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# Dragoon A human in half-plate slashes through a horde of goblins, single-handedly carving a path through the rabble. With each strike her blade starts to grow hotter, radiating a heat that warps the air around it into haze. Her companions are close behind, faithfully following her trailblazing lead.
A dwarf with shining wings and golden armor throws themselves in front of a blade meant for another, smiling grimly as it clatters off his plate before raising his axe in the air. The hapless bandit watches in awestruck terror as a meteor falls flaming from the sky directly toward the upturned axe. The dwarf launches himself into the air as the meteor nears impact, sending burning earthen shrapnel careening toward his foes.
A tiefling in shining silver armor hovers above a frantic battlefield, white light radiating from him with a steady hum of power. As he levels his bow to fire at a new enemy his allies below huddle close, their wounds healing as they shelter beneath his outstretched wings.
Tens of thousands of years ago, the world was riven by war. A race of creatures known as Winglies, led by the tyrant Melbu Frahma, ruled over the other races of the world with an iron fist. Melbu Frahma, harnessing the power of the great creator Soa, exerted Wingly rule over all aspects' of his slave-subject's lives and even controlled the fate of their souls after death.
Eventually, this oppression could no longer be tolerated by the human slaves and they rose up in a hopeless bloody rebellion. The Winglies' devastating magic and their employment of biological weapons like the monstrous Virage would have made short work of the uprising, but from desperation emerged hope. Humans and dragons, two species slated for extinction by Melbu Frahma's decree, formed an alliance of necessity. By harnessing the insanity that mankind submits themselves to when they go to war, mankind was able to attain dominion over the souls of powerful primordial dragons and transform into humanity's trump card in the war against Winglies; Dragoons, the Dragon Knights.
\columnbreak ### The Insanity of War Dragoons are warriors first and foremost, wading into the thick of combat to dole out damage to foes as swiftly and consistently as possible. This is a necessity of their combat style, as their ability to utilize their unique skills depends upon being able to acquire Spirit Points by doling out punishment during the insanity of battle. These unique skills vary wildly depending on the type of Dragoon Spirit that recognizes the wielder. Though the abilities of a Dragoon Spirit can change their priorities while they are transformed, they are inaccessibly if the warrior does not do damage in the first place, and so these warriors have cultivated a style of combat focused on ensuring consistent damage output at any cost. ### Transformation and Magic The trump card of the Dragoon is their ability to transform, activating their Dragoon form to clad themselves in heavy armor and gain greater mobility via the wings of the dragon. This is the most meagre of their abilities, however. Dragoons only grow in power as their synergistic link to the Dragoon Spirit develops. This improved link not only strengthens their base Dragoon Form but also gives them access to the special Dragoon Magic corresponding to the Dragoon Spirit which has recognized them as one of the few chosen by fate to dominate dragons. These magical abilities are unlike anything else in the world, designed to turn the tides of war and contest the unmatched arcane might of the Winglies.
Page 1 | Class: Dragoon, The Dragon Knight
\pagebreak ### 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 (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, Wisdom - **Skills:** Choose two skills from Acrobatics, Arcana, Athletics, History, Insight, Medicine, Perception and Survival #### Equipment You start with the following equipment: - *(a)* chain shirt or *(b)* leather armor - *(a)* Two martial weapons or (b) A longbow and quiver of 20 arrows - *(a)* An explorer’s pack *(b)* A dungeoneer’s pack - *(a)* A light crossbow and 20 bolts *(b)* Any simple melee weapon - *(a)* A palm-sized stone that acts as the physical manifestation of your Dragoon Spirit Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
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##### The Dragoon | Level | Proficiency Bonus | Features | Max Spirit Points | |:---:|:---:|:---|:---:| |1|+2|Spirit Points, Addition |3| |2|+2|Fighting Style|4| |3|+2|Dragoon Spirit|5| |4|+2|Ability Score Improvement|6| |5|+3|Extra Attack|8| |6|+3|Dragoon Form|9| |7|+3|Dragoon Spirit Feature|10| |8|+3|Ability Score Improvement|11| |9|+4|Spirit Resonance|13| |10|+4|Dragoon Spirit Feature|14| |11|+4|----|15| |12|+4|Ability Score Improvement|16| |13|+5|Improved Addition|18| |14|+5|Improved Dragoon Form|19| |15|+5|Dragoon Spirit Feature|20| |16|+5|Ability Score Improvement|21| |17|+6|Perfect Dragoon Form|23| |18|+6|Dragoon Spirit Feature|24| |19|+6|Ability Score Improvement|25| |20|+6|Dragoon Spirit Synergy |26|
### Spirit Points Beginning at 1st level you gain access to Spirit Points (SP) which allow you to access utilize the abilities of the Dragoon Spirit. You have a maximum pool of Spirit Points equal to your Dragoon class level + your proficiency bonus. You gain one Spirit Point each time you succeed at hitting a hostile creature when using the attack action on your turn. Spirit Points remain banked until they are spent and you regain Spirit Points on a Long Rest in an amount equal to your Wisdom Modifier.
