The Dragoon
The wind blows snow over a dragon-crested helmet. A tall human levels her spear as she runs, vaulting high into the air while her dragon-plate shines in the sunlight. Her speartip glows with a divine light as she delivers a mighty blow to a leather clad bandit upon landing. The scale-clad half-orc behind her uses his glaive to throw himself forward and deftly knocks another bandit prone with his weight. The two work as a pair, a deadly dance of vaulting acrobatics and deadly precision strikes from their Dragoon Weapons.
A lone figure watches high atop a canyon wall, their armor brilliant in the sun. The figure waits and watches, a feature of the canyon itself. Soon their target appears far, far below along the bottom of the canyon trail, huddled around a caravan for protection. Looking down, the Dragoon raises their spear high above, already known as a fearsome and deadly weapon in itself. Without a sound, the Dragoon dives off the sheer Canyon wall, the lonesome travelers unaware of the force that is about to crash into them.
The knight looks over her kingdom from high atop her tower wall. She rests comfortably knowing that few can reach her heights and those that can would be conspicuous. Her life long soul mate, a large blue drake, stands next to her, his scaled body strong and beautiful in its terrible power. Having kept her kingdom safe through countless conflicts, she was very mindful for its future. Her line of Regal Dragoons had kept it safe for generations and would continue to do so until she drew her last.
These are all examples of Dragoons, brave warriors who take to the air with lance in hand to fight for their convictions. Being more specialized and trained than a run-of-the-mill warriors, Dragoon demand respect with their dazzling speed and aerobatics, always with lance in hand. To be a Dragoon is to be a legend, a walking myth, a living example of what years of dedication to a craft can bring to bear.
Aerial Masters
Dragoons, while being masters of long arm and staff weapon, are also trained in advanced aerial maneuvers. A Dragoon in combat should spend as much time flying through the air as they spend planted on the ground. They have perfected a technique called The Vault, where they use the leverage and reach of their Dragoon Weapons to enhance their jumping and aerial limits. Some say that ancient Dragoons, masters of myth and legend, never needed to touch the ground at all, their jumping being indistinguishable from actual flight. Many myths and legends such as this exist amongst the history of the Dragoons but few have the wisdom to separate the truth from the fantastic.
Draconic Origins
The most well known origin of the Dragoon comes from that of Dragons. Some say these original warriors attempted to imitate the fury of the dragon, the reach of their claws, their mastery of the sky. Others say that a band of rebellious freedom fighters developed the way of the Dragoon to combat the dragons, to give them a way to reach the heights of the dragons and bring the battle to them. Either way, one cannot separate the essence of dragons from the warriors known as Dragoons.
Creating a Dragoon
As you build your Dragoon, think about what would lead them to take up this very intensive and intricate style of fighting. Werer you born into it, raised in a secret Order of Dragoons? Were you saved by a wandering Dragoon, admiring the grace and strength of their fighting? Many Dragoons have a higher purpose, a country to defend, a honor to uphold. There are also Dragoons who seek to etch their name into history, to be immortal in the songs of bards and in the minds of children. Many legendary weapons of history were Dragoon weapons, their exact details forgotten but the very greatest of their accomplishments upraised to soaring heights.
Quick Build
You can quickly make a Dragoon by following these suggestions. First, make Strength your highest ability score. Next choose Constitution as your second highest, or Wisdom if you wish to follow the Weyr of the Devout. Lastly, choose the solider background.
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: 1d10 (6) + your Constitution modifier per Dragoon level after 1st
Proficiencies
- Armor: All armor, shields
- Weapons: Simple melee weapons, Dragoon weapons (see Dragoon Weapon Training feature)
- Tools: Choose one of the following: Calligrapher's supplies, Jeweler's tools, Tinker's tools, or Weaver's Tools
- Saving Throws: Strength, Wisdom
- Skills: Choose two from Acrobatics, Athletics, Animal Handling, History, Intimidation, Perception, or Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor, (b) scale mail, or (c) chain mail
- (a) a Dragoon Weapon (see Dragoon Weapon Training) and shield or (b) two Dragoon Weapons
- An explorer's pack and 2 javelins
- The Artisan's tools you choose to be proficient with
Dragoon
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Dragoon Weapon Training, Vault |
2nd | +2 | Fighting Style, Aerial Ace |
3rd | +2 | Weyr Enclave |
4th | +2 | ASI |
5th | +3 | Extra Attack |
6th | +3 | Skirmish Tactics |
7th | +3 | Enclave Feature |
8th | +3 | ASI |
9th | +4 | Soaring Valor |
10th | +4 | Adrenaline Surge |
11th | +4 | Enclave Feature |
12th | +4 | ASI |
13st | +5 | Blessing of the Ancient Dragoons |
14th | +5 | Diving Falcon, Wyrm's Tenacity |
15th | +5 | Enclave Feature |
16th | +5 | ASI |
17th | +6 | Highwind |
18th | +6 | Master The Sky |
19th | +6 | ASI |
20th | +6 | Enclave Feature |
Dragoon Weapon Training
You gain proficiency in the Quarterstaff, Spear, Javelin, Glaive, Halberd, Lance, Pike, and Trident. While wielding a Glaive, Halberd, or Pike, you may ignore the Heavy property. You may also apply the Reach properties to the Quarterstaff, Spear, Javelin, and Trident.
