Class: Dragoon, Revisited

by entrench

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Dragoon, Revisited

The Dragoon is an elite class of knight, trained specifically to fight dragons. They are polearm-wielding knights that developed an aerial style of combat, so 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. Others infuse their own blood with a dragon's, granting them ancient magic and abilities.

The Dragoon

VERSION 1.11

Level Proficiency Bonus Vault Distance Features
1st +2 10ft Vault, Polearm Specialist
2nd +2 10ft Aerial Assault
3rd +2 10ft Draconic Knowledge, Dragoon Path
4th +2 10ft Ability Score Improvement
5th +3 20ft Dragoon Path feature
6th +3 20ft Ancient Circle
7th +3 20ft Dragoon Path feature
8th +3 20ft Ability Score Improvement
9th +4 30ft Aerial Assault improvement
10th +4 30ft Vault improvement
11th +4 30ft Dragoon Path feature
12th +4 30ft Ability Score Improvement
13th +5 40ft Dragon Heart
14th +5 40ft Aerial Assault improvement
15th +5 40ft Ancient Circle (two uses)
16th +5 40ft Ability Score Improvement
17th +6 50ft Dragoon Path feature
18th +6 50ft Relentless Combatant
19th +6 50ft Ability Score Improvement
20th +6 50ft One with the Sky

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 (or 6) + your Constitution modifier per dragoon level after 1st

Proficiencies

Armor: Light, medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
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 halberd or (b) a lance or (c) a pike
  • (a) leather armor or (b) chain shirt
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a spear and three javelins

Alternatively, you may start with 4d4 x 10 gp to buy your own equipment.

Multiclassing

Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options. Refer to page 163 of the Player's Handbook for the full details of Multiclassing.

Multiclass Prerequisites

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one. The dragoon's prerequisites are shown in the Ability Score Prerequisites table.

Ability Score Prerequisites
Class Ability Score Minimum
Dragoon Strength 13 and Constitution 13

Multiclass Spellcasting

Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.

Spell Slots. If you have the Dragon's Blood feature, add a third of your levels (rounded down) in the Dragoon class when determining your spell slots.

Vault

At 1st level, while you aren't wearing heavy armor, you can vault as a bonus action, moving an amount of feet both laterally and vertically up to the amount shown in the Vault Distance column of the Dragoon table. This movement must be in a straight line, and doesn't cost your movement. If you collide with an object during this movement, your vault stops and you fall. Attacks of opportunity have disadvantage against you while you're vaulting.

Additionally, you have resistance to damage from falling an amount of feet that's less than your Vault Distance. At 10th level, you are immune to this damage instead of resistant.

Polearm Specialist

You have practiced extensively with polearms, which are the following weapons: javelins, spears, pikes, glaives, halberds, tridents, and lances. You have a +2 bonus to damage rolls with polearms, and any polearm you wield gains the reach property if it doesn't already have it.

Aerial Assault

Starting at 2nd level, you learn how to drop down upon your foes with devastating power. You gain the ability to use the aerial assault.


Aerial Assault. If you make at least one weapon attack with a polearm immediately after vaulting, you strike as you descend. The first of these attacks that hits deals 1d4 extra damage for every 10 feet you vaulted. The extra damage die becomes 1d6 at 9th level and 1d8 at 14th level.

You may use this feature a number of times equal to 1 plus your Constitution modifier(minimum 1). When you finish a short or long rest, you regain your expended uses.

Draconic Knowledge

At 3rd 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 against effects created by dragons or their lair actions.

Additionally, you learn to read, write, and speak Draconic.

Dragoon Path

Also 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.

Some of your features require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

Path save DC = 8 + your proficiency bonus + your Constitution modifier

Ancient Circle

Starting at 6th level, you have developed defensive magic to protect you and those around you from area of effect attacks.

When you are subjected to an 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 around you. Targets within the area are resistant to damage dealt by such effects, and make their saving throws against the effects with advantage, until the start of your next turn. At 15th level, the radius increases to 30 feet.

You have one use of this feature, which is replenished when you finish a short or long rest. At 15th level, you have two uses.

Dragon Heart

Starting at 13th level, your mind and body become inured to the dragons you hunt, granting you some of their properties.

You become immune to the frightened condition, and you gain resistance to the elemental type you chose for your Dragoon Path.

Relentless Combatant

Starting at 18th level, whenever you score a critical hit with a Aerial Assault or reduce a creature to 0 hit points with one, you may immediately make one melee weapon attack against each enemy creature within your reach.

Additionally, your weapon attacks with polearms now score a critical hit on a roll of 19 or 20.

One with the Sky

At 20th level, you may use your Aerial Assault an unlimited number of times, without requiring a rest.

Dragoon Paths

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 an 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 inside the egg to become your faithful companion. Select your companion from among the following dragon wyrmlings: Black, Blue, Brass, Bronze, Copper, Gold, Green, Red, Silver, or White located in Appendix A. 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 intertwined with each other, if you die, your companion dies with you. This magic was crafted in order to protect the dragoon and give the dragon an incentive to build a strong bond with its master.

