The Dragoon
The Dragoon, is an elite class of knight; the best of the best, trained specifically to fight the dragon threat. They are a lance-wielding knight that developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes. Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every ounce of their bodies behind the blow. A select few dragoons bind their souls to a dragon wyrmling egg creating an unbreakable bond between each other or infusing their own blood with that of a dragons. Granting them ancient magic and abilities.
Class Features
As a Dragoon, you gain the following class features.
Hit Points
Hit Dice: 1d10 per Dragoon level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d 10 (or 6) + your Constitution modifier per dragoon level after 1st
Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Investigation, Intimidation, Nature, or Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A glaive, lance, or halberd
- (a) Scale Mail or (b) Studded Leather
- (a) Dungeoneer's pack or (b) Explorer's pack
- 4 Javelins
Alternatively, you may start with 4d4 x 10 gp to buy your own equipment.
Dragoon
Level | Proficiency Bonus | Vault Height | Class Features |
---|---|---|---|
1st | +2 | 10ft | Vault, Polearm Specialist |
2nd | +2 | 10ft | Draconic Knowledge |
3rd | +2 | 10ft | Dragoon Path, Aerial Assault |
4th | +2 | 20ft | Ability Score Improvement |
5th | +3 | 20ft | Dragoon Path |
6th | +3 | 30ft | Ancient Circle |
7th | +3 | 30ft | Dragoon Path |
8th | +3 | 40ft | Ability Score Improvement |
9th | +4 | 40ft | Aerial Assault Improvement |
10th | +4 | 50ft | Vault Improvement |
11th | +4 | 50ft | Dragoon Path |
12th | +4 | 60ft | Ability Score Improvement |
13th | +5 | 60ft | Dragon Heart |
14th | +5 | 70ft | Aerial Assault Improvement |
15th | +5 | 70ft | Ancient Circle (two uses) |
16th | +5 | 80ft | Ability Score Improvement |
17th | +6 | 80ft | Dragoon Path |
18th | +6 | 90ft | Relentless Combatant |
19th | +6 | 90ft | Ability Score Improvement |
20th | +6 | 100ft | One with the Sky |
Vault
Starting at 1st level, while you are not wearing heavy armor, you may use your bonus action to launch yourself into the air up to a height equal to your vault height. While using vault, you gain the following benefits:
- You can move up to 15 feet horizontally before returning to the ground in an unoccupied space. If there is no unoccupied space you return to your original location.
- Attacks of opportunity are made at disadvantage if you leave a creatures space when using Vault.
The maximum height of your vault increases as you gain levels in this class, as shown in the Dragoon table. Additionally, you take half damage for falls of a distance lower than your Vault Height while you are conscious. At 10th level, you take no fall damage instead of half.
Polearm Specialist
You have practiced extensively with Polearm weapons, which includes the following weapons: Javelin, Spear, Pike, Glaive, Halberd, Trident, Lance; gaining the following benefit:
When wielding a polearm, you have a +2 bonus to damage rolls made with it, and the weapon gains the reach property if it doesn't already have it.
Draconic Knowledge
Beginning at 2nd level, you have significant experience studying, tracking, hunting, and even talking to Dragons.
You have advantage on Wisdom (Survival) checks to track Dragons, Intelligence checks to recall information about them, as well as all saving throws from dragons or their lair actions.
When you gain this feature, you also learn how to read, write, and speak in draconic.
Aerial Assault
Starting at 3rd level while wielding a polearm, you can make a special melee attack as you descend from your vault, or immediately after landing. If you’re able to make multiple attacks with the Attack action, this replaces one of them.
On hit, you take no fall damage from the vault and the target takes an additional 1d4 damage for every 10 feet you fell to a maximum of 50 feet. This bonus damage increases to 1d6 at 9th level and 1d8 at 14th level.
You can use this feature a number of times equal to your Strength modifier or Dexterity modifier + your dragoon level. You regain all expended uses, when you finish a long rest.
Dragoon Path
At 3rd level, you choose a path that you strive to emulate in your combat styles and techniques. Choose Dragon Master, Dragon's Soul, or Dragon's Blood, all detailed at the end of the class description. The path you choose grants you features at 3rd level and again at 5th, 7th, 11th, and 17th level.
Ancient Circle
You have developed defensive magic to protect you and those around you from a dragons breath attack by drawing out
Beginning at the 6th level, When you are subjected to an area effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to
take only half damage, you can use your reaction to create a magical sigil on the ground in a 10-foot-radius sphere around you. Each creature, including you, in that area takes only half damage on a failed save. A creature that succeeds on the save, gains resistance to the effect's damage type until the start of your next turn (so long as they remain in the sigil's area).
