Dragoon Lancer (5e Class)

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Dragoon

The Dragoons are a highly specialized group of warriors specifically trained for killing Dragons. These Dragoons have trained their human bodies to the pinnacle of athleticism in order to take the assault to massive creatures, and flying Dragons. Dragoons are most famous for taking on dragons to the point that most have a dragon motif to their armor. Armed with their one-of-a-kind Pole-Axe, capable of piercing dragon hide and rending arms from giants, Dragoons leap into battle versus any creature capable of eating them whole.

All Dragoons are from a monastery atop a high mountain where the lighter air only adds to their exceptional training regiment. Here it was discovered that humanity possessed a unique gift - a lack of specialization. Humanity is not the strongest, or the fastest, the quickest, the biggest, or even the most flexible; but humanity has the greatest average of all physical traits. What some consider to be "average" the Dragoons discovered is simply untouched potential. With a specific training schedule and a magically prepared diet, the Dragoon has undergone major physical changes to the cell structure of muscles, tendons, and even bones.

Making a Dragoon

Dragoons are melee fighters, they serve a damage based melee role in combat. Dragoons use their great leaping ability to deal damage and to evade, making them highly mobile fighters. All Dragoons are military trained and fit well into any military social structure, however this does not mean they are ill equipped for non-military life as immediately after training Dragoons are sent off to be adventurers; slaying dragons and monstrous creatures where ever they may be.

Abilities:

Since he is a specialized melee combatant, Strength and Dexterity are mandatory. Wisdom affects Combat Veteran, as well as his skills such as Spot and Sense Motive. The Dragoon is a highly specialized melee fighter requiring the pinnacle of human athleticism.

Races:

Class restriction: Human

The highly specialized training is designed only for humans, nobody has ever attempted the training from another race. The results are completely unknown and potentially dangerous. As such, the Order does not allow other races to become Dragoons.

Alignment:

All Dragoons start as Lawful Neutral due to their heritage and upbringing. However all Dragoons are easily susceptible to an alignment change to Lawful Good or Lawful Evil because of zero influence from the outside world. Due to strict training scheduling, there was no time for training a moral character. Instead this has given way to a more logical thought process. (Think about the most annoying Vulcan you could possibly be. Not out of intellect, but out of ignorance of the world.)

Starting Gold:

Enough

Starting Age:

Class restriction: Background - Dragoon Initiate

All Dragoons are age 20 at first level because all first level Dragoons have just finished training and have graduated from Dragoon Initiate to being a full Dragoon. Dragoon Initiates begin training at age 5, and the entire training process takes 15 years culminating in a special trial each Dragoon takes on his or her 20th birthday.

Table: The Dragoon

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +0 Skill Focus: Jump, Weapon Focus: Gae-Bolg, Gae-Bolg Mastery
2nd +2 +0 +3 +0 Explosive Strike (1D4)
3rd +3 +1 +3 +1 Evasion
4th +4 +1 +4 +1 Explosive Athleticism (1/Day)
5th +5 +1 +4 +1 Carbon Ossification, Explosive Strike (2D4)
6th +6/+1 +2 +5 +2 Dragon Slayer
7th +7/+2 +2 +5 +2 Dragon Heart
8th +8/+3 +2 +6 +2 Explosive Athleticism (2/Day), Explosive Strike (3D4)
9th +9/+4 +3 +6 +3 Combat Veteran, Hyperplasia
10th +10/+5 +3 +7 +3 Death From Above
11th +11/+6/+1 +3 +7 +3 Explosive Strike (4D4)
12th +12/+7/+2 +4 +8 +4 Explosive Athleticism (3/Day)
13th +13/+8/+3 +4 +8 +4 Improved Evasion
14th +14/+9/+4 +4 +9 +4 Explosive Strike (5D4)
15th +15/+10/+5 +5 +9 +5
16th +16/+11/+6/+1 +5 +10 +5 Explosive Athleticism (4/Day)
17th +17/+12/+7/+2 +5 +10 +5 Explosive Strike (6D4)
18th +18/+13/+8/+3 +6 +11 +6 Evolutionary Zenith
19th +19/+14/+9/+4 +6 +11 +6
20th +20/+15/+10/+5 +6 +12 +6 Leaping Perfection, Explosive Athleticism (5/Day), Explosive Strike (7D4)

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Decipher Script(Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Knowledge (Dragons) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Weapon and Armor Proficiency: Weapon Proficiency: Exotic Weapon - Gae-Bolg. Simple weapons.

Armor Proficiency: Light, Medium, Sheilds (Except Tower Sheilds).

Class Features

All of the following are class features of the Dragoon.

Gae-Bolg Mastery (Ex): Dragoons love their Gae-Bolg, it is a sacred weapon. Its perfect for piercing Dragonhide and chopping off wings. At 2nd level, a Dragoon may use a reach weapon to attack adjacent squares as if it were not a reach weapon.