Page 2 | Class: Dragoon, The Dragon Knight
\pagebreak ### Addition Also at 1st level you have gained the ability to augment your strikes with superhuman timing. Once per round of combat while taking the attack Action you may spend 3SP after rolling an attack to reroll that dice. You must take the result of the second roll. Additionally, if the unmodified result of the second roll matches the initial roll and the attack would succeed, this attack is a Critical Hit and the player may make an additional attack roll immediately, up to a total of three times per round. Attacks initiated using the Addition feature do not count toward your total attacks on this turn. ### Fighting Style You adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. - **Archery:** You gain a +2 bonus to attack rolls you make with ranged weapons. - **Great Weapon Fighting:** When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. - **Dueling:** While you are wielding a single melee weapon you gain a +2 bonus to damage rolls with that weapon. - **Two-Weapon Fighting:** When you engage in two weapon fighting, you can add your ability modifier to the damage of the extra attack. - **Unarmed Fighting:** Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. ### Dragoon Spirit At 3rd level, you choose a Dragoon Spirit that has recognized you as one chosen by fate to dominate dragons. The Dragoon Spirit you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. \columnbreak ### Ability Score Improvement 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. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Dragoon Form Beginning at the 6th level as a bonus action you are able to spend 5SP to activate your Dragoon form, taking on the aspects of the dragon knight. You gain +2AC while in this form as well as shining wings which grant you a flying speed equal to your movement speed. On each subsequent turn after activating your Dragoon form you must either use your bonus action at the start of your turn and spend 1SP to maintain it or elect to cancel this Form, immediately losing all benefits and needing to spend 5SP and a bonus action on your following turn to reactivate the ability. If you do not have any SP remaining at the start of your turn you also drop the Dragoon Form. Otherwise, you are forced out of this form at the end of the turn where you drop to 0SP or when you are reduced to 0HP. You can not regain expended SP while in Dragoon form. ### Spirit Resonance The Dragoon Spirit resonates with its fellows and legends say that those holding Dragoon Spirits are drawn together. The Spirit also resonates with the magical essences of Dragons and, most acutely, those bearing the taint of magical corruption and magical manipulation characterizing the bio-weapons of the Winglies. Beginning at 9th level, your connection to your Dragoon Spirit allows you to detect such magical auras. For 1 minute per amount of SP you expend, you can sense whether creatures of the Dragon or Monstrosity types or another Dragoon Spirit are present within 1 mile of you. This feature doesn’t reveal the creatures’ location or number. ### Improved Addition Beginning at 13th level, when using the Addition feature, you now use the higher of the two dice rolls when determining if the attack will hit.
Page 3 | Class: Dragoon, The Dragon Knight
\pagebreak ### Improved Dragoon Form Beginning at 14th level your Flying speed is equal to double your movement speed while in Dragoon Form. Additionally, when activating Dragoon Form the user is immune to the following Conditions for the duration: Charmed, Deafened, Frightened and Poisoned. ### Perfect Dragoon Form Beginning at 17th level, you have Resistance to all nonmagical Bludgeoning, Piercing and Slashing damage while in Dragoon Form. \columnbreak ### Dragoon Spirit Synergy Beginning at 20th level, you have become attuned to your Dragoon Spirit to the point that you are able to call on its power nearly at will. When you roll for Initiative, you may immediately recover an amount of SP equal to 5 + your Wisdom Modifier. Once you use this feature, you can’t use it again until you finish a Short Rest.
Page 4 | Class: Dragoon, The Dragon Knight
\pagebreak # Spirit of the Golden Dragon To be an exemplar of the Golden Dragon is to embody strength in service to others. The Golden Dragon favors those who show drive in service of a higher goal and who display the strength to further those aims. Followers of this path are beings who revel in wading into the thick of combat, destroying enemies and enduring their retaliatory strikes until they can unleash the full earthen destruction of the Golden Dragon in devastating bursts. ### Strength of Kongol Starting when you choose this path at 3rd level, you may spend 2SP at the start of your turn to activate this feature, which lasts until the start of your next turn. While this feature is active you cannot be knocked prone or pushed by another creature and have advantage on Saving Throws against magical attacks that would also cause these effects. ### Counter Also at 3rd level, when a creature within 5ft. misses on a melee attack against you, you may spend 2SP to take an immediate retaliatory attack action against that creature, provided you are holding a viable melee weapon. ### Golden Dragoon Form Starting at 7th level you have increased your synergy with the Golden Dragon. While in Dragoon Form you have resistance to Thunder damage. Additionally, the second damage die rolled when calculating damage for a Critical Hit is considered magical Thunder damage.