Once you use this feature, you can’t use it again until you finish a short or long rest. Beginning at 15th level, the radius increases to 30 feet and you can use your ancient circle twice between rests.
Dragon Heart
Starting at 13th level, your mind and body become inured to the dragons you hunt, granting you some of their properties. You are immune to sleep, paralysis, charm, and you gain resistance to the damage type associated with your dragon from your Dragon Path.
Relentless Combatant
Starting at 18th level, your weapon attacks with polearms now score a critical hit on a roll of 19 or 20.
Additionally, whenever you score a critical hit with your aerial assault or reduce a creature to 0 hit points with one of your melee weapon attacks with a polearm, you can immediately make one melee weapon attack against each enemy creature within your reach.
One with the Sky
At 20th level, Your Dexterity or Strength increases by 2. Your maximum for that score is now 22. Additionally, you can use your aerial assault an unlimited amount of times and you are immune to the damage type associated with your dragon from your Dragon Path.
Dragoon Path's
A dragoon chooses a path when it rises from the ranks of initiate within the order. The path you follow reflects your choice.
Dragon Master
The Dragon Master path embodies a power between the of the world dragons and man. Bound together as one, dragon and dragoon work as one to fight the monstrous foes that threaten civilization and its outlying areas. Emulating the Dragon Master path means committing yourself to this ideal, working in partnership with a dragon as its companion and friend.
Dragon Companion
At 3rd level, you use your magic to create a powerful link with a unhatched dragon egg. After an exhaustive 8 hour ritual and the expenditure of 50 gp worth of rare herbs and minerals, you link your soul with the dragon wyrmling within the egg to serve as your faithful companion. You normally select you companion from among the following dragon wyrmlings: Black, Blue, Brass, Bronze, Copper, Gold, Green, Red, Silver, or White located in Apendix A. However, your DM might pick one of these dragons for you, based on the surrounding terrain and on what types of dragons would logically be present in the area.
At the end of the 8 hours, your dragon companion hatches and gains all the benefits of your Soul Link ability. You can
have only one dragon companion. Your companion can't be mounted, as it isn't sturdy enough to sustain a rider's weight.
Because your souls are magically intwined with each other. If you die, your dragon companion dies with you. This magic was crafted this way in order to protect the dragoon while building a strong bond with their dragon companion. It also gives the dragon an incentive to protect and work alongside the Dragoon.
If your dragon companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and minerals, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an dragon companion to life in this manner even if you do not possess any part of its body. You will only ever have 1 dragon companion during your lifetime. Severing the bond with your dragon is possible, but only at the cost of your life.
Soul Link
At 3rd level, Your dragon companion gains a variety of benefits while its soul is linked to you.
The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
Your dragon companion has abilities and game statistics listed in Apendix A of this handout. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.
Your dragon companion gains proficiency in Perception, Stealth, and two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature.
Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The Dragoon who travels with me is a (beloved, horrible, trustworthy, etc) companion for whom I would give my life, to protect my life.” Feel free to determine how your wyrmling feels about you
d6 | Traits |
---|---|
1 | I fear nothing because I am the one to be feared. |
2 | Threaten my companion, threaten me. |
3 | I hunt for myself and only myself. |
4 | People see a dragon and fear me. I use that to my advantage. |
5 | I am vocal when I disagree with my companions decisions. |
6 | I am my companion's guardian, I will do what I can to protect them. |
d6 | Flaw |
---|---|
1 | If there’s meat left unattended, I’ll eat it. |
2 | I may be a dragon, but I have the personality of a house cat. |
3 | Any time is a good time for a nap. |
4 | I'm violent and cruel in combat, everything dies, mercy is never shown. |
5 | I love Shiny things and can't help but collect them. |
6 | I occasionally sneeze...fire. |
Breath attack
Beginning at 5th level, When your wyrmling uses its breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your dragon's color. The DC for this saving throw equals 8 + its Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Recharge (5-6) At the start of each of the wyrmling’s turns, roll a d6. If the roll is a 5 or 6, the wyrmling regains the use of its breath weapon. The ability also recharges when the monster finishes a short or long rest.