Weapon Focus: Gae-Bolg: +1 to attack rolls when using the Gae-Bolg.


Explosive Strike (Ex): The Dragoon has harnessed his physical prowess enough to use it in combat in the form of powerful leaping strikes.

At second level the dragoon can choose to utilize an Explosive Strike to deal an additional 1d4 damage (And an additional 1d4 every three levels after until 10th level).


The Dragoon can utilize their athleticism to make a jumping strike at an enemy in two ways:

1. Make a leaping strike at an enemy vertically.

2. Make a leaping strike at an enemy horizontally.


When making a vertical leaping strike the Dragoon leaps into the air, making a jump check, delivering a slashing or piercing (Players Choice) over-head attack. When making a horizontal leaping strike the Dragoon lowers his/her body to the ground and leaps (Jump Check) traveling along the ground to the enemy. Making a Explosive strike grants a +2 bonus to hit.

A failed hit on an Explosive Strike provokes an Attack of Opportunity for flying by the target. If a horizontal leap is made, the Dragoon will land next to the target in a straight line as if he had successfully made the leap. If a vertical leap is made, the Dragoon will land next to the target. (Randomized roll to determine position next to target.)


Explosive Athleticism (Su): Dragoon's bodies are trained to deliver the maximum power from the human body in the fastest action. Vaulting slow motion through the air as a moving target for dragons is not what Dragoons had in mind when first deciding to take to the air versus their hated enemy.

At 4th level all dragoons jump calculations are done as if the Dragoon jumped horizontally and at a running start.

Jumping is a move action regardless of distance jumped. Armor check penalty's no longer apply to Dragoons wearing medium armor.

The Dragoon no longer takes falling damage and lands on their feet at all times; provided they fell from a distance no greater than their maximum leaping capabilities allow. (Heavy armor and/or load negates)

As an ability the Dragoon can move the past his normal speed 1/day to the extent of his jump.


Carbon Ossification (Ex): The Dragoons osteoblast cells have altered the bone structure to achieve a super-dense calcium layer. This compression has resulted in a density that compressed the bone to carbon naturally in roughly 3%-5% of bone mass. This change makes the Dragoon's bones nearly unbreakable.

At fifth level, the Dragoon gains a DR 2/- and Fort save DC 10 + damage dealt to protect from crippling limbs.


Dragon Slayer [Combat]: The Dragoon is now capable of going toe to toe with large dragons and other huge monsters.


Benefits: This is a combat feat that scales with your Base Attack Bonus.

+0: When you perform a "grab on" Grapple maneuver, you do not provoke an attack of opportunity.

+1: You gain a +4 Dodge bonus to your AC and Reflex Saves against attacks from any creature with a longer natural reach than your own.

+6: You have Advantage against any creature you attack that is larger than you. Also, an opponent using the Improved Grab ability on you provokes an attack of opportunity from you. You may take this attack even if you do not threaten a square occupied by your opponent.

+11: When you attempt to trip an opponent, you may choose whether your opponent resists with Strength or Dexterity.

+16: When involved in an opposed bull rush, grapple, or trip check as the attacker or defender, you may negate the size modifier of both participants. You may not choose to negate the size modifier of only one character.

+20: A Dragoon gets a doubled critical range when wielding his Gae-Bolg, as long as the target is Large size or larger. He also gets a +2 on his attack rolls to confirm critical hits for each size the creature is above medium.


Dragon Heart (Su): A Dragoon is able to turn his successes into tide turning events. When the Dragoon hits his stride in combat he enters a state of mind called "Dragon Heart".

This is a state of extreme focus that completely melds combat sense with the Dragoons enhanced body. Witnessing a Dragoon in this state inspires awe in most fighters, as seeing this is proof of a Dragoons ability to stand against a Dragon.

If a Dragoon succeeds on a saving throw or confirms a natural critical hit Dragon Heart activates as a free action. The Dragoon gains Fast Healing of 1 per round, increasing by one per round, up to a maximum of Half Dragoon level + Con Modifier and becomes immune to new mind-affecting effects, and morale and fear effects (Existing effects are suppressed for the duration of Dragon Heart). Dragon Heart lasts for a number of rounds equal to his class level. Dragon Heart ends immediately after combat.


Combat Veteran (Ex): A mixture of experience and enhanced neural connections has given the Dragoon an almost precognitive battle sense. He adds one point of his wisdom bonus per 3 class levels (+2 at 6th, +3 at 9th, and so on) to his AC(Dodge), all saves (this bonus stacks with his wisdom bonus to will saves), OR his initiative rolls (The Dragoon Chooses one of the three options and it cannot be undone). He loses the benefit of this class feature any time he wears heavy armor or carries a heavy load.