\columnbreak ### Grand Stream Also at 7th level you have gained access to the first level of Dragoon magic. While in Dragoon form you may use an action to spend 3SP to strike the earth before you, generating a fissure which rapidly races towards a target within 20ft. That target as well as all creatures within 5ft. of that target must make a Dexterity saving throw, taking 3d8 bludgeoning damage on a failure and half as much on a success as the area erupts in a small magical explosion of earth. The save DC is equal to 8+ your proficiency bonus + your Wisdom modifier. ### Meteor Strike Beginning at 10th level you have gained access to the second level of Dragoon magic. While in Dragoon form you may use an action to spend 4SP to call a meteor down on your position. You leap upward as it approaches and smash it apart, raining down burning earthen shrapnel in a 10ft radius around you. All creatures within that 10ft radius must make a Dexterity saving throw equal to 8+ your proficiency bonus + your Wisdom modifier. On a failure they take 4d6 bludgeoning damage and 2d10 fire damage or half that amount on a success. ### Belzac’s Sacrifice Beginning at 15th level you have internalized the ideal of Strength in service to others characteristic of the Golden Dragon. When an ally within 5ft is attacked by an enemy you may spend 4SP to intervene, forcing the attack to be against you instead. ### Golden Dragon Beginning at the 18th level you have gained access to final level of Dragoon magic. While in Dragoon form you may use an action and spend 8SP to manifest the physical form of the Golden Dragon. A globe of golden energy streaks from your fingertips to a point of your choice within 200ft. This becomes the center of a 30ft radius demi-plane of quicksand. The demi-plane is considered difficult terrain. Any creature that starts its turn within the demi-plane must succeed on a Strength saving throw equal to 8 + your Wisdom modifier + your Proficiency bonus or be pulled 5ft toward the center of the demi-plane. At any point on your turns while still in Dragoon Form you may have the Golden Dragon fire a blast from the epicenter of the demi-plane where it explodes in a 30-foot-radius sphere. Each creature within the area must make a Constitution saving throw equal to 8+ your proficiency bonus + your Wisdom modifier. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone. The demi-plane is dismissed once the Golden Dragon fires its blast or if you revert from your Dragoon Form.
Page 5 | Subclass: Spirit of the Golden Dragon
\pagebreak # Spirit of the Red-Eyed Dragon The Red-Eyed Dragon is discerning in who it chooses to empower with its ferocious strength. Brash and strong-willed leaders, or those who show such potential, are the ones that the Red-Eyed deems worthy of wielding its fiery power. Many a revolution has been spear-headed by a Dragoon of the Red-Eyed Dragon and many an adventuring party find themselves following the lead of such a warrior. ### Madness Hero Starting at 3rd level you have the makings of a seasoned leader, living up to the ideals of the Red-Eyed Dragon. You gain proficiency in the Persuasion skill and may spend 2SP prior to attempting a Charisma (Persuasion) ability check to gain a bonus on the roll equal to your Wisdom modifier (minimum of +1). ### Heat Blade Starting when you choose this path at 3rd level, you may spend 3SP after successfully hitting an enemy to imbue your weapon with the flames of the Red-Eyed dragon. You deal an additional 1d6 Fire damage to the target. You may add an additional 1d6 worth of damage to this for every additional 3SP spent. ### Red-Eyed Dragoon Form Starting at 7th level you have increased your synergy with the Red-Eyed Dragon. While in Dragoon Form you have resistance to Fire damage. Additionally, the second damage die rolled when calculating damage for a Critical Hit is considered magical Fire damage. ### Burning Rush Also at 7th level, you have gained access to the first level of Dragoon Magic. As an action while in Dragoon Form you may spend 4SP to activate this ability to surround yourself in flames and launch yourself up to 40ft in a direct line to attack a target you can see. The target must make a Dexterity saving throw, taking 3d8 Fire damage on a failure or half that amount on a success. On a failed save a creature is also set aflame taking 5 (1d10) damage at the start of its turn, until someone takes an action to douse the fire. The save DC is equal to 8+ your proficiency bonus + your Wisdom modifier. \columnbreak ### Explosion Starting at 10th level, you have gained access to the second level of Dragoon Magic. While in Dragoon Form you may use an action to spend 6SP to imbue your weapom with the power of the Red-Eyed Dragon, striking the ground and detonating the area around with fiery concussive force. Each creature within 10ft. must make a Dexterity saving throw, taking 6d6 Fire damage on a failure or half that amount on a success. The save DC is equal to 8+ your proficiency bonus + your Wisdom modifier. ### Blazing Dynamo Starting at 15th level you may spend 5SP when taking the attack action to make an additional attack against an enemy, up to a combined total of five times.