Vault
Your skill with your Dragoon Weapon allows you great mobility on the battlefield. While wielding a Dragoon Weapon, you may use your bonus action to perform a full High Jump or Long Jump without a running start. This vault is in addition to your normal movement speed. When you do this, your next weapon attack this turn does an extra 1d8 damage. This increases to 2d8 at 11th level.
You may Vault a number of times equal to your Strength modifier (minimum 1). You regain all uses of Vault when you finish a short or long rest.
Fighting Style
At 2nd level, you adopt a Dragoon style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Heavy Lancer
When you roll damage for an attack you make with a melee weapon that you wield with two hands, you may roll one extra weapon die. Discard the lower die and then apply the damage.
Mariner
So long as you are not wearing Heavy Armor or using a shield, you gain a climbing and swimming speed equal to your normal speed and you gain a +1 bonus to AC.
Javelinier
You may add +1 to your attack and damage rolls with Thrown weapons and the normal throwing range of all Thrown weapons is increased by 15 feet.
Skirmishing
When you hit with a Dragoon Weapon, you may add 5 to your movement, up to 20, until the start of your next turn.
Aerial Ace
Starting at 2nd level, your jump height is doubled and you ignore falling damage if you only fall as high you jumped. In addition, if you jump as part of your movement during your turn, you can move over creatures whose size is Medium or smaller.
Starting at 9th level, you can move over creatures who are Large or smaller with your jumps.
Weyr Enclave
At 3rd level, you choose an Enclave that you join whose techniques you are allowed to learn and master. Choose Weyr of the Lance, Weyr of the Scales, or Weyr of the Devout, all detailed at the end of the class description. The Enclave you choose grants you features at 3rd level and again at 7th, 11th, 15th, and 20th level.
Ability Score Increase
At 4th level, and again at 8th ,12th ,16th , and 19th, you may increase one ability score of your choice by 2, or two chosen ability scores by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
At 5th level, you can attack twice, instead of once, when you take the Attack Action on your turn.
Skirmish Tactics
At 6th level, your vaulting technique is improved through your training. Opportunity attacks against you are at disadvantage to hit while you are jumping or Vaulting.
Soaring Valor
At 9th level, your skill in quick movement allows you to potentially avoid danger. When you subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you may use your Reaction to immediately jump out of the way. If you succeed the saving throw, you take no damage as you escape the danger. If you fail the saving throw, you still only take half damage from the effect as you manage to escape some of the danger. You also have resistance to fall damage while you are conscious.
Adrenaline Surge
At 10th level, you may use your bonus action to gain Temporary HP equal to your Dragoon level + your Constitution modifier + your proficiency bonus. For as long as you have these temporary hit points, you have advantage on saving throws and your speed increases by 10. These temporary hit points only last as long as you are in combat. You may only activate this ability while you are at half of your maximum hit points or less. Once you use this ability, you may not use it again until after a long rest.
Blessing of the Ancient Dragoons
At 13th level, your body has been attuned to the rise and fall of fighting as a Dragoon. You are ready to learn the secret techniques of the Legendary Dragoons that have come before you. Your jumping and vaulting distance is tripled and your maximum jump height is now quadrupled.
Diving Falcon
At 14th level, you have mastered the technique of the Diving Falcon. When you Vault, you may attempt to Grapple a flying creature you can reach as part of the Vault.
Wyrm's Tenacity
At 14th level, when you roll initiative and have no uses of your Vault remaining, you regain 1 use of your Vault.
Highwind
At 17th level, you do not take damage from falling. Also, if your total for an Athletics check is less than your Strength score, you may use that score in place of the total.