Hyperplasia (Ex): Due to the Dragoon's former training diet, his body will begin to make changes, at the 9th level his muscles have begin to undergo Hyperplasia. This changes the way the Dragoons muscles are formed. Instead of simply getting bigger, a Dragoons muscle cells use the additional protein to create new muscle cells resulting in elite strength growth while limiting size growth.

At 9th level the Dragoon has changed physically granting a +1 Bonus to Strength, and a +1 to Dex at 11th, alternating every two levels to a total of +2 STR and +2 DEX.


Death From Above (Su): The Dragoon has perfected his aerial assault. The dragoon leaps high into the air to deliver a falling piercing strike on his enemies. Death From Above is a Full-Round Action. It begins when the Dragoon makes a Jump check to land on a target, and when the Dragoon lands he makes a touch-attack against the target.

For every 10 feet the dragoon fell add 1d6 damage. The Dragoon can perform Death From Above every 1D4 rounds. (Cannot add Explosive Strike Damage)


Improved Evasion: The Dragoon gains the effect of the Improved Evasion feat.


Evolutionary Zenith (Su): The Dragoon has finished their physical changes... And the effect is dramatic. The Dragoon can now perform other-wordly athletic feats far beyond their former self. At 18th level the Dragoon gains two new abilities:

Flash Step: The Dragoon has achieved a level of speed so great that they appear to have mastered short range teleportation. - As a move action the Dragoon can choose to Flash Step a distance no greater than their standard movement speed.

This allows a Dragoon to move to any point within their movement range without provoking an Attack of Opportunity three times per day. (Functionally Misty Step)

Dragonrend: As a full round action the Dragoon uses their entire being to lift them off the ground to their maximum jumping height (No jump check) times two. At the apex of the leap the Dragoon inverts himself and "Pushes" the air at his feet to rocket himself downward at extreme speeds for a Death From Above Strike.

The increased distance and speed of the attack guarantee critical damage. This ability can be used once per day, and after use the Dragoon loses his next combat turn for recovery. (The Dragoon is not defenseless)


Leaping Perfection(Su): The Dragoon can now take full advantage of his Evolutionary Zenith and leap with full force taking the fight to the Dragons, taking their domain from them and restoring peace to the skies.

At 20th level the all Dragoon Jump DC's are halved, and gains the effects of Skill Mastery: Jump.


Ex-Dragoons

.

Dragoon Starting Package

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information

Playing a Dragoon

Religion: Dragoons are open to religion provided they do not worship a Dragon deity.

Other Classes: Dragoons interact with other classes in a positive manner, but are generally curious of other classes due to being sheltered their entire lives.

Combat: Damage dealing melee class with high mobility.

Advancement: Dragoons are unable to multi-class.

Dragoon's in the World

We'll take the skies from them, just as they have taken our homes from us.
—Karvek - The First Dragoon

Dragoons hail from a single volcanic mountain typically in a remote location so not to be disturbed.

Daily Life: From the first day of the 5th year of life, children of the Dragoon city line up in droves to volunteer to become a Dragoon. From this point forward, until their 20th birthday, Dragoon Initiates train their bodies at an absurd and dangerous level. Their days consist of 16 to 20 hours of combat, and fitness training leaving little to no time for anything else.

From the day they finish their training till they achieve an Honorable Stature among other Dragoons for their bravery against Dragons, Dragoons are adventuring warriors. Only after achieving their Honorable Title will a Dragoon return to the Mountain to guard its secrets and live the rest of their lives in peace.

Notables: Karvek - The First Dragoon.

Organizations: Dragoons live, train, and die at the Mountain. The Mountain is their home and it houses their training grounds as well as all ritual temples and forges for the Dragoon's weapon.


NPC Reactions: Dragoons are rare, simply due to the nature of Dragoon's "Bravery" for going out and locating Dragons. Most Dragoon's die well before making any sort of name for themselves or their order. However some NPC's will know of the Ritual Funeral Procession for Dragoons. The one thing Dragoon's are known for besides killing dragons is their Protectiveness of their own.

No one knows how, but Dragoons seem to know when and were their brethren fall. So, from time to time a Dragoon Ritual Funeral Procession is seen. This ritual is started when the Dragoon Leadership learns of the death of a Dragoon. Immediately after receiving this word, five advanced Dragoons are sent from the Temple to retrieve the body and Gae-Bolg of the fallen Dragoon. These 5 then transport the body and weapon back to the temple where the fallen Dragoon is judged for his accomplishments in life.

It is not wise to attempt to interfere with this ritual as messing with 5 warriors each trained to kill dragons alone is a death sentence.

Dragoon Lore

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Dragoon in the Game

Adaptation: .

Sample Encounter: .

EL : .


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