### Red-Eyed Dragon Starting at 18th level, you have gained access to the final level of Dragoon Magic. While in Dragoon Form you may spend 10SP to summon an avatar of the Red-Eyed Dragon. A dragon made of fire hovers above you, granting you the ability to imbue your weapon with flames and turning you into a blazing dynamo of fire and steel. Until the end of your turn, you add an additional 2d8 Fire damage to every successful hit. If any of your attacks miss while using this feature your turn immediately ends without any further actions or attacks allowed until your following turn. This feature remains active until you revert from Dragoon Form.
Page 6 | Subclass: Spirit of the Red-Eyed Dragon
\pagebreak # Spirit of the Jade Dragon Those who find themselves recognized by the Jade Dragon are individuals of honorable spirit and lofty ideals. Kings, scholars, knights; the Jade Dragon does not discriminate based on background, but instead seeks those who display calm and an adherence to a code and willingness to do whatever it takes to maintain their morals. Wielders of this Dragoon Spirit tend toward being calculating and analytic by nature. Whether that translates into studious research of arcane tomes or dedication to a martial technique designed to systematically dismantle an opponent, a Jade Dragoon exemplifies the idea of practice makes perfect. ### Serdian Scholar Starting at 3rd level you have dedicated your downtime to research and understanding, emulating the ideals of the Jade Dragon. You gain proficiency in the History and Arcana skills, or expertise if you already have Proficiency in these skills. You may also spend 1SP prior to attempting an Intelligence (History) or Intelligence (Arcana) ability check to gain a bonus on the roll equal to your Wisdom modifier (minimum of +1). ### Knight of Basil Also at 3rd level, on successfully hitting a creature you may use your bonus action to spend 3SP to activate one of the following abilities: - **Feyrbrand’s Slime:** The target must make a successful Constitution saving throw or be Poisoned for 1 minute. The creature may repeat the saving throw at the end of each turn, recovering on a success. The save DC is equal to 8+ your proficiency bonus + your Wisdom modifier. - **Spear of Terror:** The target must make a successful Constitution saving throw or be Frightened for 1 minutes. The creature may repeat the saving throw at the end of each turn, recovering on a success. The save DC is equal to 8+ your proficiency bonus + your Wisdom modifier. - **Feyrbrand’s Tusk:** The target takes an additional 1d6 Poison damage. This increases to 2d6 at level 7 and 3d6 at level 15. ### Jade Dragoon Form Starting at 7th level you have increased your synergy with the Jade Dragon. While in Dragoon Form you have resistance to Poison damage. Additionally, the second damage die rolled when calculating damage for a Critical Hit is considered magical Poison damage. \columnbreak ### Wing Blaster Also, at 7th level you have gained access to the first level of Dragoon Magic. While in Dragoon Form you may use an action to spend 3SP to fire a concentrated blast of wind shaped like a soaring dragon ahead of you in a 50ft cone, leaving a wind tunnel in its wake. Creatures within this cone must make a Dexterity saving throw or be knocked prone. The save DC is equal to 8+ your proficiency bonus + your Wisdom modifier. Additionally, until the start of your next turn creatures within that cone make ranged attacks with disadvantage. ### Syuveil’s Insight Beginning at 10th level you gained the ability to access the insights of passed scholars who have wielded the Jade Dragoon Spirit. You gain Expertise in the History and Arcana skills if you do not already have it. Additionally, you may spend 5SP to cast the spell Legend Lore as an action. ### Rose Storm At 15th level, you have gained access to the second level of Dragoon Magic. While in Dragoon Form you may use an action to spend 6SP in order to surround yourself and 2 others in a protective sphere of flower petals. These petals act as a shield against oncoming attacks and grants you and your 2 allies resistance to all damage. This ability remains active until you revert from Dragoon Form, however as long as this is active the cost to maintain Dragoon Form as a bonus action each turn increases to 2SP. If you do not have 2SP to spend at the start of your turn, the effect ends, though you may elect to spend 1SP to maintain your Dragoon Form without the added benefit of Rose Storm active. ### Jade Dragon At 18th level, you have gained access to the final level of Dragoon Magic. While in Dragoon Form you may use an action to expend 12SP to channel the power of the Jade Dragon, its wind-like wings buffeting creatures around you with yellow pollen-like spores. While this ability is active, any hostile creature which begins its turn within 20ft of you must make a Constitution Saving Throw or take damage equal to your Wisdom modifier (minimum of 1) and be Stunned until the start of their next turn. The save DC is equal to 8+ your proficiency bonus + your Wisdom modifier. This ability remains active until you revert from Dragoon Form.