Master The Sky
Starting at 18th level when you Vault, you gain a flying speed equal to your current walking speed + your vault distance. You must start and end on solid ground and cannot fly higher than your maximum jump height.
Weyr Enclaves
Different Enclaves seek to master different aspects of the Dragoon.
Weyr of the Lance
When you choose this Weyr Enclave at level 3, you have dedicated yourself to the art of using the Dragoon Weapon in combat.
Dragoon Weapon Expert
Starting at 3rd level, the damage dice of your Dragoon weapon increases by one size. (A d6 to d8 to d10 to d12). The maximum this can increase a Dragoon Weapon's damage is to a d12. If the weapon has the Versatile property, the damage of the weapon when wielded with two hands increases as well.
Beginning of a Legend
Starting at 3rd level, you begin to form the legend of your weapon of choice. Whether it's the weapon itself or your prowess with it, people have begun to associate the name of your weapon with power and authority. Choose a name for your Dragoon Weapon appropriate to your background and setting. This name will grow with you and will eventually be as legendary as the Dragoons themselves. This name does not have to apply to one specific weapon. The substance of legends is based on fantasy and not fact. Eventually, a specific sort of identifier will be associated with your weapon but that can be determined later at your choosing. There may be some situations where invoking the name of your weapon will help turn a situation in your benefit (at your DM’s discretion.) Whenever you make an Intelligence (History) check to recall lore about Legendary Weapons and the legends surrounding them, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Powerful Vault
Starting at 7th level, you have learned to use the power of your Dragoon Weapon while Vaulting. When you Vault, you may perform a shove attack as part of the the Vault. This shove attack is against one creature either from where you start or where you land the vault.
Weapon of Legend
Starting at 11th level, you have learned to harness the power of the legend of your weapon. Over the course of an hour, you can call upon the name your weapon and imbue it with power. The weapon appears to take on the appearance you choose, one befitting a weapon of tremendous power. It is as though the weapon were sleeping and has now been awoken. The weapon gains another 5 feet of reach. This is shown in your swift speed with and mastery of the weapon. You may also unlock one of the following abilities of the weapon:
Tyrant - While wielding this weapon, you cannot be frightened. When you land the killing blow upon a creature, you may attack an extra time this turn as part of the attack. People treat you differently, more afraid of you, more nervous around your Weapon. They can sense the terrible might of your weapon.
Cosmic - You gain darkvision out to 60 feet and can see in magical darkness. If you already have darkvision, increase the range of your darkvision by 60 feet. When you use your reaction to make an attack of opportunity, you make attack twice instead of once. You earn a reputation of being infinite and unknown. You are seen as a force of the universe, more than just a simple Dragoon guided by your Mythic Weapon. People tend to treat you with mistrust or caution due to this.
Draco - When you fail a saving throw, you may reroll it and take the new result. You may do this once and regain use of it again after you complete a long rest. When you throw your Dragoon Weapon, it returns to your hand as part of the attack whether it hits or misses. Once on each of your turns when you attack a creature by throwing your weapon, you may attack another creature within 5 feet of your target as part of the attack. You have embraced the origin of the Dragoon, the Dragon. You become a being with with a sense of Draconic nobility and fury. People have heard tales of your Weapon blocking attacks that would leave a mortal in ashes and leaving you without a scratch. People tend to leave you to your solitary ways, slow to familiarize themselves least they offend the fury of the dragon.
The power you choose to form your legend around becomes part of the name of your Dragoon Weapon in some way. I.E. the Gungnir becomes the Tyrant Gungnir. You may only have 1 Weapon of Legend at a time, but if your weapon is lost or destroyed, you may perform the ritual again to form your legend around another weapon.
Shattering Glass
Starting at level 15, you have learned a secret Dragoon technique of the Lance. You may strike out to multiple foes, striking them all simultaneously with the speed of breaking glass. As an action, you may make one weapon attack against every creature within reach of your weapon. This attack deals an extra 2d6 weapon damage on hit. You may do this once. You regain use of this technique after a long rest.
Destiny's Eventide
Starting at 20th level, you immortalize your Dragoon Weapon’s Legend with a true show of its world ending force. As an action, you may call out its it's True Name, fully unlocking its power. Heavenly Thunder blazes from the sky to arc across the staff, the energy of the Fire Elemental Plane heats the weapon red hot without burning you, or the fury of the giants enlarges the spear to triple its size, whatever effect is appropriate. For the next minute, your weapon gains the following properties:
- It ignores all damage immunity and resistance.
