Dragoon 5e

Dragoon:

Level

Proficiency Bonus

Features

1

+2

Adrenaline Rush

2

+2

Leap Attack

3

+2

Stance, Specialization

4

+2

Ability Score Improvement

5

+3

Extra Attack

6

+3

True Strike

7

+3

Specialization Feature, Adrenaline Rush (2)

8

+3

Ability Score Improvement (2)

9

+4

Spring Board

10

+4

Extra Attack (2)

11

+4

Specialization Feature

12

+4

Ability Score Improvement (3)

13

+5

Adrenaline Rush (3)

14

+5

Uncanny Senses

15

+5

Specialization Feature

16

+5

Ability Score Improvement (4)

17

+6

True Strike (2), Spring Board (2)

18

+6

Stance (2), Extra Attack (3)

19

+6

Ability Score Improvement (5)

20

+6

Specialization Feature

 

 

Primary Abilities:  Strength, Constitution, Dexterity

 

Hit Points:

Hit Die: 1d10 per Dragoon level

Hit Points at 1st level: 10 + con mod

Hit Points at higher level: 1d10 (6 + con mod) per Dragoon level after

 

Proficiencies:

Armor Proficiencies: Light armor, medium armor, shields

Weapon Proficiencies: Javelin, Quarterstaff, Spear, Glaive, Halberd, Lance, Trident, Pike, Longbow, Net

Tools: None

 

Saving Throws: Strength, Constitution

Skills: Acrobatics, Choose two more from:

Animal Handling, Athletics, Insight, Nature, Perception, Stealth, Survival

 

Starting Gold:  3d4x10

 

Equipment: 

(a)   Scale Mail or (b) Studded Leather with (1) a longbow and 10 arrows or (2) 5 javelins and

(a)   Spear and Shield or (b) Halberd or (C) QuarterStaff and 2x ammo for 1 or 2 ^

 

Dragoon DC Save:  The target DC against a Dragoons DC checks  = 8 + Proficiency Bonus + Your Strength Mod

 

Adrenaline Rush:  At 1st level, 7th level and 13th level, gain a passive +10 ft to movement speed

Active:  When you activate Adrenaline Rush you gain 1d8 temporary hit points and insert yourself into the Initiative order whenever you activate it (can use it at any time, even on other creature’s turns).  If used on your turn, you gain a second turn after your first turn ends.  * Note: Requires a long rest to regain spent uses of Adrenaline Rush *

        At 7th level: increase the temporary hit points to 2d8, gain a second use

        At 13th level: increase the temporary hit points to 3d8, gain a third use

Leap Attack:  At 2nd level, gain access to the Leap Attack, this lets you leap to a target within your maximum movement range.  This leap movement does not provoke opportunity attacks if moving out of the range of an enemy.  Gain a +2 to the attack roll, and the attack does 2x weapon damage, hitting a burst 1 of the target enemy; The Dragoon can choose to leap back to its original location if so desired.

 

*Note: Leap attack can be used a number of times = Your Proficiency bonus before requiring a short or long rest*

 

Stances:  At 3rd level and 18th level gain access to Stances, choose from the following:

Viper:  The Viper stance gives the Dragoon the ability to make a bonus attack with the off-end of a pole arm for ? weapon damage.

Scorpion:  The Scorpion stance allows the Dragoon to attack in a line 2 in front of it, or a horizontal/perpendicular 3 in front of it.

Hawk: The Hawk stance gives the Dragoon a keen eye at exploiting enemy weaknesses, the Dragoon criticals on an 18-20 attack roll, or when he rolls damage, if it hits the max value, it becomes a critical (ie: rolls 8 damage on a d8).

Bear:  The Bear stance makes the Dragoon a more formidable opponent, the Dragoon gains +1 to its AC while wielding a pole arm, and becomes resistant to pulls, pushes, and knockdown affects.

Cheetah:  The Cheetah stance allows the Dragoon to move more quickly around the battlefield, the Dragoon gains +10 ft to movement speed, and gives the Dragoon a +2 to attack rolls if it moves at least ? its movement speed before it attacks (Leap Attack movement does count as well)

 

Specializations:  At 3rd level choose a Dragoon Specialization (all described at the end of the class)

 

Ability Score Improvement: At 4th level, 8th level, 12th level, 16th level, and 19th level you can increase one ability score by 2, or two ability scores by one (cannot increase an ability score past 20).

 

Extra Attack: At 5th, 10th level and 18th level, whenever you take the attack action you can take an extra attack.