Page 7 | Subclass: Spirit of the Jade
\pagebreak # Spirit of the Blue-Sea Dragon Individuals recognized by the Spirit of the Blue-Sea Dragon tend to share some commonalities. They tend to be lonely souls yearning to make connections and are typically pariahs from mainstream society. They also tend to be entertainers or artists of some sort. They may be dancers or singers or painters; the common trait is that their art is tinged with a deeper sadness and a desire to be accepted that spurs them forward to change the world. Despite their unfortunate backgrounds, these characters are also usually the morale boosting center of the groups that do accept them as they are. ### Legacy of Damia Starting when you choose this Spirit at 3rd level, you are able to channel the skills of one of the first Dragoons of the Blue-Sea Dragon. You gain a swim speed of 30 feet and may spend an action and 1SP to cast the spell Water Breathing targeting only yourself. ### Perky Step Also at 3rd level, you may use a bonus action to spend 2SP to activate this ability until the start of your next turn. While active, your walking and swimming speed increase by 20 feet and your movement does not provoke opportunity attacks. ### Bonus Proficiencies At 3rd level you also gain proficiency in Performance, or Expertise if you already have Proficiency in this skill, as well as with an instrument of your choice. ### Blue-Sea Dragoon Form Starting at 7th level you have increased your synergy with the Blue-Sea Dragon. While in Dragoon Form you have resistance to Cold damage. Additionally, the second damage die rolled when calculating damage for a Critical Hit is considered magical Cold damage.
\columnbreak ### Freezing Ring Also at 7th level, you have gained access to the first level of Dragoon magic. While in Dragoon form you may use an action to spend 3SP to surround yourself with floating shards of ice which rush forward to encase the limbs of your next target. The next target you successfully hit while in Dragoon Form suffers an additional 2d6 Cold damage and must make a Constitution saving throw. On a failure, the creature is encased in ice and Restrained. The creature may attempt a Strength (Athletics) check at the end of its subsequent turns to break free. The save DC for both checks is equal to 8+ your proficiency bonus + your Wisdom modifier. ### Cool Boogie Beginning at 10th level, your ability to maneuver around the battlefield with a dancer’s grace even draws the attention of your foes. As you move on your turn you may expend 5SP to force each hostile creature you come within 5ft of to attempt a Wisdom Saving Throw. On a failure, the creature(s) are fixated on your movements. For the next minute, the affected have disadvantage on attack rolls against creatures other than you and must make a Wisdom saving throw each time they attempt to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The effect ends on a creature if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 60 feet away from the target.
Page 8 | Subclass: Spirit of the Blue-Sea Dragon
\pagebreak ### Pillar Break At 15th level, you have gained access to the second level of Dragoon magic. While in Dragoon form you may use an action to spend 8SP to touch a point at your feet. A 5ft area pillar rises before you raising you 25ft into the air. Three more pillars also appear on the battlefield at locations of your choosing so long as there is space allowing, each pillar is 50ft apart, and the pillars form the shape of a square viewed overhead. Water suddenly and magically fills the area within the pillars forming a 25ft radius cube of water. Within this cube is a Whirlpool as described in the Control Water spell. Whirlpool. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against 8+ your proficiency bonus + your Wisdom modifier. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 1d8 Bludgeoning + 1d8 Cold damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object 1d8 Bludgeoning + 1d8 Cold damage; this damage occurs each round it remains in the vortex. These pillars remain so long as you remain in Dragoon Form or can be dismissed early by spending a Action to touch a pillar which immediately shatters all 4. \columnbreak ### Blue-Sea Dragon At 18th level, you have gained access to the final level of Dragoon Magic. While in Dragoon Form you may use an action to expend 10SP to channel the power of the Blue-Sea Dragon, the watery form of the leviathan cutting circling above you like a seaborne apex predator. While this ability is active, you are surrounded by the icy chill of the depths. Any hostile creature which begins its turn within 30ft of you must make a Strength Saving Throw or be overcome by the encroaching ice. An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. The save DC is equal to 8+ your proficiency bonus + your Wisdom modifier. If this ability overlaps with a body of water, that water becomes thick with ice, becoming difficult terrain. Additionally, any Cold damage taken within the area of effect of this ability is doubled. This ability remains active until you revert from Dragoon Form.
