Dragoon (5e Creature)

From D&D Wiki

Jump to: navigation, search


Medium humanoid (any race), any alignment

Armor Class 16 (scale mail)
Hit Points 75 (10d8 + 30)
Speed 30 ft.

18 (+4) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 10 (+0)

Saving Throws Str +6, Dex +5
Skills Athletics +6, Perception +4
Senses passive Perception 14
Languages Any one language (usually Common)
Challenge 3 (700 XP)

Brave. The dragoon has advantage on saving throws against being frightened.

Evasion. When the dragoon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Opportunist. When the dragoon successfully knocks a creature prone with its Super Jump action, it can use a bonus action to make a spear attack against the prone creature.


Multiattack. The dragoon makes two spear attacks.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if wielded in two hands.

Super Jump (Recharge 5-6). The dragoon magically leaps 30 feet into the air and makes a spear attack against a creature within 30 feet of its previous position. On a hit, the attack inflicts an extra 13 (3d8) piercing damage and the target must make a DC 14 Strength saving throw or be knocked prone. On a miss, the dragoon takes 10 (3d6) bludgeoning damage.
Regardless of the outcome, the dragoon then lands in an unoccupied space within 5 feet of the target, falling prone on a miss.


Parry. The dragoon adds 2 to its AC against one melee attack that would hit it. To do so, the dragoon must see the attacker and be wielding a melee weapon.

Dragoons are warriors renowned for their mastery of the spear and their feats of superhuman acrobatics. In battle they leap dozens of feat into the air, coming down on their foes with spine-shattering force.

In a Single Bound. Dragoons achieve their distinctive leaps through a combination of magic and rigorous training. The magic boosts them into the air when they leap, and softens the impact when they land to keep their bones from shattering. Light and medium armor doesn’t hinder this ability, so dragoons often leap into battle clad in draconic suits of armor.
A skilled dragoon can bring down foes many times his size with a well-performed jump. The technique is not infallible, however, and carries great risk: a dragoon that misses his target will crash land in an undignified heap, leaving himself open to reprisals.

Blood of the Dragon. There are many diverse orders of dragoons, and they all claim a connection with dragons. Some orders claim that their techniques were taught to them by dragons to help the humanoid races coexist with their kind. Others claim that their techniques were designed specifically to kill dragons and take great pride in the slaying of ancient wyrms. Regardless of an order’s opinion of dragonkind, all dragoons model their armor after the true dragons.

This page may resemble content endorsed by, sponsored by, and/or affiliated with the Final Fantasy franchise, and/or include content directly affiliated with and/or owned by Square Enix. D&D Wiki neither claims nor implies any rights to Final Fantasy copyrights, trademarks, or logos, nor any owned by Square Enix. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!