 

True Strike:  At 6th level, and at 17th level, the Dragoon gains access to the True Strike ability.  This allows the Dragoon to make a spear attack on an enemy within line of sight and 80 ft (16 squares) of the Dragoon.  The attack is a Force attack, and does 1 weapon damage.  The target must make a DC save or get knocked prone.

        The Dragoon can follow up True Strike with a Leap Attack (without using one                 of its charges) if the target is within range of a Leap Attack.  If the target was                knocked prone, the Leap Attack automatically criticals.

        *The Dragoon can also follow up the True Strike with a Dash Attack

Note: Requires a short or long rest to recharge its use

At 17th level, you gain a second use of True Strike before needing to rest

*Only the Dragoon Master Specialization has the Dash Attack.

 

Spring Board:  At 9th level and at 17th level, the Dragoon gains access to the Spring Board attack.  The Dragoon makes a standard weapon attack with +1 to the weapons reach, and +2 to the attack roll.  If it hits the target must make a DC save or be launched into the air.  If it fails the DC save and is launched, the Dragoon can follow up with a regular weapon attack, a True Strike, a Leap Attack, or a Dash Attack* using a charge of those special attacks

If you use a True Strike on the launched target, you can use the free Leap Attack from the True Strike ability, it also knocks them back 5 ft per 1 it is lower on the DC save to stop being “knocked prone” from the True Strike (in this case blasted back) for example, if you use True Strike on a target that is launched into the air, it must make a DC save to stop being knocked prone, although because it is in the air, it cannot be knocked prone, so it is blasted backwards.  If your DC value is 12 and it rolls a 9, it would be 3 lower, and thus be blasted back 15 ft, or 3 squares.

 

Note: You have 2 charges of Spring Board before requiring a short of long rest to regain them.

At 17th level, you gain 2 more charges before requiring a rest.

 

*Dash Attack is only available to the Specialization Master Dragoon*

 

Uncanny Senses:  At 14th level, Passive: Gain +4 to Perception and Insight checks.

Active:  When an enemy successfully criticals the Dragoon, or an ally within burst 1 of the Dragoon, the Dragoon can use his reaction to stop the attack and counter the enemy, automatically landing a critical hit.

*Note: Has one use before requiring a short or long rest to regain it*

 

Specializations:

Lancer: 

*At 3rd level the Lancer gains proficiency with heavy armor, is able to wield a                lance with 1 hand, and does not have disadvantage on lance attacks to enemies     within 5 ft.

        *At 7th level the Lancer can make a reaction attacks to enemies that move into                his range, and his lance now also has a shield built onto it, giving him +1 to AC

        *At 11th level the Lancer gains access to the Overrun ability.  Overrun allows the             Lancer to charge through enemies, when he does so he makes a weapon attack             against them, and if he hits can make an automatic grapple success on the target              as long as it is no more than 1 size larger than him.

        *At 15th level the Lancer is considered the biggest threat on the battlefield.  He                    gains the Taunt ability, allowing him to Taunt an enemy within shouting distance            and line of sight, forcing that target to attack him on their next turn (if they can            move within range to make an attack on him)

        *At 20th level the Lancer becomes Indomitable.

        Passive:  The first enemy attack that would incapacitate or kill the lancer in a               round is automatically shrugged off, doing no damage.

        Active:  If an enemy makes an attack that would incapacitate you or kill you,                   you can repel the attack and come back with hp = ? the damage that would have   been done to you

*Note: the Active ability can only be used once before needing a long rest to  regain its use, and the Passive part is deactivated if you use the Active part, until a        long rest is taken*

 

Dragoon Master:

*At 3rd level the Dragoon Master can now dual wield pole arm weapons, and use the off-hand weapon bonus attack perk as if it were a light weapon

*At 7th level the Dragoon Master becomes connected to his weapons.  If he is disarmed or does a thrown attack with them, he can dash to them (up to 2x his movement speed) without using his action.  He also gains access to the Dash Attack ability.

The Dash Attack ability allows the Dragoon Master to follow up a successful thrown pole arm weapon attack, with a bonus attack.  He dashes to the target that was hit with the thrown pole arm, retrieves it, and gains an attack, (2 if he is duel wielding pole arms).

        Note: can be used a number of times = ? proficiency bonus

*At 11th level the Dragoon Master gains access to the Flurry ability.  The Flurry ability allows the Dragoon Master to make an attack on any enemy he moves by while moving for free.  Has one use before requiring a short or long rest to recharge it

*At 15th level the Dragoon Master gains Lightning Speed.