Page 9 | Subclass: Spirit of the Blue-Sea Dragon
\pagebreak # Spirit of the White-Silver Dragon The White-Silver Dragon is a being of mercy and beneficence. Conflict is normally no place for the kindhearted, yet those warriors who have gained the recognition of the White-Silver Dragon endeavor to show love and kindness, or at least merciful pity to those come across. This extends to noncombatants, allies and even former enemies. Even so, these warrior are deadly in ranged combat, utilizing their projectile attacks to lethal effect against their foes. ### Spellcasting When you reach 3rd level, you augment your martial prowess 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 White-Silver Dragoon Spellcasting table shows how many spell slots you have to cast your Cleric 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. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot. #### Spells Known of 1st Level and Higher You know two 1st-level Cleric spells of your choice, two of which you must choose from the abjuration and evocation spells on the Cleric spell list.
The Spells Known column of the White-Silver Dragoon Spellcasting table shows when you learn more Cleric spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice and 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.
The spells you learn at 7th, 10th, 15th and 18th 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 evocation spell, unless you're replacing the spell you gained at 3rd, 7th, 10th, 15th and 18th level from any school of magic. \columnbreak
##### White-Silver Dragoon Spellcasting | Dragoon Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:| | 3rd | 2 | 3 | 2 | 1 | — | — | — | | 4th | 2 | 4 | 3 | 1 | — | — | — | | 5th | 2 | 4 | 3 | 2 | — | — | — | | 6th | 2 | 4 | 3 | 2 | — | — | — | | 7th | 2 | 5 | 4 | 2 | 1 | — | — | | 8th | 2 | 6 | 4 | 2 | 1 | — | — | | 9th | 2 | 6 | 4 | 2 | 1 | — | — | | 10th | 3 | 7 | 4 | 3 | 2 | — | — | | 11th | 3 | 8 | 4 | 3 | 2 | — | — | | 12th | 3 | 8 | 4 | 3 | 2 | — | — | | 13th | 3 | 9 | 4 | 3 | 2 | — | — | | 14th | 3 | 10 | 4 | 3 | 2 | 1 | — | | 15th | 3 | 10 | 4 | 4 | 3 | 1 | — | | 16th | 3 | 11 | 4 | 4 | 3 | 2 | 1 | | 17th | 3 | 11 | 5 | 4 | 3 | 2 | 1 | | 18th | 3 | 11 | 5 | 4 | 4 | 3 | 2 | | 19th | 3 | 12 | 5 | 4 | 4 | 3 | 2 | | 20th | 3 | 13 | 5 | 4 | 4 | 3 | 2 |
#### Spellcasting Ability Wisdom is your spellcasting ability for your Dragoon spells since their power derives from the strength of your connection to the White-Silver Dragoon Spirit. 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 a Dragoon spell you cast and when making an attack roll with one. **Spell save DC =** 8 + your proficiency bonus + your Wisdom modifier. **Spell attack modifier =** your proficiency bonus + your Wisdom modifier. #### Dragoon Spells You gain Dragoon Spells at the White-Silver Dragoon levels listed. Dragoon Spells don't count against your total Spells Known.
##### White-Silver Dragoon Spells | Level | Dragoon Spells | |:---:|:---:| |3|Spare the Dying, Cure Wounds| |7|Protection from Poison, Lesser Restoration| |10|Revivify, Beacon of Hope| |15|Resilient Sphere, Sickening Radiance| |18|Hallow, Dawn|
Page 10 | Subclass: Spirit of the White-Silver Dragon
\pagebreak ### Archer of Mille Seseau At 3rd level you have gained the ability to spend action and expend SP in order to utilize your Dragoon Spells at range. You fire a projectile which you imbue with one of your Dragoon Spells. The projectile takes the form of a beam of light approximating an arrow in shape. The SP cost to do so is equal to half the level the Dragoon Spell is acquired at rounded down. If the spell requires touch or is targeted at a single creature, you must succeed on an attack roll on the target to successfully hit, doing no damage from the arrow itself but activating the spell as if you had touched the target. Failure to hit with the attack expends the SP but does not spend the intended Spell Slot. You have a +5 to hit if the target is a willing ally, in addition to your standard attack bonuses for using a ranged weapon. Otherwise, the standard rules for Ranged combat applies to this attack. ### White-Silver Dragoon Form Starting at 7th level have increased your synergy with the White-Silver Dragon. While in Dragoon Form you have resistance to Radiant damage. Additionally, the second damage die rolled when calculating damage for a Critical Hit is considered magical Radiant damage. ### Light Siphon Also at 7th level, you have gained access to a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of 10 hit points. The total number of this pool increases by 5 for each additional level taken in Dragoon, up to a maximum of 80.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 10 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Light Siphon, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Page 11 | Subclass: Spirit of the White-Silver Dragon
