Dragoon

by Amellwind

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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.

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 = 8 + your proficiency bonus +

your Strength or Dexterity modifier (your choice)

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 = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence 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 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.

 

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