Witnessing a Dragoon in this state inspires awe in most fighters, as seeing this is proof of a Dragoons ability to stand against a Dragon.

When you succeed a saving throw or score a critical hit, you can enter this state without using an action. For the next minute, you become immune to the charmed and frightened conditions. In addition, when you activate this feature, and at the start of your turns for the duration, you regain a number of hit points equal to half your Dragoon Lancer level (rounded up).

Once you use this ability, you can't use it again until you complete a long rest.

Hyperplasia[edit]

Due to your former training, your body will begin to make changes, as your muscles have begin to undergo Hyperplasia. This changes the way the your muscles are formed. Instead of simply getting bigger, your muscle cells use the additional protein to create new muscle cells resulting in elite strength growth while limiting size growth.

At 20th level, your Strength and Constitution scores increase in 4, up to a maximum of 24.

Spear Master[edit]

Unrivaled is their skill with a spear. The Spear Master is agile and quick to such a degree that witnesses say they are but a blur. It takes patience, strength, an iron will and many years of training to become a master of the spear. Spear Masters frequently take the front line, striking fast and accurately, aiming for weak spots, slits and gaps in enemies' armor. They are aggressive, but can be defensive if the need arises.

Generally a Spear Master has started their training early enough to reach the level of master in their physical prime. Spear Masters can be found as captains of a royal guard, or the personal guard of a merchant, or even a leather worker in a small town who wants to lead a simple life. Not all Spear Masters aim for wealth and glory, but rather a meaningful life, they tend to keep their skills unknown to strangers. . . if possible.

Warden's Rebuke

Starting at 3rd level, you can avenge attacks made against your allies. Whenever you are wielding a spear, trident or javelin and a friendly creature within 5 feet of you is hit by a melee attack, you can use your reaction to make an opportunity attack against the attacker. The creature is considered within your reach for melee attacks even if it wouldn't normally.

Sentinel Strike

Also at 3rd level, you can make opportunity attacks using your spear, javelin or trident without using a reaction. You can use this feature a number of times equal to your proficiency bonus, and regain your uses of it after a long rest.

Spear Mastery

When you choose this archetype at 3rd level, your attacks made with spears, tridents and javelins increase to 1d8, and the damage for spears and tridents wielded in two hands increase to 1d10. You can use your Strength or Dexterity modifier for attack and damage rolls made with these weapons.

In addition, when you wield a spear or a trident in two hands, they acquire the reach property.

Vigilant Guard

Spear Masters are alert and have quick reflexes. At 7th level, you gain proficiency in Perception. If you already have proficiency in this skill, you can add twice your proficiency bonus in checks with it.

In addition, you gain proficiency in Dexterity saving throws.

Intercepting Strike

Starting at 10th level, when you or a creature within 5 feet of you takes damage from a melee weapon attack, you can try to intercept that attack with your spear. You roll the damage for your attack, and reduce the damage taken by the amount rolled.

If you reduce the damage to 0, you can use your Warden's Rebuke feature as part of the same reaction.

Keen Spearman

At 15th level, you score a critical hit on a 19 or 20 with your attacks.

On a critical hit, you roll the damage of your weapon three times, instead of two.

Whirlwind Spear

When you reach the 18th level, you become a true spear master. When you take the Attack action, you can forgo all your attacks to make one attack against each creature of your choice within your reach.

Arcane Dragoon Lancer[edit]

Dragoon Archetype

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

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. Starting at 3rd level, you can infuse a polearm, which are glaive, halberd, quarterstaff, spear or lance, with magic.

You learn two Lance Enchantments from the Lance Enchantment List below, and learn more as you gain levels in this class, gaining an additional one at 7th, 10th, 15th and 18th levels.

Arcane Points. You gain a number of Arcane Points, which can be used to fuel your Dragoon Magic. You have an amount of points equal to twice your proficiency bonus. You regain all your Arcane Points when you finish a short or long rest.
The maximum of Arcane Points you can spend in a single enchantment equals your proficiency bonus.
Lance Enchantments. The lance enchantments are magical effects, and can be dispelled or suppressed by anti-magic effects. When you hit a creature with a weapon under the effect of an enchantment, the weapon is considered magical.
If a lance is under the effect of an enchantment that has a duration, you can't use another enchantment that have a duration, neither concentrate on spells for that duration.
Dragoon Magic Save DC. Some of your Lance Enchantments have a Save DC, that equals 8 + your proficiency bonus + your Constitution modifier.
Battle Vault

Starting at 3rd level, you learn how to effectively pole vault using a lance. While wielding a polearm, you have Advantage on all Dexterity (Acrobatics) and Strength (Athletics) checks made to jump. Also while wielding a polearm, you can make a jump as a bonus action. The distance moved with this jump doesn't count against your maximum movement distance on your turn.