\columnbreak ### Star Children Beginning at 10th level, you have gained access to the first level of Dragoon Magic. While in Dragoon Form you may expend 2SP to activate this ability, shrouding yourself in an aura akin to silvery starlight. While active, you and friendly creatures within 15 feet of you have resistance to Poison and Necrotic damage and cannot gain the Poisoned condition. Those with the Poisoned condition already are immediately healed, losing this condition when starting their turn within the aura’s range. At 15th level, the aura’s range increases to 30 feet. This ability remains active until you revert from Dragoon Form, however as long as this is active the cost to maintain Dragoon Form as a bonus action each turn increases to 2SP. If you do not have 2SP to spend at the start of your turn, the effect ends, though you may elect to spend 1SP to maintain your Dragoon Form without the added benefit of Star Children active. ### Dragon Needle Also at 10th level, you have gained the ability to augment your mundane arrows with the offensive capabilities of the White-Silver Dragon. You may spend 3SP prior to attempting an attack roll with a ranged weapon. Your next attack is imbued with one of the following properties: - **Sparkle Arrow:** The arrow is imbued with the shining light of the White-Silver Dragon. On a successful hit the target must make a Constitution Saving Throw or be Blinded for 1 minute. At the end of each of its turns, the target can make a Constitution Saving Throw, ending the effect on a success. - **Arrow of Force:** The arrow is imbued with the magic of the White-Silver Dragon and deals an extra 2d8 Radiant damage. - **Detonating Arrow:** The magic of the White-Silver Dragon is concentrated onto the tip of your projectile, arcing out to strike those surrounding your target. On a successful hit, each hostile creature within 5ft of your target must make a Dexterity Saving Throw or take 2d6 Radiant damage on a failure or half as much on a success. \pagebreak ### Gates of Heaven Beginning at 15th level, you have gained access to the second level of Dragoon Magic. You may expend 6SP and call on the healing light of the White-Silver Dragoon. While in Dragoon Form you may use Light Siphon on any allies within the range of your aura as if you were within touch range of them. \columnbreak ### White-Silver Dragon Beginning at the 18th level you have gained access to final level of Dragoon magic. While in Dragoon form you may use an action and spend 12SP to manifest the physical form of the White-Silver Dragon. You fire a spirit arrow directly above you which transforms into the shining silvery visage of the White-Silver Dragon. Your Light Siphon pool refills to its maximum amount. So long as you remain in Dragoon Form you may imbue your arrows with this magic and perform the following actions: - You may subtract from your Light Siphon pool to augment healing spells you cast, adding any of the remaining available pool to the amount the creature(s) you target would heal. You may do this as many times as you wish until you revert from Dragoon Form or until your Light Siphon pool is depleted. - You may subtract from your Light Siphon pool to augment your attacks, adding any of the remaining available pool to the damage after you succeed on an attack. For every 2 points from the Light Siphon pool you may add an additional point of damage to a successful attack. The additional damage counts as radiant damage against the creature. You may do this as many times as you wish until you revert from Dragoon Form or until your Light Siphon pool is depleted.
Page 12 | Subclass: Spirit of the White-Silver Dragon
\pagebreak # Spirit of the Violet Dragon Those recognized by the Spirit of the Violet Dragon are people of experience and hard-earned skill. Whatever their age, these warrior-monks are old souls, schooled in the ways of the world and knowledgeable that the wheel of time turns ever on. Some may think of these warriors as nihilists, but they forge a path despite others’ opinion in an attempt to right wrongs and change the world. They’ve seen the world at its worst, may have hit rock-bottom themselves at one point, and know that people can be better if only given the chance. Whatever their goal or ideal, they work toward it with a methodical and single-minded purpose. ### Atomic Mind At 3rd level, you have learned to reinforce your mental fortitude with the might of the Violet Dragon using the discipline techniques of the Rouge School of Martial Arts. You may spend 2SP to activate this ability for one minute. While active, you are immune to magic that allows other creatures to read your thoughts and you are immune to being Charmed. \columnbreak ### Summon 4 Gods Also at 3rd level when you adopt this Spirit, you gain ability to emulate the martial style of a prominent figure from the Violet Dragoon’s legend. You choose from among the listed heroes and gain the associated feature: - **Kanzas.** You may use a Reaction to spend 4SP to cast the spell Hellish Rebuke as a first level spell. The save DC is equal to 8+ your proficiency bonus + your Wisdom modifier and the damage type is Lightning. The spell level increases by 1 for each additional 2SP spent when casting. All other limitations and requirements of the spell remain the same. **“I’m taking you with me!”** - **Doel.