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.

Soul Link
At 3rd level, your dragon companion gains a variety of benefits due to its soul link with you.
The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
Your dragon companion has abilities and game statistics listed in Appendix A of this handout. Its proficiency bonus is equal to your proficiency bonus. In addition to the areas where it normally uses its proficiency bonus, your dragon companion also adds its proficiency bonus to its AC and to its damage rolls.
Your dragon companion gains proficiency in Intimidation, Perception, and two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your dragon companion gains an additional hit die and increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature.
Your companion has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond always contains the following: “The Dragoon who I am linked with is my most sacred companion, and I will protect them with my life.” Your dragon companion may share a soul link with you, but that doesn't necessarily mean they have to like you. You may add a statement to your bond describing your dragon companion's disposition towards you.
| d6 | Traits |
|---|---|
| 1 | I fear nothing because I am the one to be feared. |
| 2 | If you threaten my Dragoon, you threaten me. |
| 3 | I hunt for myself and only myself. |
| 4 | People see a dragon and fear me. I use that to my advantage. |
| 5 | I am vocal when I disagree with my companions decisions. |
| 6 | I am my companion's guardian, I will do what I can to protect them. |
| d6 | Flaw |
|---|---|
| 1 | If there’s meat left unattended, I’ll eat it. |
| 2 | I may be a dragon, but I have the personality of a house cat. |
| 3 | Any time is a good time for a nap. |
| 4 | I'm violent and cruel in combat. Everything dies, mercy is never shown. |
| 5 | I love shiny things and can't help but collect them. |
| 6 | I occasionally sneeze fire. |
Companion Breath Weapon
Beginning at 5th level, your dragon companion gains a dragon's signature breath weapon.
When your dragon companion uses its breath weapon, each creature in the area of the exhalation must make a saving throw, with the area and type determined by your dragon's color. The DC for this saving throw equals 8 + its proficiency bonus + its Constitution modifier. A creature takes damage equal to 2d6 plus its Constitution modifier on a failed save, or half as much damage on a successful one. The damage dice increase to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
At the start of each of your dragon companion's turns, roll a d6. If the roll is a 5 or 6, it regains the use of its breath weapon. The ability also recharges when your dragon companion finishes a short or long rest.
Dragon's Breath
| Color | Damage Type | Breath Weapon |
|---|---|---|
| Black | Acid | 5 by 30 ft. line (Dex. save) |
| Blue | Lightning | 5 by 30 ft. line (Dex. save) |
| Brass | Fire | 5 by 30 ft. line (Dex. save) |
| Bronze | Lightning | 5 by 30 ft. line (Dex. save) |
| Copper | Acid | 5 by 30 ft. line (Dex. save) |
| Gold | Fire | 15 ft. cone (Dex. save) |
| Green | Poison | 15 ft. cone (Con. save) |
| Red | Fire | 15 ft. cone (Dex. save) |
| Silver | Cold | 15 ft. cone (Con. save) |
| White | Cold | 15 ft. cone (Con. save) |
Mature Dragon
At 7th level, your dragon companion has grown. It gains the following traits:
- Its size becomes Large. As a result, the size of its hit die increases to d10, and it gains 1 HP for each dragoon level you have.
- Its body is now fully mature, allowing it to support a rider. It can be ridden as an intelligent mount.
- Its bite deals 1d4 extra damage of its Dragon's Breath Damage Type.
- Its armor class becomes 16.
- Each of its ability scores are increased by 2, to a maximum of 20.
Additionally, it gains the following action:
Frightful Presence. One creature of the dragon's choice that is within 60 feet of the dragon and aware of it must succeed on a Wisdom saving throw (DC 8 + its proficiency bonus + its Charisma modifier) or become frightened of it until the start of the dragon's next turn.
Linked Magic
At 11th level, your dragon gains the ability to use a special type of magic gained from your soul link.
Your dragon companion is granted one spell based on its type, as listed in Appendix B.
It can use this spell once, and it must finish a short or long rest before it can use it again.
Spirit Transfer
Starting at 17th level, your link with your dragon grows stronger enabling you to transfer your spirtual essence into it.
You can use your bonus action and expend a hit die to have your dragon companion regain hit points equal to the hit die + your dragoon level.

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