In addition, whenever you hit a creature with a polearm after making a vault, you cause additional 1d6 damage for each 10 feet covered by your jump.

Finally, you can spend 1 Arcane Point to cast jump. Constitution is your spellcasting ability for this spell.

Lance Mastery

Starting at 7th level, you are extremely adept at using polearms. When using those weapons, you gain a bonus of +2 to attack rolls made with them.

In addition, whenever you miss an attack with a lance, you can use your reaction and spend 1 Arcane Point to reroll the attack with advantage.

Parry

At 10th level, while wielding a polearm in two hands, you can use your bonus action to give yourself a bonus of +2 to your AC until the end of your turn.

In addition, if you are hit by a melee attack when benefiting from this AC bonus, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Lunge

Starting at 15th level, you are able to lunge further and strike more accurately. As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.

The first attack made after your lunge is made at Advantage.

Counter Attack

At 18th level, whenever you successfully cause an attack to miss using the Reaction granted by the Parry feature, you can make a single attack with your polearm against the attacker.

Lance Enchantment List[edit]

Fire Lance

As a bonus action, you can spend 2 arcane points to cause your lance to be covered by flames. For 1 minute, your weapon attacks deal an extra 1d4 fire damage on a hit.

Ice Lance

When you hit a creature with a weapon attack, you can spend 2 arcane points to force the target to succeed on a Strength saving throw or be restrained by the magical ice for 1 minute. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the ice shatters and melts away.

While restrained by this spell, the target takes 1d6 cold damage at the start of each of its turns. A creature restrained by the ice can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

Thunder Lance

When you hit a creature with a melee weapon attack, you can spend 2 arcane points to cause your weapon to ring with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Holy Lance

prerequisite: 7th level

When you hit a creature with your lance, you can spend 3 Arcane Points to make that a holy strike. The target takes additional 3d8 radiant damage. An undead or fiend takes additional 1d8 damage.

Unholy Lance

prerequisite: 7th level

When you hit a creature with a lance, you can spend 3 Arcane Ponits to make this an unholy lance. The target takes additional 2d6 necrotic damage, and the target deals only half damage with weapon attacks that use Strength until the end of your next turn.

Blast Lance

prerequisite: 15th level

As an action, you can spend 5 Arcane Points to channel energies into your lance that explode on impact with the ground. You swings your weapon into the ground releasing a blast of arcane energy in a 20-foot radius, forcing all creatures in the area to make a Dexterity saving throw, or take 8d6 force damage, or half as much on a success.

Meteoric Strike

prerequisite: 15th level

You can use your arcane energies to direct you at your foes while falling after an in battle vault. When you cause your additional Battle Vault damage, you can spend 5 Arcane Points to force all creatures within 10 feet (including the target of the attack) to make a Constitution saving throw, or take force damage equal to the additional Battle Vault damage dealt to the main target.

Explosive Strike

prerequisite: 15th level

When you hit a creature with an attack from your polearm, you can spend 5 Arcane Points to cause additional damage to all creatures within 10-foot (including the target, except you) equal to 3d8 fire.

A nonmagical object that isn’t being worn or carried also takes the damage and catches fire, if flamable.

Dragonfire Lance

prerequisite: 18th level

You imbue a weapon you touch with dragonfire by spending 7 arcane points as a bonus action. Choose one of the following damage types: acid, cold, fire, lighting or poison. For the next minute, weapon attacks made with it deal an extra 2d8 damage from the chosen type on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.

As a bonus action on your turn, you can dismiss the dragonfire and cause the weapon to unleash energy into a cone similar to a dragon's breath. Each creature in a 60 foot cone must make a Dexterity saving throw. On a failed save, a creature takes 6d8 damage from the chosen type. On a successful save, a creature takes half as much damage.

Once you use this ability, you can't use it again until you finish a short or a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the halbardier class, you must meet these prerequisites: 13 Strength, 13 Wisdom.

Proficiencies. When you multiclass into the halbardier class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.

Restriction. You can't multiclass into the fighter class.

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