Dragons' Breath
Dragon | Damage Type | Breath Weapon |
---|---|---|
Black | Acid | 5 by 30 ft. line (Dex. save) |
Blue | Lightning | 5 by 30 ft. line (Dex. save) |
Brass | Fire | 5 by 30 ft. line (Dex. save) |
Bronze | Lightning | 5 by 30 ft. line (Dex. save) |
Copper | Acid | 5 by 30 ft. line (Dex. save) |
Gold | Fire | 15 ft. cone (Dex. save) |
Green | Poison | 15 ft. cone (Con. save) |
Red | Fire | 15 ft. cone (Dex. save) |
Silver | Cold | 15 ft. cone (Con. save) |
White | Cold | 15 ft. cone (Con. save) |
Spirit Link
Your link with your dragon grows stronger enabling you to transfer your spiritual essence into it and its essence to you.
Starting at the 7th level, you gain the following features:
- You can use your bonus action and expend a hit die to have your dragon companion regain hit points equal to 1d10 + your dragoon level. You can use this feature twice. You regain all expended uses when you finish a long rest.
- As an action, you can use the feature listed in Appendix B based on the type of dragon companion you have. Once you use this feature, you must finish a short or long rest before you can use it again.
Dragoons Best Friend
At 11th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
All Grown-up
At 17th level, your dragon companion has grown, describe it and it gains the following traits:
- Its size becomes large and it gains 1 hp for each of your dragoon levels.
- Its body is now fully mature, allowing it to support a rider. It can be ridden as an intelligent mount.
- Its Strength or Dexterity ability score increases by 2 to a maximum of 22.
Dragon's Soul
A Dragoon who has chosen to enhance their combat abilities beyond their full potential accepts a portion of a dragon's soul into their body when they choose this path. This class of Dragoon excels at combating all manner of dragons and other dangerous creatures, having a rich knowledge of their foes and strategies needed to defeat them. Their combat abilities evolve around increasing the speed and devastating effects of their strikes to overpower their enemies.
saving throws
Some of your Dragon's Soul features require your target to make a saving throw to resist the it’s effects. The saving throw DC is calculated as follows:
Dragon's Soul Save DC
Merged Soul
At 3rd level, you choose a dragon type that you accept part of their soul. The damage type associated with each dragon is used by features you gain at later levels.
Dragons' Soul
Dragon | Damage Type |
---|---|
Black | Acid |
Blue | Lightning |
Brass | Fire |
Bronze | Lightning |
Copper | Acid |
Gold | Fire |
Green | Poison |
Red | Fire |
Silver | Cold |
White | Cold |
Quick Jump:
After continuous training, you have mastered the ability to Vault indoors. Using the walls and ceiling you are able to boost your speed to inflict damage and pass over enemies.
Starting at 3rd level, you can use your bonus action to jump 15 feet horizontally, landing in an unoccupied space. During the jump, you can move through a creatures space without provoking opportunity attacks. When you use your aerial assault after a quick jump, the bonus damage is considered to be as if you fell from your Vaults maximum height for your dragoon level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Penta Thrust
At 7th level You strike all creatures in a 15 foot cone in front of you. Each creature in the targeted area must make a Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much on a successful one. At 15th level, this damage is increased to 5d8.
You can use this feature a number of times equal to your half of your proficiency modifier, regaining all expended uses when you finish a short or long rest.
Super Jump
Starting at 11th level, As your skills are honed your vault height is increased by an extra 10 feet and the distance you can move horizontally during a Vault or Quick Jump increases by the same distance.
Whenever you use your Aerial Assault feature, you can change its normal weapon damage to the damage type associated with your dragon soul's dragon. You can also choose one of the following additional effects when you hit a creature with your aerial assault (using your dragon's soul save DC):
- The target must succeed on a Strength saving throw or be knocked prone.
- The target must succeed on a Dexterity saving throw or be disarmed.
- The target must succeed on a Constitution saving throw or the next attack made against it has advantage.
Death from Above
You have mastered the aerial art and the weapon of the dragoon. When you attack you put every ounce of your body behind the blows.
At 17th level, when you use your Aerial Assault, you add its bonus damage to the next 2 attacks as you descend from your Vault, or immediately after landing, but before moving.
Dragon's Blood
A Dragoon who has chosen drink the blood of a dragon does so with a deep understanding of the effects it will have on them. While it does grant great magical power to the dragoon. Scales form in areas across the body and their eyes change to look like that of a dragon, causing fear and awe to those around that see them.
Dragon Blood
At 3rd level, you choose a dragon type that you infuse with your own blood. The damage type associated with each dragon is used by features you gain later.
