Dragoon (Legend of Dragoon) (5e Class)
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Dragoon[edit]
A fierce wind howls across the battlefield as a young warrior stands tall, clad in glimmering armor that catches the light like molten fire. He raises his arms to the sky, his breath steadying as he grips a crimson crystal, the Dragoon Spirit pulsing with life in his hands. With a shout that pierces the chaos of war, he thrusts the stone forward, channeling its fiery essence. The ground trembles beneath him as a great red dragon bursts forth, a creature of legend summoned by the indomitable will of its Dragoon.
With unwavering resolve, she emerges from the shadows, her eyes shimmering like the stars above, each heartbeat echoing with the power of the wind. The silver stone at her chest flares to life, and in an instant, she transforms, her form alight with the essence of the Wind Dragon. She dances gracefully through the fray, summoning fierce gusts that batter her foes, the air itself bending to her command as she delivers swift justice.
Clenching her fists tightly, a battle-hardened Dragoon prepares to face an overwhelming tide of darkness, knowing that the essence of her dragon lies within her. As she feels the heat of Battle Rage igniting her spirit, she focuses on the shimmering sigils of power that swirl around her, drawing strength from the rage of her dragon. With a triumphant roar, she unleashes a torrent of elemental fury upon her enemies, the air crackling with the raw power of the earth and sky.
Dragoons are the chosen vessels of ancient Dragon Spirits, wielding the power of their elemental guardians to rise as champions of their realms. Channeling the indomitable essence of dragons, they fight fiercely against the darkness that threatens their world, tapping into the primal energy of Battle Rage that fuels their transformations. With their spirits at their side, Dragoons soar above the battlefield, leaving behind a legacy of courage and strength forged in the heart of fire and fury.
Warriors Chosen by Fate[edit]
Bound by destiny to the might of dragons, Dragoons embody the essence of their respective Dragoon Spirits, legendary entities representing the elemental powers of fire, wind, light, thunder, earth, and water. These champions of the skies, revered as the Knights of the Dragon, are chosen to wield their dragons’ strength and summon their fierce spirits to battle. As Dart, the Red Dragoon, proclaims, they "rule over Dragons," channeling the rage and power of these magnificent creatures to protect the realms from darkness and tyranny.
Awakening the Dragon Spirit[edit]
A Dragoon’s journey begins with the awakening of their Dragoon Spirit, a crystallized stone that recognizes its host and bestows upon them the ability to transform. Each Dragoon Spirit grants unique abilities and heightened stats, allowing Dragoons to unleash devastating magic in combat. The transformative power fuels the Dragoon's battle prowess, while also demanding a ferocious will to harness the chaos of war. However, this transformation is not without its challenges; Dragoons must engage in battle, increasing their rage through combat to channel the power of their Dragon Spirits fully.
The Legacy of the Dragon Campaign[edit]
The legacy of the Dragoon is steeped in the historical Dragon Campaign, where seven warriors, armed with their Dragoon Spirits, liberated humankind from the oppressive Winglies. Each Dragoon is not merely a fighter; they are the embodiment of their spirit’s will, shaped by their own destinies and the elemental forces they command. From Rose, the Dark Dragoon, to Lenus, the blue Dragoon, each has a story interwoven with the fate of their spirits and the fate of the world itself.
The Dragoon Nature: Battle Rage[edit]
At the core of a Dragoon's power lies the concept of Battle Rage —a primal energy that surges through them in the heat of combat. This insatiable hunger for battle feeds their transformation into Dragoon form, granting them extraordinary abilities that can turn the tide of conflict. However, this power comes with a cost; the flames of their Battle Rage must be carefully managed to prevent the Dragoon from spiraling into madness. The balance between fury and control defines the path of every Dragoon, as they tread the line between heroism and insanity.