- You have advantage on all attacks with it.
- It deals extra damage equal to your Strength modifier of whatever damage type you wish.
- If you accomplish a truly great deed while it is in this state (such as slaying a world ending being or securing the victory over the world), the weapon's legend will be known for generations. Bards will sing of its power and poise, children will hear stories of its great deeds, and kingdoms will exemplify it as a paragon of conquest or protection.
Once you call upon this power, you cannot summon this power until after a long rest.
Weyr of the Scale
You seek to embrace the heritage of Dragoons, which exemplifies the strength of the Dragons themselves.
Draconic Paragon
When you choose this Weyr enclave at level 3, you choose a Draconic Paragon. A Draconic Paragon can be any kind of powerful Dragon or Dragon-kind, one worthy of imitation and respect. You may know and serve a Dragon belonging to this Paragon, but you need not have met or known a Dragon of any kind. During your travels and training, you have acquired the scale of a fully grown Dragon from your chosen Draconic Paragon, be it ancient or freshly shed. With this, you may spend 8 hours to perform the Weyr-kin Blood Rite. At the end of the 8 hours, a Weyr Guardian appears and gains all the benefits of the Draconid feature. A Weyr Guardian’s stats and abilities match the stat block provided. You may only have 1 Weyr Guardian at a time. If your Guardian is ever slain, you may use the same scale, or another like it, to summon a new Guardian by spending 8 hours to perform the Weyr-kin Blood Rite again and expending 100 gp of special components related to your Draconic Paragon.
You also learn to speak, read, and write Draconic.
Draconid
When your Weyr Guardian bonds with you, it gains a variety of features:
Your Weyr Guardian is telepathically linked to you and it’s attitudes, tactics, and actions are determined by you. It rolls for initiative and takes its own turn. It acts on its own if you are incapacitated or absent.
Your Weyr Guardian has its abilities and game statistics determined in part by your level. Your Weyr Guardian uses your proficiency bonus rather than its own. In addition to areas where it normally uses its prof bonus, a Weyr Guardian also adds its prof bonus to its AC and its damage rolls. Your Weyr Guardian gains proficiency in two skills of your choice. It also becomes prof in all saving throws.
For each Dragoon level you gain after 3rd, your Weyr Guardian gains an additional hit die and increases its hit points accordingly. When you gain the the Ability Score Improvement class feature, your Weyr Guardian’s abilities also improve. Your Weyr Guardian can increase one ability score by 2 or it can increase two ability scores of your choice by 1. As normal, an ability score cannot be increased above 20 using this feature.
Your Weyr Guardian needs to sleep and eat like any other creature.
Weyr Guardian
Small, (Matches your Alignment)
- Armor Class 14
- Hit Points 33 (6d6+16)
- Speed 30 feet
STR DEX CON INT WIS CHA 15 (+2) 11 (0) 14 (+2) 8 (-1) 10 (0) 8 (-1)
- Senses Passive Perception 10
- Languages Can't speak but communications with it's Dragoon via telepathy. Knows every Language it's Dragoon knows.
- Challenge 1/2 (100 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, 5 ft., one target. Hit: 5 (1d6+2) piercing damage
Claws. Melee Weapon Attack: +4 to hit, 5 ft., one target. Hit: 5 (1d6+2) slashing damage
Synergy
Starting at 5th level, when you take the Attack action, you may forgo one of your Attacks to allow your Weyr Guardian to make one attack of its own with its reaction.
Aspect of the Dragon
Starting at 7th level, your Weyr Guardian becomes more attuned to the Draconic Paragon it represents. Its size increases to medium, its hit dice become d10s, and it maximum hit points increase by your current Dragoon level. In addition, it gains a swimming or climbing speed (based on the Draconic Paragon) equal to its base walking speed.
Draconic Superiority
Starting at 11th level, your connection to your Weyr Guardian matures even further. Both you and it gain resistance to the damage type of the breathe weapon of your Draconic Paragon. In addition, your Weyr Guardian’s bite and claw attacks do an extra 1d6 of the damage type associated with your Draconic Paragon.