Dragons' Blood
Dragon | Damage Type |
---|---|
Black | Acid |
Blue | Lightning |
Brass | Fire |
Bronze | Lightning |
Copper | Acid |
Gold | Fire |
Green | Poison |
Red | Fire |
Silver | Cold |
White | Cold |
Spellcasting
When you reach 3rd level, you drink the blood of a dragon to gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and Apendix C for the Dragoon spell list.
Cantrips
You learn two cantrips of your choice from the dragoon spell list. You learn an additional dragoon cantrip of your choice at 10th level.
Spell Slots
The Dragoon Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher
You know three 1st-level dragoon spells of your choice. The Spells Known column of the Dragoon Spellcasting table shows when you learn more dragoon spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the dragoon spells you know with another spell of your choice from the dragoon spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your dragoon spells, since you learn your spells the memories you recieve from the dragons blood. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a dragoon spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Dragoon
Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 2 | 3 | 2 | — | — | — |
4th | 2 | 4 | 3 | — | — | — |
5th | 2 | 4 | 3 | — | — | — |
6th | 2 | 4 | 3 | — | — | — |
7th | 2 | 5 | 4 | 2 | — | — |
8th | 2 | 6 | 4 | 2 | — | — |
9th | 2 | 6 | 4 | 2 | — | — |
10th | 3 | 7 | 4 | 3 | — | — |
11th | 3 | 8 | 4 | 3 | — | — |
12th | 3 | 8 | 4 | 3 | — | — |
13th | 3 | 9 | 4 | 3 | 2 | — |
14th | 3 | 10 | 4 | 3 | 2 | — |
15th | 3 | 10 | 4 | 3 | 2 | — |
16th | 3 | 11 | 4 | 3 | 3 | — |
17th | 3 | 11 | 4 | 3 | 3 | — |
18th | 3 | 11 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Elemental Affinity
Starting at 5th level, when you cast a spell that deals damage of the type associated with your dragon's blood, add your Intelligence modifier to that damage.
Dragon Magic
Beginning at 7th level, when you use your action to attack, you can cast a cantrip as a bonus action.
Flight of the Dragoon
Beginning at 13th level, you are able to expend two uses of your aerial assault to cast the fly spell on yourself. When you do, an ethereal pair of dragon's wings sprout from your back. When you use your Aerial Assault while this feature is active, you can use your reaction after the attack to move up to your speed without provoking an attack of opportunity.
Blood Aura
Beginning at 17th level, you can channel the dread presence of your dragons blood, causing those around you to become awestruck or frightened. As an action, you draw on this power and exude an aura of awe or fear (your choice) to a distance of 30 feet. For 1 minute or until you lose your concentration (as if concentrating on a spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed by you (if you chose awe) or frightened of you (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Once you use this feature, you must finish a short or long rest before you can use it again.
Appendix A: Dragon Wyrmlings
Black wyrmling
Medium Dragon, aligned with dragoon
- Armor Class 13 (natural armor)
- Hit Points 17 (3d8 + 3)
- Speed 30ft., fly 45ft. swim 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 8 (-1) 9 (-1) 10 (+0)
- Proficencies Perception, Stealth
- Damage Immunities acid
- Senses blindsight 10 ft., darkvision 60ft., passive Perception 14
- Languages Draconic
- Challenge 1/2 (100 XP)
Amphibious: The dragon can breathe air and water.
Actions
Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.
Blue wyrmling
Medium Dragon, aligned with dragoon
- Armor Class 13 (natural armor)
- Hit Points 17 (3d8 + 3)
- Speed 30ft., burrow 15ft., fly 45ft.
STR DEX CON INT WIS CHA 15 (+2) 8 (-1) 13 (+1) 10 (0) 9 (-1) 11 (+1)
- Proficencies Perception, Stealth
- Damage Immunities Lightning
- Senses blindsight 10 ft., darkvision 60ft., passive Perception 14
- Languages Draconic
- Challenge 1/2 (100 XP)
Actions
Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.
Brass wyrmling
Medium Dragon, aligned with dragoon
- Armor Class 13 (natural armor)
- Hit Points 17 (3d8 + 3)
- Speed 30ft., burrow 15ft., fly 45ft.
STR DEX CON INT WIS CHA 14 (+2) 9 (-1) 13 (+1) 9 (-1) 10 (+0) 12 (+1)
- Proficencies Perception, Stealth
- Damage Immunities fire
- Senses blindsight 10 ft., darkvision 60ft., passive Perception 14
- Languages Draconic
- Challenge 1/2 (100 XP)
Actions
Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.