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 your dragon companion to life in this manner even if you do not possess any part of its body.

Dragon's Soul

A Dragoon who has chosen to enchance 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 gains enhanced physical abilities to use against their enemies. Their combat abilities evolve around increasing the speed and devestating effects of their strikes to overpower their enemies.

Merged Soul

At 3rd level, you choose a dragon color 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
Color Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

Power Vault

Starting at 3rd level, your focus on vaults allows you to use them more efficiently.

Once during each of your Vaults, when you collide with an object, you can jump off of it to gain an additional 10 feet of height, as long as there is room to jump. Additionally, the maximum height for damage calculation of your Aerial Assault is increased by 10 feet.

Extra Attack

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

Dragon Strike

Starting at 7th level, your muscles are honed from your dragon soul.

Your speed increases by 10 feet.

When you use your Aerial Assault, you can change the damage type to your Merged Soul type, and you can choose one of the following additional effects when you hit with it:

  • 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 of one object or weapon, which lands at its feet.
  • The target must succeed on a Constitution saving throw or the next attack made against them has advantage.

Penta-thrust

Starting at 11th level, you can perform a five-point strike against enemies in front of you.

Using your action, you strike all creatures in a 15-ft cone in front of you. Each creature in the area must make a Dexterity saving throw, taking 5d8 damage of your Merged Soul's type on a failed save, or half on a success. This damage is increased to 7d8 at 15th level.

Once you have used this feature, you must finish a short or long rest before you can use it again.

Death from Above

Starting at 17th level, 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.

When you use your Aerial Assault, your attack is always treated as if you had fallen the maximum distance.

Additionally, you can replace the die roll for an attack made immediately after your Vault with a 20. You can do this after the attack roll, but before determining if the attack hits. You can't do so again until you finish a short or long rest.

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.

Blood Infusion

At 3rd level, you choose a dragon color that you infuse with your own blood. The damage type associated with each dragon is used by features you gain later.

Dragons' Blood
Color 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, your blood gives you the ability to cast spells. See chapter 10 for the general rules of spellcasting and Appendix C for the Dragon's Blood spell list.

Cantrips. You learn two cantrips of your choice from the dragon's blood spell list. You learn an additional dragon's blood cantrip of your choice at 10th level.

Spell Slots. The Dragon's Blood 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.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level dragon's blood spells of your choice. The Spells Known column of the Dragon's Blood Spellcasting table shows when you learn more dragon's blood 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 dragon's blood spells you know with another spell of your choice from the dragon's blood 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 through an understanding of your dragon blood's magical properties. 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

Dragon's Blood Spellcasting
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

Blood Affinity

Starting at 5th level, when you cast a spell that deals damage of the type associated with your dragon's blood, you can add your Intelligence modifier to one of the damage rolls.

Dragon Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Blood Magic Recovery

Beginning at 11th level, the powerful magical nature of your blood allows you to use spells more often than others.

Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 1 plus your Intelligence modifier.

Flight of the Dragoon

Beginning at 17th level, you are able to expend two available Aerial Assault uses 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.

Appendix A:
Dragon Companions


Black Dragon Companion

Medium dragon, chaotic evil


  • 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)

  • 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 Dragon Companion

Medium dragon, lawful evil


  • 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)

  • 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 Dragon Companion

Medium dragon, chaotic good


  • 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)

  • 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 Dragon Companion

Medium dragon, lawful good


  • 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)

  • 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 Dragon Companion

Medium dragon, chaotic good


  • 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)

  • 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 Dragon Companion

Medium dragon, lawful good


  • 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)

  • 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 Dragon Companion

Medium dragon, lawful evil


  • 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)

  • 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 6 (1d8 + 2) piercing damage.


Red Dragon Companion

Medium dragon, chaotic evil


  • 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)

  • 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 6 (1d8 + 2) piercing damage.


Silver Dragon Companion

Medium dragon, lawful good


  • 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)

  • Damage Immunities cold
  • 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 6 (1d8 + 2) piercing damage.


White Dragon Companion

Medium dragon, chaotic evil


  • 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)

  • Damage Immunities cold
  • Senses blindsight 10 ft., darkvision 60ft., passive Perception 14
  • Languages Draconic
  • Challenge 1/2 (100 XP)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.

Appendix B: Linked Magic Spells

Ichor Fog (Black Dragon Companion)

2nd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

Magical darkness spreads from a point you choose within range, filling a 10-foot-radius sphere which spreads around corners for 1 minute or until you dismiss it as an bonus action. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this spell's area overlaps an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Lightning Arc (Blue Dragon Companion)

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

A shocking arc of lightning emits in a 5-ft-by-30-ft line originating from you. Each creature in the area is stunned until the end of its next turn unless it succeeds on a Constitution saving throw.