Heritage of the Wyrms
Starting at 15th level, you have gained the secret techniques of the Weyr of Scales. Either you or your Weyr Guardian can use its action to perform a breath weapon attack similar to the breath weapon of your Draconic Paragon. Your Paragon determines the saving throw type and damage type of the breath weapon. When you gain this feature, you may choose the size of your breath weapon, either a 30 foot cone or a 5 by 60 ft long line. Once you make this choice, you cannot change it. Each creature in the area of effect must make a Saving Throw. The DC for this saving throw is 8 + your Constitution modifier + your proficiency bonus. On a fail, they take 13d6 damage, or half as much on a success. Once either you or your Weyr Guardian have used this technique, neither one of can use it again until after a long rest.
Dracolith Maximus
At level 20, your Weyr Guardian can transform to truly become a mighty dragon, one worthy of fighting by your side. As an action, you can command your Weyr Guardian to transform into a superior form. This transformation ends after 10 minutes or after either your Weyr Guardian dies or is knocked unconscious. While transformed, your Weyr Guardian gains the following benefits:
- Its Size becomes Large.
- It gains a flying speed of 80 feet
- As an action, it can summon the terror of a true dragon. Every creature of the Guardian's choice within 120 feet of the Guardian and aware of it must succeed on a DC 17 Wisdom Saving Throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. Once the Weyr Guardian uses this ability, it cannot use it again until after a long rest.
- If the Weyr Guardian fails a saving throw, it can choose to succeed instead. Once it does this, it cannot do this again until after a long rest.
Once you use this feature, you cannot use it again until after you complete a long rest.
Draconic Paragon Reference Table
Paragon | Damage Type | Saving Throw | Speed |
---|---|---|---|
Black | Acid | Dexterity | Swim |
Blue | Lightning | Dexterity | Climb |
Brass | Fire | Dexterity | Climb |
Bronze | Lightning | Dexterity | Swim |
Copper | Acid | Dexterity | Climb |
Gold | Fire | Dexterity | Swim |
Green | Poison | Constitution | Swim |
Red | Fire | Dexterity | Climb |
Silver | Cold | Constitution | Swim |
White | Cold | Constitution | Climb |
Weyr of the Devout
When you choose this enclave, you choose to dedicate yourself to something higher than yourself. You have mastered Dragoon Weapons and now you have a purpose. You seek to protect those who cannot.
Spellcasting
When you reach 3rd level, you augment your Dragoon techniques with the ability to cast spells.
Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Spell Slots. The Devout 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 cleric spells of your choice, two of which must be from enchantment and abjuration spells on the cleric list.
The Spells Known column of the Devout Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or enchantment spell of your choice, and must be of a level for which you have spell slots.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or enchantment spell, unless you are replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, since you know them through pray and devotion. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for cleric spell you cast and when making an attack roll with one:
Spell Save DC
Spell attack modifier
Fortitude
Starting at 3rd level, your Devotion allows you to quickly leap into action and stay on the front lines. As an action, you may heal yourself by a number of d4s equal to your Wisdom Modifier. You may use this ability 3 times. You regain all uses of it after a long rest.
In addition, your holy powers flow from your dedication as a Dragoon. Your Dragoon Weapon is your holy symbol used to cast spells.
Protect the Faithful
At 7th level, as a reaction to you or an ally taking damage from a spell, you can give a number of allies, including yourself, resistance to damage from spells including the spell that triggers this. You can only give this to a number of allies equal to your Wisdom modifier and only if they are within 30 feet of you. This resistance lasts for each individual ally until the start of their next turn. You can do this once. You regain use of this ability after a short or long rest.
Guardian of the Sky
At 11th level, when you attack an enemy that in their previous turn dealt damage to an ally you can see, you can cause your weapon attacks to deal an extra 1d8 radiant damage to that target on a hit.
Radiant Mirage
Starting at 15th level, you have learned the secret Dragoon technique of the Devout. When you vault, you may also expend one spell slot to become untargetable by hostile spells and abilities that only target a single creature. This lasts a number of your turns equal to the level of spell slot expended. For example, a 1st-level spell slot used in this way would make you untargetable until the start of your next turn, a 2nd-level would make you untargetable until the start of the second turn after this one.
The Dragon of Heaven
At level 20, you may use your action to transform for 1 minute. While in this exalted state, you gain the following benefits:
- You may add your Wisdom modifier to your AC and all saving throws in addition to any bonuses they have already.
- When you cast a spell, may make also make one weapon attack as a bonus action.
- You gain resistance to all slashing, bludgeoning, and piercing damage.
Once you have used this feature, you cannot use it again until after you have completed a long rest.
Weyr of the Devout Spellcasting
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 |