Bronze wyrmling
Medium Dragon, aligned with dragoon
- Armor Class 13 (natural armor)
- Hit Points 17 (3d8 + 3)
- Speed 30ft., fly 45ft., swim 30ft.
STR DEX CON INT WIS CHA 15 (+2) 8 (-1) 13 (+1) 10 (+0) 9 (-1) 13 (+1)
- Proficencies Perception, Stealth
- Damage Immunities Lightning
- Senses blindsight 10 ft., darkvision 60ft., passive Perception 14
- Languages Draconic
- Challenge 1/2 (100 XP)
Amphibious: The dragon can breathe air and water.
Actions
Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.
Copper wyrmling
Medium Dragon, aligned with dragoon
- Armor Class 13 (natural armor)
- Hit Points 17 (3d8 + 3)
- Speed 30ft., climb 30ft., fly 45ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 12 (+1) 13(+1) 8 (-1) 11 (+0)
- Proficencies Perception, Stealth
- Damage Immunities acid
- Senses blindsight 10 ft., darkvision 60ft., passive Perception 14
- Languages Draconic
- Challenge 1/2 (100 XP)
Actions
Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.
Gold wyrmling
Medium Dragon, aligned with dragoon
- Armor Class 13 (natural armor)
- Hit Points 17 (3d8 + 6)
- Speed 30ft., fly 45ft., swim 30ft.
STR DEX CON INT WIS CHA 15 (+2) 9 (-1) 14 (+2) 9 (-1) 7 (-2) 12 (+1)
- Proficencies Perception, Stealth
- Damage Immunities fire
- Senses blindsight 10 ft., darkvision 60ft., passive Perception 14
- Languages Draconic
- Challenge 1/2 (100 XP)
Amphibious: The dragon can breathe air and water.
Actions
Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.
Green wyrmling
Medium Dragon, aligned with dragoon
- Armor Class 13 (natural armor)
- Hit Points 17 (3d8 + 0)
- Speed 30ft., fly 45ft., swim 30ft.
STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 11 (+0) 12 (+1) 9 (-1) 11 (+0)
- Proficencies Perception, Stealth
- Damage Immunities poison
- Condition Immunities poisoned
- Senses blindsight 10 ft., darkvision 60ft., passive Perception 14
- Languages Draconic
- Challenge 1/2 (100 XP)
Amphibious: The dragon can breathe air and water.
Actions
Bite Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d8 + 1) piercing damage.
Red wyrmling
Medium Dragon, aligned with dragoon
- Armor Class 13 (natural armor)
- Hit Points 17 (3d8 + 6)
- Speed 30ft., climb 30ft., fly 45ft.
STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 14 (+2) 10 (+0) 9 (-1) 11 (+0)
- Proficencies Perception, Stealth
- Damage Immunities fire
- Senses blindsight 10 ft., darkvision 60ft., passive Perception 14
- Languages Draconic
- Challenge 1/2 (100 XP)
Actions
Bite Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing damage.
Silver wyrmling
Medium Dragon, aligned with dragoon
- Armor Class 13 (natural armor)
- Hit Points 17 (3d8 + 6)
- Speed 30ft., fly 45ft.
STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 14 (+2) 10 (+0) 9 (-1) 11 (+0)
- Proficencies Perception, Stealth
- Damage Immunities fire
- Senses blindsight 10 ft., darkvision 60ft., passive Perception 14
- Languages Draconic
- Challenge 1/2 (100 XP)
Actions
Bite Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing damage.
White wyrmling
Medium Dragon, aligned with dragoon
- Armor Class 13 (natural armor)
- Hit Points 17 (3d8 + 6)
- Speed 30ft., burrow 15ft., fly 45ft., swim 30ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 15 (+2) 6 (-3) 10 (+0) 11 (+0)
- Proficencies Perception, Stealth
- Damage Immunities cold
- Senses blindsight 10 ft., darkvision 60ft., passive Perception 14
- Languages Draconic
- Challenge 1/2 (100 XP)
Actions
Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.
Appendix B: Soul Link Abilities
Black Dragon Wyrmling
Magical Darkness
6th-level ability
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
Magical darkness spreads from a point the dragoon chooses within 30 feet of it, filling a 10-foot-radius sphere for 1 minute or until the dragon dismisses it as an bonus action, or is incapcitated. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagicallight can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Blue Dragon Wyrmling
Lightning Arc
6th-level ability
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
Lightning arcs, forming a 5-foot-wide line between two solid surfaces that the dragoon can see. They must be within 60 feet of the dragoon and 60 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or they are stunned.