Creating a Dragoon[edit]
When creating your Dragoon character, consider the origins of their Dragoon Spirit and the journey that led them to this path. What defines their connection to their dragon? Is it blood, fate, or perhaps a shared history? How does their Dragoon Spirit influence their identity, and what drives them to embrace the powers they wield? Whether seeking redemption, adventure, or the thrill of battle, each Dragoon must confront the nature of their spirits and the burdens they carry as champions of their chosen element.
- Quick Build
You can make a dragoon quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma. Second, choose the Folk Hero 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: All armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Intimidation, Perception and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) a longsword or (b) any martial melee weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- A longbow and a quiver of 20 arrows
Level | Proficiency Bonus |
Features | Addition Maximum |
---|---|---|---|
1st | +2 | Additions | 2 |
2nd | +2 | Dragoon Form, Fighting Style | 2 |
3rd | +2 | Dragoon Magic, Dragon Spirit | 2 |
4th | +2 | Ability Score Improvement | 2 |
5th | +3 | Reliable Addition | 3 |
6th | +3 | Elemental Spirit | 3 |
7th | +3 | Spirit Feature | 3 |
8th | +3 | Ability Score Improvement | 3 |
9th | +4 | Flying Dragoon | 3 |
10th | +4 | Draconic Might | 4 |
11th | +4 | Deadly Finisher | 4 |
12th | +4 | Ability Score Improvement | 4 |
13th | +5 | Spiritual Guidance | 5 |
14th | +5 | Improved Transformation | 5 |
15th | +5 | Resilience of a Dragoon | 5 |
16th | +5 | Ability Score Improvement | 5 |
17th | +6 | Spirit Feature, Divine Dragoon | 6 |
18th | +6 | Spirit Feature | 6 |
19th | +6 | Ability Score Improvement | 6 |
20th | +6 | Element Dimension | 6 |
Additions[edit]
Starting at 1st level, when you hit a creature with a melee attack from weapon that lacks the heavy or the two handed property, or with an unarmed strike, use an Addition as a Bonus Action. The Addition is an additional attack made with the same weapon, against the same target, and doesn't add your ability modifier.
You can make a number of Addition attacks on your turn up to your Addition Maximum, shown on the Dragoon column. The Addition combo ends if you miss an attack or hit your maximum. When you miss a Addition, you gain a fatigue stack. When you have a number of fatigue stacks equal to your level in the Dragoon class, you can't use Additions.
You lose 1 fatigue stack for each hit dice you spend to regain hit points during a short rest, or all fatigue stacks during a long rest.
Dragon Spirit[edit]
At 1st level, you have been bound to the spirit of a dragon, which grants you its power. Choose one of the dragon spirits options at the end of the class description. Your option gives you features at 1st, and again at 3rd, 7th, 15th and 18th levels.
- Spirit Points
The dragons imbue the human bound to it with a battle rage that carries them into battle. This battle rage is represented by an amount of spirit points you have. When you hit a creature with an attack made as part of your Addition, you gain 1 spirit point (or SP). As a reaction, you can spend 1 SP to reroll a failed addition.
You can accumulate a maximum number of Spirit Points equal to your proficiency bonus. You lose all your Spirit Points after 1 minute you are no longer in combat.
Dragoon Form[edit]
At 2nd level, while you are at your Maximum SP, you can use a Bonus Action to merge with your dragoon spirit and enter in your Dragoon Form. Whenever you end your turn in the dragoon form, you lose 1 spirit point. Losing all spirit points ends the transformation.
While in the dragoon form, you gain the following benefits:
- You are covered in a heavy suit of armor, that grants you an AC of 14 + your proficiency bonus.
- Your attacks are coated on your elemental energy form, and you cause additional 1d6 damage from your spirit damage type.
- You gain a pair of leathery dragon wings. Although you can't fly with them, you can hover a few inches of the ground, ignoring difficult terrain, and you also become immune to fall damage and can't be knocked prone.
For the duration of the dragoon form, you can't take the Dodge action, nor can you benefit from items that require you to take an action, bonus action or reaction to activate.