Dust Bowl (Brass Dragon Companion)

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragoon can see within 60 feet of it. The cloud spreads around corners. Each creature in it must succeed on a Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Repulsion Breath (Bronze Dragon Companion)

2nd-level evocation


  • Casting Time: 1 action
  • Range: self 15-foot cone
  • Components: V, S
  • Duration: Instantaneous

You exhale repelling energy in a 30-foot cone. Each creature or object in the area must make on a Strength saving throw. On a failed save, a target is pushed 30 feet in a straight line away from you. If an affected target collides with another creature or object, both the target and the creature or object it collided with take 1d6 bludgeoning damage for every 10 feet the target was pushed.

Deep Mud (Copper Dragon Companion)

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You choose a point on the ground that you can see within range. The ground in a 10-foot radius turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. At the start of your next turn, the mud hardens, and the Strength check DC increases by 3.

Feeble Breath (Gold Dragon Companion)

2nd-level evocation


  • Casting Time: 1 action
  • Range: self 15-foot cone
  • Components: V, S
  • Duration: Instantaneous

You exhale weakening gas in a 15-foot cone. Each creature in that area must succeed on a Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Grasping Roots (Green Dragon Companion)

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that you can see within 60 feet of you. That area becomes difficult terrain, and each creature that enters the area for the first time on a turn or ends its turn there must succeed on a Strength saving throw or be restrained by the roots and vines. Any creature within 5 feet of an affected creature can use its action to make a Strength check, freeing it on a success.

Tremors (Red Dragon Companion)

2nd-level conjuration


  • Casting Time: 1 action
  • Range: self 30-foot radius
  • Components: S, V
  • Duration: Instantaneous

A tremor shakes the area in a 30-foot radius around you. Each creature of your choice that is standing on the ground within the area must succeed on a Strength saving throw or be knocked prone.

Paralyzing Breath (Silver Dragon Companion)

2nd-level evocation


  • Casting Time: 1 action
  • Range: self (15-foot cone)
  • Components: V
  • Duration: Instantaneous

You exhale a paralyzing gas in a 15-foot cone. Each creature in the area must succeed on a Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Ice Prison (White Dragon Companion)

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V
  • Duration: up to 10 minutes

You create an opaque wall of ice or dome on a solid surface you can see within range. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. The dome can have a a radius of upto 10 feet, 10feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to cold, necrotic, poison, and psychic damage. The wall disappears if you are incapacitated.

Appendix C: Dragon's Blood Spells

Cantrips
(0 Level)
  • Acid Splash
  • Chill Touch
  • Frostbite
  • Fire Bolt
  • Green-flame Blade
  • Lightning Lure
  • Minor Illusion
  • Poison Spray
  • Prestidigitate
  • Ray of Frost
  • Shocking Grasp
  • True Strike
1st Level
  • Absorb Elements
  • Burning Hands
  • Chromatic Orb
  • Disguise Self
  • Earth Tremor
  • Fog Cloud
  • Jump
  • Longstrider
  • Mage Armor
  • Ray of Sickness
  • Sleep
  • Thunderwave
2nd Level
  • Aganazzar's Scorcher
  • Alter Self
  • Continual Flame
  • Darkness
  • Darkvision
  • Dragon's Breath
  • Flaming Sphere
  • Gust of Wind
  • Invisibility
  • Melf's Acid Arrow
  • See Invisibility
  • Suggestion
  • Shatter
3rd Level
  • Counterspell
  • Clairvoyance
  • Dispel Magic
  • Fear
  • Fireball
  • Fly
  • Lightning Bolt
  • Sleet Storm
  • Slow
  • Stinking Cloud
4th Level
  • Arcane Eye
  • Blight
  • Elemental Bane
  • Greater Invisibility
  • Hallucinatory Terrain
  • Ice Storm
  • Polymorph
  • Stoneskin
  • Wall of Fire
Credits

This work is a modification by /u/devikyn, based off of /u/Amellwind's original Dragoon class. Its purpose is to fix exploits in the original work, rebalance and finish some of the mechanics, reduce complexity, and to resolve some minor grammar issues. The original is extremely well done and I highly suggest checking it out here. The original's credits are included below.

I would like to thank all those in the past who have posted their ideas on dragoons. Without them I feel that I would have some gaps in what I wanted the class to be.

Thank you to /u/SilentSoren for the flight of the dragoon ability in your dragoon homebrew https://www.gmbinder.com/images/gallery/8LbPl

Thank you to https://surfarcher.blogspot.com/2014/08/d-5e-monsters-part-4-construction.html for your table to help determine ability scores for each creature in Apendix A.

Thank you to the few people with their ideas on how to make jump work that I was able to combine into a way I viewed how it should work.

Artwork

Page 1. https://jamieprimack.tumblr.com/post/130758519103/final-fantasy-inktober-challenge-day-8-ffiv
Page 9. Dragoon. https://jontzu.deviantart.com
Helm and Polearm. https://ff1-mewdo.deviantart.com/art/Dragoon-FF14-425703061

 

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