Brass Dragon Wyrmling
Dust Devil
6th-level ability
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
A cloud of sand swirls about in a 10-foot-radius sphere centered on a point the dragoon can see within 60 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bronze Dragon Wyrmling
Repulsion Breath
6th-level ability
- Casting Time: 1 action
- Range: self 15-foot cone
- Components: V, S
- Duration: Instantaneous
The Dragoon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 14 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the Dragoon.
Copper Dragon Wyrmling
Deep Mud
6th-level ability
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
The Dragoon chooses a 10-foot-square area on the ground that it can see within 60 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 14 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 14 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. At the start of the Dragoon's next turn the mud hardens, and the Strength DC to work free increases to 18.
Gold Dragon Wyrmling
Weakening Breath
6th-level ability
- Casting Time: 1 action
- Range: self 15-foot cone
- Components: V, S
- Duration: Instantaneous
The dragoon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Green Dragon Wyrmling
Grasping roots
6th-level ability
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: concentration, up to 1 minute
Grasping roots and vines erupt in a 10-foot radius centered on a point on the ground that the dragoon can see within 60 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds.
Red Dragon Wyrmling
Tremors
6th-level ability
- Casting Time: 1 action
- Range: self 30-foot radius
- Components: S, V
- Duration: Instantaneous
A tremor shakes the lair in a 30-foot radius around the dragoon. Each creature other than the dragoon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
Silver Dragon Wyrmling
Paralyzing Breath
6th-level ability
- Casting Time: 1 action
- Range: self (15-foot cone)
- Components: V
- Duration: Instantaneous
The Dragoon exhale a paralyzing gas in a 15- foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
White Dragon Wyrmling
Wall of Ice
6th-level ability
- Casting Time: 1 action
- Range: 60 feet
- Components: S, V
- Duration: up to 10 minutes
The dragoon creates an opaque wall of ice or dome on a solid surface it can see within 60 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. The dome can have a a radius of upto 10 feet, 10feet high, and 1 foot thick When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.
Appendix C: Spell List
Cantrips (0 Level)
- Acid Splash (PHB 211)
- Chill touch (PHB 221)
- Fire Bolt (PHB 242)
- Minor Illusion (PHB 260)
- Poison Spray (PBH 266)
- Ray of Frost (PBH 271)
- Shocking Grasp (PBH 275)
- True Strike (PBH 284)
1st Level
- Burning Hands (PBH 220)
- Chromatic Orb
- Disguise Self (PBH 233)
- Fog Cloud (PBH 243)
- Ray of Sickness (PBH 271)
- Sleep (PBH 276)
- Thunderwave (PBH 282)
- Dragon Hide (Mage Armor rename - PBH 256)
- Witch Bolt
2nd Level
- Alter Self (PBH 211)
- Blindness/Deafness (PBH 219)
- Continual Flame (PBH 227)
- Darkness (PBH 230)
- Darkvision (PBH 230)
- Flaming Sphere ( BH 242)
- Gust of Wind (PBH 248)
- Invisibility (PBH 254)
- Melf's Acid Arrow (PBH 259)
- Nystul's Magic Aura (PBH 263)
- Scorching Ray (PBH 273)
- See Invisibility (PBH 274)
- Shatter (PBH 275)
3rd Level
- Counterspell (PBH 228)
- Dispel Magic (PBH 234)
- Fear (PBH 239)
- Fireball (PBH 241)
- Gaseous Form (PBH 244)
- Lightning Bolt (PBH 255)
- Sleet Storm (PBH 276)
- Slow (PBH 277)
- Stinking Cloud (PBH 278)
4th Level
- Arcane Eye (PBH 214)
- Blight (PBH 219)
- Fire Shield (PBH 242)
- Greater Invisibility (PBH 246)
- Ice Storm (PBH 252)
- Wall of Fire (PBH 285)
- Dragon scales (Stoneskin rename - PBH 278)
Feedback
is
Welcome
Thank you for taking the time to look at my version of the Dragoon made for 5th edition. I love the dragoon from final fantasy and I wanted a class that could embody it. Please let me know what you think and if you have any suggestions on anything I do. I always love the feedback. If you want to see more of what I do feel free to check me out on Reddit /u/Amellwind or you can find me on twitch.tv/Amellwind
I wanted to thank /u/devikyn for their revised version of this class that they took the time to improve upon after testing it out. You can find their version of this class Here. I made use of some of their changes while readjusting some of my own to fix issues where skills no longer made sense or were incomplete. Because of their work I was able to improve this class further.