Fighting Style[edit]
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Archery (PHB)
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting (TCE)
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Defense (PHB)
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling (PHB)
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting (PHB)
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting (PHB)
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Unarmed Fighting (TCE)
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Dragoon Magic[edit]
At 3rd level, while in your Dragoon Form, you can conjure magics that are related to your element. To cast a Dragoon Magic, you must spend a number of Magic Points, or MP for short, as shown on the description of each magic. You have a number of MP equal to twice your Dragoon level, and regain all your Magic Points upon finishing a long rest.
The maximum number of MP you can spend in a single magic equals half your Dragoon level, rounded down.
Dragoon Magic sometimes require your target to make a saving throw, or you to make an attack. You use your Charisma modifier as your Dragoon Magic ability, and calculate the attack and DC as follows:
Dragoon Magic Attack. Your proficiency bonus + your Charisma modifier.
Dragoon Magic save DC. 8 + Your proficiency bonus + your Charisma modifier.
In addition, outside your Dragoon Form, you gain the following uses for your MP:
- Spirit Infusion
You can spend 1 MP using a Bonus Action to reduce your Fatigue by 1. When you do so, you also gain 1 SP.
- Dragoon Recovery
You can spend 1 MP as a Bonus Action to roll a hit dice, and regain hit points as if you have completed a short rest.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Reliable Addition[edit]
At 5th level, the first time you miss an attack made during an Addition on your turn, you can reroll that attack. You must choose the new result. If the attack had Advantage or Disadvantage originally, the reroll also have it.
Elemental Spirit[edit]
At 6th level, you gain resistance against the damage type of your Dragon Spirit. In addition, you ignore resistance to damage from creatures that are resistant that damage type.
Flying Dragoon[edit]
At 9th level, you can conjure your wings when not in dragoon form, using a Bonus Action. The wings grant you a flying speed equal to your movement speed until the end of your turn.
In addition, whenever you fall, you can spend 1 MP to reduce the fall damage to 0 and not be knocked prone.
Draconic Might[edit]
At 10th level, while in the Dragoon form, your Strength and Charisma become 19, unless these ability scores are already higher.
In addition, you can use your Charisma modifier, instead of Strength Dexterity or Constitution, for checks, saving throws, attack rolls and damage rolls.
Deadly Finisher[edit]
At 11th level, the last attack made as part of an Addition have Advantage. If that attack already have Advantage, it instantly hits instead.
Spiritual Guidance[edit]
At 13th level, you can ask for the guidance and directions of your Dragon Spirit. You can cast Divination and Communion both as rituals, only to communicate with your Dragon Spirit.
In addition, you can spend 1 MP to gain Advantage on an Intelligence, Wisdom or Charisma check you make.
Improved Transformation[edit]
At 14th level, while in the Dragoon Form, you gain the following additional benefits:
- You gain a flying speed equal to your movement speed, and you can hover. You can use your Flying Dragoon Bonus Action to Dash.
- You become immune to the damage type related to your Dragon Spirit, and gain resistance to the opposite damage type.
- When you cause the damage type of your Dragon Spirit, you ignore immunity to that damage type.
Resilience of a Dragoon[edit]
At 15th level, you gain proficiency in one saving throw of your choice, that you don't have it already. You can use your Charisma modifier, rather than the appropriate modifier, if your Charisma is higher, for that save.
In addition, while in the Dragoon Form, you gain resistance to slashing, piercing and bludgeoning damage.
Divine Dragoon[edit]
At 15th level, you carries the spirit of the Divine Dragon. When assuming this form, your additional damage in the dragoon form is the same of your weapon's type, and your attacks are considered magical. You also gain resistance to all damage types for the duration of the transformation. Once you assume the Divine Dragoon form, you can't do it again until you finish a long rest.
In addition, you gain two special Divine Magics, as shown below. You can use each Divine Magic of the Divine Dragon once, without spending MP:
- Divine Ball
As an Action, you can spend 7 MP to hurl a sphere of divine energy that causes all creatures in a 20-foot radius from a point of your choice within 120 feet to make a Dexterity saving throw, or take 8d8 force damage.
