Dragoon, 3rd Variant (5e Class)
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Hey Hey, this isn't my class but was provided to me by a companion. I have edited it in a way that i think helps it shine and be balanced overall.
Creating a Dragoon[edit]
- Quick Build
You can make a Dragoon quickly by following these suggestions. First make Strength your highest ability score. Your next highest ability score should be Constitution. Second, choose the soldier background.
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 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dragoon level after 1st
- Proficiencies
Armor: Light, Medium, Heavy
Weapons: Polearms, All Simple Weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from the following: Athletics, Acrobatics, Survival, Intimidation, Performance, Perception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Halberd or (b) Quarterstaff
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) Chain Shirt or (b) Scale Mail or (c) Studded Leather Armor
- (a) Polearm of your choice or (b) {{{item4b}}}
Level | Proficiency Bonus |
Features | Dragoon Weapon |
---|---|---|---|
1st | +2 | Dragoon Weapons, Enhanced Jump, Jump Attack | 1d8 |
2nd | +2 | Dragoonic Resilience | 1d8 |
3rd | +2 | Dragoon Archetype | 1d8 |
4th | +2 | Ability Score Improvement | 1d8 |
5th | +3 | Extra Attack, Limber Vaulting | 1d8 |
6th | +3 | Dragoon Archetype Feature | 1d10 |
7th | +3 | Aerial Evasion | 1d10 |
8th | +3 | Ability Score Improvement | 1d10 |
9th | +4 | Crippling Strike | 1d10 |
10th | +4 | Dragoon Archetype Feature | 1d10 |
11th | +4 | First Strike | 1d12 |
12th | +4 | Ability Score Improvement | 1d12 |
13th | +5 | Skyfall | 1d12 |
14th | +5 | Dragoon Archetype Feature | 1d12 |
15th | +5 | Aerial Takedown | 1d12 |
16th | +5 | Ability Score Improvement | 2d8 |
17th | +6 | Elemental Polearm | 2d8 |
18th | +6 | Elemental Takeoff | 2d8 |
19th | +6 | Ability Score Improvement | 2d8 |
20th | +6 | Windfury | 2d8 |
Dragoon Weapons[edit]
When you start, you are specially trained to make maximum use of polearms. Polearm weapons are defined as quarterstaffs, spears, halberds, pikes, glaives, and lances. When wielding any polearm, the damage die for the weapon is determined by the dragoon weapon chart above or the weapon’s damage die, whichever is higher.
Additionally, using a lance while on foot and within 5 feet of your target no longer imposes disadvantage when making a Jump Attack. Quarterstaves and spears will also gain the benefit of 10 foot reach while you are wielding them with 2 hands as you have specially trained in reach combat to make the most of anything with a long handle.
- Dragoon Save DC
Some Dragoon features require an enemy to make a saving throw. The formula for determining the Dragoon’s saving throw DC is: 8 + your Proficiency bonus + your Strength modifier
Enhanced Jump[edit]
At 1st level on each of your turns, you can jump a distance of feet equal to 10 + 5 x your level. This jump does not require an action and is not considered part of your movement. You do not take falling damage from your Enhanced Jump distance, past this jump distance fall damage is as normal.
Jump Attack[edit]
Jump Attack
At 1st level, when you take the Attack action, you can choose to perform a Jump Attack in place of one of your attacks. The target must be within enhanced jump distance. The higher level you are the more damage you deal on a jump attack. You must jump at least 15 feet in order to trigger this the amount of feet you must jump increases as you level up. (Level 1, 15 feet 1d6), (Level 4, 20 feet 2d6), (Level 9, 20 feet 3d6), (Level 13, 30 feet 4d6), (Level 17, 45 feet 5d6).
Dragoon Resilience[edit]
Starting at 2nd level, because of your trained control of the innate arcane energy in your own body, you've learned to specialize in one of the chromatic elements. You may choose one of the following damage types to become resistant: Fire, Cold, Lightning, Acid, Poison
Dragoon Archetype[edit]
Starting at 3rd level, the Dragoon may choose between the Monster Hunter and the Breaker archetypes. The Dragoon gains archetype features at 3rd, 6th, 10th, and 14th level. The features gained from these archetypes are described at the end of this page.
Ability Score Improvement[edit]
When you reach 4th level, you can increase one ability score of your choice by two or two ability scores of your choice by one. You may do so again at 8th, 12th, 16th, and 19th level.
Extra Attack[edit]
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Limber Vaulting[edit]
Starting at 5th level, you have learned to maneuver through the battlefield better with exceptional speed and grace. When you use your enhanced jump feature to jump over an enemy, you may make an attack against them as a bonus action. This requires an adequate amount of vertical space, at least your size + 3 feet above the creature. As with any movement, this can trigger attacks of opportunity. If multiple creatures are in range of your vault and able, they may each attempt an attack.
Aerial Evasion[edit]
You are now trained in aerial maneuvers, using your flexibility, agility, and sheer jump height to weave in and out of danger on the battlefield.
Starting at 7th level, the Dragoon has learned to perform aerial maneuvers to avoid harm. While in the air, if the Dragoon is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage upon success and half damage upon a fail. Additionally, if you make the saving throw while you are on the ground, you may use your reaction to make an enhanced jump without provoking any opportunity attacks. If you are able to make this Jump Attack Takeoff you take no damage instead of half as if you were in the air.