Passive: +10 ft to movement speed

Active:  You can make a successful enemy attack that hits you, miss

Has one use before requiring a short or long rest to recharge it.

*At 20th level the Dragoon Master gains a 3rd Stance, and gets double uses of all Dragoon or Dragoon Master abilities.

        Move:                                 Uses:

        Adrenaline Rush                 6

        Leap Attack                        12

        True Strike                          8

        Dash Attack                        6

        Spring Board                       8

        Uncanny Senses                  2

        Flurry                                  2

        Lightning speed                  2

You can also use Adrenaline Rush once per encounter (if you have charges left) as a reaction to a killing or incapacitating blow to stop it (and gain your temporary hit points)

Dragon Caller:

*At 3rd level the Dragon Caller learns the language Draconic, and can summon a Baby Dragon from another plane/dimension of existence to fight alongside him.  The Dragon stays until it receives a fatal wound, or until the Dragon Caller asks it to return to the other dimension.  If the Dragon receives a fatal blow and returns to its native plane/dimension, the Dragon Caller must take a long rest before he can attempt to call the Dragon back.

*At 7th level the Dragon becomes an Adolescent Dragon, gaining the ability of flight and the Warp Attack

*At 11th level the Dragon becomes a Young Dragon, becoming large enough to mount, and gaining the ability of Elemental Breath, and Rider’s Call

*At 15th level the Dragon becomes an Adult Dragon, gaining the ability of Phasing and Tail Smash.

*At 20th level the Dragon Caller gains the Dragon Aspect ability, allowing him to use the Dragon Abilities Warp attack and Phasing.

 

The Dragons Statistics are as follows:

 

Baby Dragon [Cat Size] (3rd)

Small Creature, (Same Alignment as the Dragon Caller) Strength 17 (+3)

HP: 30 or (4d12 +2)                                                            Dexterity 13 (+1)

AC: 15                                                                                Constitution 14 (+2)

Speed: 50 ft                                                                         Intelligence 12 (+1)

Skills:                                                                                 Wisdom 15 (+2)

Perception +4                                                                     Charisma 11 (+0)

Stealth + 2

 

Telepathic:  The Baby Dragon has a telepathic link with its Dragon Caller, allowing them to communicate even if there is no sound, and across vast distances.

 

Actions: Bite: +5 to attack roll, does 1d10 + 3 damage

^(Can attempt a grapple if the bite attack is successful)

           Claws: +5 to attack roll, does 2d4 + 3 damage

 

Adolescent Dragon [Large Dog Size] (7th)

Medium Creature, (Same Alignment as the Dragon Caller) Strength 18 (+4)

HP: 60 or (8d12 +4)                                                            Dexterity 14 (+2)

AC: 17                                                                                Constitution 14 (+2)

Speed: 50 ft [land]                                                              Intelligence 13 (+1)

        75 ft [flight]                                                            Wisdom 15 (+2)

Skills:                                                                                 Charisma 11 (+0)

Perception +7                                                                    

Stealth + 3

 

Telepathic:  The Adolescent Dragon has a telepathic link with its Dragon Caller, allowing them to communicate even if there is no sound, and across vast distances.

 

Actions: Bite: +9 to attack roll, does 2d10 + 6 damage

^(Can attempt a grapple if the bite attack is successful)

           Claws: +9 to attack roll, does 2d8 + 6 damage

           Warp Attack: Can instantly teleport behind an enemy within line of sight and                   makes a Claw attack, if it hits can follow up with a bonus Claw or Bite attack.

           *Has one use before it requires a short or long rest to recharge*

 

 

Young Dragon [Horse Size] (11th)

Large Creature, (Same Alignment as the Dragon Caller) Strength 20 (+5)

HP: 105 or (14d12 +7)                                                        Dexterity 14 (+2)

AC: 19                                                                                 Constitution 15 (+2)

Speed: 60 ft [land]                                                              Intelligence 14 (+2)

        100 ft [flight]                                                          Wisdom 16 (+3)

Skills:                                                                                 Charisma 12 (+1)

Perception +10                                                                  

Stealth + 3

 

Telepathic:  The Young Dragon has a telepathic link with its Dragon Caller, allowing them to communicate even if there is no sound, and across vast distances.