- Divine Cannon
As an Action, you can spend 7 MP to fire a blast of divine energy towards a creature you can see within 120 feet. The target must make a Dexterity saving throw, or take 12d8 force damage on a failed save, or half as much on a success.
Element Dimension[edit]
At 20th level, whenever you conjure your Dragon's Spirit, you can engulf an area of 120-sphere surrounding you in a dimension of your element.
While in this area, you gain the following benefits:
- All creatures have resistance to the opposite damage type of your dragon spirit, and become vulnerable to the damage type of your spirit.
- Your extra Addition attacks are made at Advantage. If you would already have Advantage, they automatically hit instead.
- You don't lose SP at the end of your turn while in this dimension.
- You become immune to your Dragon Spirit damage type and opposite type.
This effect lasts until the end of your next turn.
Dragon Spirit[edit]
Red Eyed Dragon[edit]
Dragoons who are chosen by the spirit of the Red Eyed Dragon channel the primal ferocity and untamed power of draconic bloodlines. These dragoons have forged a bond with the essence of ancient dragons, drawing upon their strength to unleash devastating attacks upon their foes. With a fierce determination, they soar into battle, embodying the fierce spirit of the dragons they emulate.
The Red Eyed Dragon dragoons are known for their insatiable thirst for power, relentlessly honing their skills through rigorous training and dangerous rituals. They willingly accept the risks that come with tapping into draconic heritage, often gaining terrifying abilities that set them apart from their peers. While others may falter under the weight of their newfound power, the Red Eyed Dragon dragoons embrace their transformations, knowing that the ability to unleash draconic wrath is worth any sacrifice they must make.
- Spirit of Fire
Starting at 1st level when you choose this spirit, you gain immunity to the effects of extreme heat. In addition, your damage type is fire and the opposite damage type is cold, for the features that require it.
- Dragoon Spells
At 3rd level, your draconic spirit grant you access to the magic spells. You gain the spells below at the respective levels.
- Flameshot (3rd level). As an Action, you spend 2+ MP to raise from the ground and hurl a flaming sphere against a creature you can see within 30 feet. On a hit, that creature takes 2d4 fire damage, plus 2d4 per MP spent.
- Explosion (7th level). As an Action, you spend 3+ MP to cause a line of fire to run through the ground, in the direction of a point you can see within 60 feet. That fire ceases and explodes on the chosen point. All creatures in a 20-foot radius from the point of explosion must succeed on a Dexterity saving throw, or take 1d6 fire damage, plus 1d6 per MP spent on a failed save, or half as much on a success.
- Final Burst (15th level). As an Action, you spend 5+ MP to cause your wings to burst on fire, as you dart towards an opponent you can see within 90 feet. You move by flying in a straight line towards your enemy, and make an attack against it. Make the attack roll as normal. The target takes your weapon's damage, plus 6d10 fire. On a miss, the target take half the damage. The damage increases in 2d10 for each MP you spend above 5.
- Red Eyed Dragon (17th level). As an Action, you conjure the spirit of the Red Eye Dragon, causing it to fly towards a place you can see within 120 feet, exploding on impact. All creatures within a 20-foot radius of that point must succeed on a Dexterity saving throw, or take 10d6 fire damage, or half as much on a success.
- Relentless Bravery
At 7th level, the fire that burns within your soul imbues you with courage. You are immune to the frightened condition. In addition, whenever a friendly creature within 30 feet becomes frightened, you can use a reaction move up to your movement speed towards the creature that imposed that condition. If you end your turn within 5 feet of that creature, you can make an attack against it.
- Explosive Criticals
At 15th level, whenever you score a critical hit, you cause additional fire damage equal to the damage dealt with that critical.
