Dragoon, 2nd Variant (5e Class)
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Prestige Class: Dragoon
Dragoons are disciples of dragons, often actively being taught by a dragon mentor. Dragoons must be strong and quick to truly engage in their training. They are taught to take on the abilities of their mentor, such as using a certain element to their advantage and making proper use if aerial combat.
To qualify for access of the Dragoon prestige class, you must meet these prerequisites:
- Profiencies:All non-ranged weapons that deal piercing damage
- Ability scores: Minimum strength of 13 and minimum dexterity of 13
- Alignment:One step away from the alignment of your mentor dragon or the same alignment as your mentor dragon
- Special: Must have made friendly contact with a dragon and the dragon agreed to be your mentor
- 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
- Level 1: Mentor Dragon, Jump Attack, Jump points (3)
- Level 2: Draconic resistance, Jump points (4), Techniques (1 known)
- Level 3: Draconic Tongue, Jump points (5), Techniques (2 known)
- Level 4: Draconic Resilience, Jump points (6), Techniques (3 known)
- Level 5: Jump points (8), Techniques (4 known)
Starting at 1st level. You are taught in the ways of the dragoon by a mentor dragon. The mentor dragon is friendly to you and your companions and will offer you hospitality. However, each month you must pay a certain amount of money (usually 30gp) to your mentor dragon for training. If you end up losing your mentor dragon, you must find another one in order to continue gaining levels in the Dragoon prestige class.
At 1st level, you unlock the ability to mimic the flight of a dragon and jump up in the air by using your bonus action and spending a jump point. You hover at the peak of your jump point for a number of turns equal to your Dragoon level + your strength modifier.
You may choose to fall out of the sky at any point prior to the end of your allotted hover time. When you land you may use your reaction to make a melee attack with advantage. If it hits you roll as many d4s as rounds you spent in the air (Example: If you spend 4 rounds in the air and hit you roll an additional 4d4 for damage.)
You do not take fall damage from the jump attack.
You regain all expended jump points on a long rest. Dragoon ability save DC: 8 + your strength + your proficiency bonus.
At 2nd level, the power bestowed to you by your mentor dragon gives you resistance to a form of damage based upon your mentor dragon.
At 3rd level, you have become a very well known protector of dragonkind that you have advantage on all charisma checks involving true dragons as long as they are not hostile to you.
Starting at 4th level, you have advantage on saving throws imposed on you by dragons, such as breath weapons and fear effects
The amount of techniques you know can be seen on the "Dragoon" Prestige Class table.
- Extra Jumps
When you gain this technique, the amount of jump points that you can use per long rest increases by the amount equal to half of levels you have in the Dragoon prestige class. For example, if you are a level 5 dragoon then your number of jump points increases to 10 per long rest.
- Infused Jumps
Prerequisite: 3rd level dragoon or above
When you gain this technique, you unlock the ability to infuse your jump attacks with the element of your mentor dragon for one extra jump point, when you do so, your jump attack deals an extra 1d6 damage based upon your mentor dragon.
- Hard Landing
When you unlock this technique, you cause your jump attacks to descend faster than usual. For one extra jump point, a creature hit by your jump attack takes an extra 1d8 damage. All creatures in a 5 foot radius around where you landed must make a dexterity saving throw. On a fail, they fall prone and take 1d8 bludgeoning damage, if they succeed, they instead take half damage.
- Heightened Shot
When you are hovering in the air and make a ranged weapon attack, you can ignore half cover.
- Draconic Fear
While hovering, you may use your action to cast Cause Fear innately at a level equal to half your proficiency bonus. Once you do so, you regain this ability after a long rest.
- Breath Weapon
You may use your action to exhale a cone of energy. A 20 ft cone originates from you, dealing (prof bonus)d6 of a damage type corresponding to the type of dragon your mentor is.
- Empowered Jumps
Your jump distance is doubled, you fall at a rate of 60 feet per round and have resistance to bludgeoning damage from falling.