 

Rider’s Call:  The Dragon can instantly teleport to the Dragon Caller’s side on its turn, or the Dragon Caller can call it to instantly teleport to his side on his turn.  Has one use before requiring a short or long rest to recharge it

 

Ride-able:  The Young Dragon is now ride-able, the Dragon Caller can mount it and use it’s movement speed instead of his, and attack from its back. (Can use Leap Attack and True Strike off of it)  The Dragon’s flying speed is reduced by 20 ft if it is mounted.

 

Actions: Bite: +14 to attack roll, does 3d12 + 9 damage

^(Can attempt a grapple if the bite attack is successful)

           Claws: +14 to attack roll, does 3d10 + 9 damage

           Warp Attack: Can instantly teleport behind an enemy within line of sight and                   makes a Claw attack, if it hits can follow up with a bonus Claw or Bite attack.

           *Has two uses before it requires a short or long rest to recharge*

 

Elemental Breath Attack:  The Dragon gains access to the Elemental Breath Attack, it does a cone AoE attack, with 15 ft range.  All enemies in the cone must make a DC save. The Dragon has +11 to the attack roll, and the attack does 6d10 + 9 damage on a failed save, on a successful save it does ? damage.

The Breath Attack also has one elemental affect on a failed save, depending on the element of the Dragon the Dragon Caller has summoned:

        Ice = enemy is slowed ? movement speed (save ends)

                    Fire = 1d10 on going damage (save ends)

                    Lightning = the target is paralyzed for one turn

        *Has one use before it requires a short or long rest to recharge it*

        

 

        

Adult Dragon [SUV Size] (15th)

Giant Creature, (Same Alignment as the Dragon Caller)  Strength 20 (+5)

HP: 165 or (22d12 +14)                                                      Dexterity 14 (+2)

AC: 23                                                                                Constitution 16 (+3)

Speed: 60 ft [land]                                                              Intelligence 14 (+2)

        120 ft [flight]                                                          Wisdom 16 (+3)

Skills:                                                                                 Charisma 14 (+2)

Perception +14                                                                  

Stealth + 4

 

Telepathic:  The Adult Dragon has a telepathic link with its Dragon Caller, allowing them to communicate even if there is no sound, and across vast distances.

 

Rider’s Call:  The Dragon can instantly teleport to the Dragon Caller’s side on its turn, or the Dragon Caller can call it to instantly teleport to his side on his turn.  Has two uses before requiring a short or long rest to recharge it

 

Ride-able:  The Adult Dragon is ride-able, the Dragon Caller can mount it and use it’s movement speed instead of his, and attack from its back. (Can use Leap Attack and True Strike off of it)  The Dragon’s flying speed is reduced by 20 ft if it is mounted.

 

Phasing: The Adult Dragon can now, activate when moving, the Phasing ability. The Phasing ability allows it to Phase-Shift, which causes it to phase in-between the physical plane of existence, and it’s own, allowing it to force all attacks made against it for that round to miss.  Additionally, it can use Phasing as a reaction against a killing or incapacitating blow, causing the attack to miss, and putting it into the Phase-Shift effect until it’s next turn.  Has one use before requiring a long rest to recharge it.

 

Actions: Bite: +18 to attack roll, does 4d12 + 12 damage

^(Can attempt a grapple if the bite attack is successful)

           Claws: +18 to attack roll, does 4d10 + 12 damage

           Warp Attack: Can instantly teleport behind an enemy within line of sight and                   makes a Claw attack, if it hits can follow up with a bonus Claw or Bite attack.

           *Has three uses before it requires a short or long rest to recharge*

 

Elemental Breath Attack:  The Dragon gains access to the Elemental Breath Attack, it does a cone AoE attack, with 20 ft range.  All enemies in the cone must make a DC save. The Dragon has +18 to the attack roll, and the attack does 8d12 + 12 damage on a failed save, on a successful save it does ? damage.

The Breath Attack also has one elemental affect on a failed save, depending on the element of the Dragon the Dragon Caller has summoned:

        Ice = enemy is slowed ? movement speed (save ends)

                    Fire = 1d10 on going damage (save ends)

                    Lightning = the target is paralyzed for one turn

        *Has two uses before it requires a short or long rest to recharge*

 

Tail Smash:  Smashes the ground line 2 behind the Dragon, enemies in the area make a DC save. +18 to attack roll, does 8d10 + 12 damage on a failed save, on a successful save does ? damage.

        *Has one use before it requires a short or long rest to recharge*

 

Extra Attack:  whenever the Dragon takes the attack action it can take an extra attack.

 

 


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