- Fiery Backlash
At 17th level, when you are hit by an attack while in your Dragoon Form, you can force the attacker, if you can see it, to make a Dexterity saving throw using your reaction. On a failure, flames lash out from you, causing fire damage equal to half your Dragoon level.
Dark Dragoon[edit]
Dragoons who follow the path of the Dark Dragon delve into the shadows, drawing upon the enigmatic and fearsome powers of the dark draconic bloodline. These warriors have made a pact with the essence of shadow dragons, harnessing their sinister abilities to strike fear into the hearts of their enemies. Cloaked in darkness, the Dark Dragon dragoons move with eerie grace, allowing them to blend seamlessly into the shadows and ambush their foes with deadly precision.
Through rigorous training and arcane rituals, these dragoons cultivate their connection to darkness, gaining access to powerful shadow magic that enhances their combat prowess. Though they walk a perilous path, flirting with the very essence of despair and corruption, the Dark Dragon dragoons find strength in their ability to wield the dark forces of the world. They understand that embracing the shadows is a necessary sacrifice, for in the depths of darkness lies the power to obliterate any who dare to oppose them.
- Spirit of Darkness
Starting at 1st level when you choose this spirit, you don't have Disadvantage on Wisdom (Perception) checks for being in an area of dim light. In addition, your damage type is necrotic and the opposite damage type is radiant, for the features that require it.
- Dragoon Spells
At 3rd level, your draconic spirit grant you access to the magic spells. You gain the spells below at the respective levels.
- Astral Drain (3rd level). As an Action, you spend 2+ MP to throw a melee weapon towards an enemy, allowing it to syphon the life force of a creature you can see within 30 feet. The target must succeed on a Constitution saving throw, or take 1d10 necrotic damage per MP spent on a failed save. The weapon returns to your hand at the end of your turn, and you can distribute a number of hit points equal to half the damage dealt. This healing c an be granted to a single creature, or split in any way you want between creatures you can see within 30 feet.
- Death Dimension (7th level). As an Action, you spend 3+ MP to conjure a black gate that sucks creatures towards the dimension of death. Choose a point you can see within 60 feet. All creatures in a 15-foot radius of the chosen point must succeed on a Strength saving throw, or are pushed up to 10 feet towards the sphere, or only 5 feet on a failed save. Any creature that ends its turn within 5 feet of the sphere or closer, takes 3d6 necrotic damage.
- Demon's Gate (15th level). As an Action, you spend 5+ MP to conjure a portal to the dimension of darkness on the place you are current standing, banishing you to the realm of darkness until the end of this turn. In your place, a portal is opened. Any creature in a 30-foot sphere that has less than 7 hit points per MP spent must succeed on a Strength saving throw or is pulled to the dimension of darkness and is destroyed.
- Dark Dragon (17th level). As an Action, you can spend 6 MP to conjure the spirit of the Dark Dragon, causing it to project its own shadow on top of an enemy, causing it to sink on it. Choose a creature you can see within 120 feet. That creature must succeed on a Strength saving throw, or take 6d8 necrotic damage and is restrained until the end of its next turn on a failure, or take half the damage and is not restrained on a success.
- Denizen of Darkness
At 7th level, you have embraced the shadows. You can see in normal or magical darkness up to a range of 120 feet. In addition, when you are in dim light or darkness, you have Advantage on Dexterity (Stealth) checks, and can Hide using a Bonus Action.
- Timeless Body
At 15th level, your draconic spirit sustains you so that you no longer age, and you can't be aged magically. In addition, when you are reduced to 0 hit points while in your Dragoon Form, the transformation ends and you fall to 1 hit point instead and your SP is reduced to 0.
- Draining Strikes
At 17th level, when you cause necrotic damage with a melee weapon attack, you regain hit points equal to the damage caused, up to a maximum equal to half your Dragoon level per turn. You must be below half your maximum hit points to benefit from this feature.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Dragoon class, you must meet these prerequisites: Strength or Dexterity 13, Charisma 13.
Proficiencies. When you multiclass into the Dragoon class, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons.
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