** When you hit a creature with a melee weapon attack as an action you may expend 3SP to temporarily surround your weapon with the magical energy of the Violet Dragon; choose another creature within 10 feet of the original target that is also within your weapon’s reach. If the original attack roll would succeed against the second creature, it takes lightning damage equal to the weapon’s damage bonus plus your Wisdom modifier. **“Nobody can stop me. I will not, even if I sell my soul to the devil.”** - **Haschel.** When you successfully strike a target using an unarmed strike you may spend 3SP to mark the target. For the next minute you can read the surface thoughts of the creature — what is most on its mind in that moment. For the duration each successful unarmed attack you make against the creature also allows you to ask a yes or no question which the creature unknowingly and unwittingly mentally answers to the best of its ability. The creature only has access to information it presently has access to and the answers may be subjective to the creature’s knowledge. The creature may attempt an Intelligence Saving Throw at the end of each of its turns to prematurely end the effect of this ability. The save DC is equal to 8+ your proficiency bonus + your Wisdom modifier and only a single creature may be targeted by the spell at a time. If the creature has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. **“Martial Arts is your heart. When you hit, your fist aches and your heart aches.”**
Page 13 | Subclass: Spirit of the Violet Dragon
\pagebreak ### Violet Dragoon Form Starting at 7th level have increased your synergy with the Violet Dragon. While in Dragoon Form you have resistance to Lightning damage. Additionally, the second damage die rolled when calculating damage for a Critical Hit is considered magical Lightning damage. ### Thunder Kid Also at 7th level, you have gained access to the first level of Dragoon magic. While in Dragoon form you you may spend 4SP to activate this ability. A localized storm populated with dancing electric orbs appears in a 30-foot-radius sphere centered on a point you choose within 60 feet. When you successfully hit a target within the sphere with an attack on your turn, the electric orbs strike out with a bolt of lightning at the same target. The target must then succeed on a Wisdom saving throw or take lightning damage equal to your Wisdom modifier and be Stunned until the start of your next turn. If the target Succeeds on the Wisdom saving throw, the damage is halved and they are not Stunned. The save DC is equal to 8+ your proficiency bonus + your Wisdom modifier. ### 5-Ring Shattering At 10th level you gain a magical benefit based on a prominent figure from the Violet Dragoon’s legend. You can choose the same figure you selected at 3rd level or a different one: - **Kanzas.** If you are reduced to 0 hit points, you can use your Reaction and spend 6SP to tap into the defiance of the hero Kanzas. You are instead reduced to 1 hit points and may immediately make an unarmed attack against an enemy creature within 5ft. On a success you gain temporary hit points equal to the amount of damage you inflicted. If you use this ability again before completing a Long Rest the SP cost increases to 12SP. You instead detonate in a burst of lightning dealing 10d8 Lightning damage to any creature within 10 feet of you and immediately die. **“These are mementos to remind me of the feel of blood dripping from my fist!”** - **Doel.** You may spend 5SP to imbue your offhand weapon or 10SP to imbue both held weapons with the elemental power of the Violet Dragon. The weapon(s) must be nonmagical, otherwise the full SP spent is consumed but only bestows the benefits to the nonmagical weapon(s) held. For the next hour the weapon(s) become magic weapon(s) with a +1 bonus to attack rolls that deal an extra 1d4 lightning damage on a hit. The weapons lose this trait prematurely if wielded by a creature other than the caster. **“Peace cannot be maintained without power!”** - **Haschel.** You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. **“Your steps during the attack are slow! Take more precise, faster steps!”** - **Claire.** When you are hit with an attack by a creature less than 5 feet away and within range you may use your Reaction and spend 6SP to immediately attempt an unarmed strike. If the attack is successful, the creature takes damage as normal and must make a Dexterity saving throw. On a failure, the creature is knocked back 5 feet and is Incapacitated until the start of its next turn. On a success, the creature still takes damage but is not knocked back and is not Incapacitated. The save DC is equal to 8 + your Wisdom bonus + your proficiency bonus. **"I am the War God! I preside over the art of war, and beckon death.”** ### Thunder God At 15th level you have gained access to the second level of Dragoon magic. While in Dragoon form you you may spend 7SP to activate this ability
Page 13 | Subclass: Spirit of the Violet Dragon
\pagebreak # Spirit of the Dark Dragon Coming soon...
Page 14 | Subclass: Spirit of the Dark Dragon
\pagebreak ### Credits Dungeons and Dragons is owned by Wizards of the Coast Legend of Dragoon is owned by Sony I own nothing and deliver less.
Page 15 | Subclass: Spirit of the Dark Dragon