Crippling Strike[edit]
Starting at 9th level, whenever the Dragoon lands a successful Jump Attack, they may inflict one of the following effects on the target:
- The target must succeed on a Dexterity saving throw against the Dragoon’s save DC or be knocked prone.
- The target must succeed on a Strength saving throw against the Dragoon’s save DC or be disarmed.
- The target must succeed on a Constitution saving throw against the Dragoon’s save DC or have their movement speed cut in half until the end of their next turn.
First Strike[edit]
Starting at 11th level, the Dragoon has learned to leap into action at any moment. You gain advantage on initiative checks.
Skyfall[edit]
Starting at 13th level, you've finally perfected the art of jumping, and have reached the point where you can finally safely tap into your remaining hidden potential when you leap. You gain a significant boost to jump height. Your enhanced jump is doubled, still using the same formula, and the Dragoon becomes completely immune to falling damage.
Aerial Takedown[edit]
Starting at 15th level, when a fighting a flying creature, the Dragoon may choose to execute an Aerial Takedown. Make a melee weapon attack against the creature. On a hit, the creature must succeed on a Con save or have its fly speed reduced to 0 ft until the end of its next turn. If it hits, whether the flying creature passes the save or not, the Dragoon may land on the flying creature. In order to stay on the flying creature the creature must be at least 1 size category larger, the Dragoon needs to make an Athletics check every round after his turn, against an opposing Athletics or Acrobatics check of the flying creature.
Elemental Polearm[edit]
Starting at 17th level, when you successfully attack a creature with a Jump Attack, you can choose to convert the Jump Attack's extra damage to the damage type of your Dragoonic Resilience.
Elemental Takeoff[edit]
Starting at 18th level, when you initiate an Enhanced Jump, you can choose to release a shock-wave of channeled elemental power, which is the same as your Dragoonic Resilience. When you use your enhanced jump , each creature within 10 feet of you must succeed on a Dexterity saving throw (dependent on the type of damage you're doing) or take 5d6 damage of the Dragoonic Resilience element, and be knocked prone. On a success, the creature takes half damage and is not knocked prone. After using this feature, the Dragoon must finish a short or long rest before using it again
Windfury[edit]
Starting at 20th level, you can temporarily enter a state of heightened physical prowess. For your next 2 turns you may channel the same force of momentum as a finished Jump Attack without leaping into the air. Your normal attacks have advantage, and you add your Jump Attack dice to them on a successful hit. After using this feature, you must finish a long rest before using it again. If you attempt this feature again without completing a long rest it will cause heavy strain to your body, causing you to gain one level of exhaustion as well as take damage equal to your Jump Attack. When taking this damage it is considered Force and not your chosen element. You gain a level of exhaustion and take the damage for each turn you are in your Windfury state.
Dragoon Archetype List[edit]
Monster Hunter[edit]
I have not gotten around to doing this yet.
Breaker[edit]
Hoard combat is the forte of the Breaker, especially aerial. They are talented at fighting multiple people at once, doing great swaths of damage and disrupting the battlefield.
- Comet Landing
Starting at 3rd level, upon landing from an enhanced jump, you may choose to execute the Comet Landing. All creatures within 10ft of where you land take 1d6 bludgeoning damage, and they must succeed on a CON save against the Dragoon’s save DC. On a failed save they are pushed 10ft away and are knocked prone. On a successful save they take half damage, and are not pushed or knocked prone. This feature can be used a number of times equal to your proficiency bonus, and you regain expended uses upon finishing a short rest. At 6th level, the damage increases to 2d6, at 10th level it increases to 3d6, and at 14th level it increases to 4d6.
- Elemental Shockwave
Starting at the 6th Level, You take the power of you chosen resistance, and flow it through your body. Upon using an enhanced jump, you can unleash a wave of elemental energy as you ascend. In a 10 foot radius from you all creatures must make a Dexterity save or take elemental damage based on your Dragoonic Resilience equal to your jump attack dice. This feature can be used a number of times equal to your proficiency bonus. You regain 1 charge during a short rest, and all charges from a long rest.
- Critical Thrust
Starting at the 10th level, When you hit with a successful Jump Attack, you may choose to gain the benefits of a critical strike on the attack. Once you use this feature you must finish a long rest before you can use it again.
- Elemental Cyclone
Starting at the 14th level, you have trained yourself well enough in generating momentum with your arcane fueled movements to generate an elemental whirlwind rather than striking with your weapon. As an action, you can begin spinning with reckless abandon. Your speed is halved, as you gyrate rapidly a radius of 10 feet spiraling around you. Any creature that enters this area for the first time on a turn, or ends their turn inside it must make a DEX saving throw, being pushed back 10 feet and taking weapon damage plus 1d8 elemental damage of your Dragoonic Resilience type. On a successful saving throw, they take half as much damage and are not pushed back. You cannot take any actions or reactions other than ending this effect as an action until you stop.
For the duration of the channeling you are considered to be heavily obscured by the elemental energy swirling around you. You can maintain this form for up to 1 minute as if concentrating on a spell. Though if your speed is reduced to 0 this ends early.
When you stop spinning, voluntarily or otherwise, you become lethargic. Until the end of your next turn you are unable to move or take any actions or reactions. Once you use this feature, you cannot do so again until you finish a short or long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Dragoon class, you must meet these prerequisites: Strength 13 or Dexterity 13.
Proficiencies. When you multiclass into the Dragoon class, you gain the following proficiencies: Polearms, Simple Weapons, Medium Armor, Light Armor, Heavy Armor
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