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Životy

Kostky životů 1d10 za úroveň

Odbornosti

STR , DEX

Dragoon

Úroveň Bonus odbornosti Vlastnosti Trances
1 + 2 Dragoon Trance Jump 2
2 + 2 Dragoon Trance Jump 2
3 + 2 Dragoon Trance Jump 3
4 + 2 Dragoon Trance Jump 3
5 + 3 Dragoon Trance Jump 3
6 + 3 Dragoon Trance Jump 4
7 + 3 Dragoon Trance Jump 4
8 + 3 Dragoon Trance Jump 4
9 + 4 Dragoon Trance Jump 4
10 + 4 Dragoon Trance Jump 4
11 + 4 Dragoon Trance Jump 4
12 + 4 Dragoon Trance Jump 5
13 + 5 Dragoon Trance Jump 5
14 + 5 Dragoon Trance Jump 5
15 + 5 Dragoon Trance Jump 5
16 + 5 Dragoon Trance Jump 5
17 + 6 Dragoon Trance Jump 6
18 + 6 Dragoon Trance Jump 6
19 + 6 Dragoon Trance Jump 6
20 + 6 Dragoon Trance Jump 6

Vlastnosti třídy

Úroveň 1

Dragoon Trance
Jump

Úroveň 10

High Jump
Wing Clipper

Úroveň 11

Archetype Feature

Úroveň 12

Ability Score Improvement

Úroveň 13

Fang and Claw

Úroveň 14

Heavy Impact

Úroveň 15

Archetype Feature

Úroveň 16

Ability Score Improvement

Úroveň 17

Invigorate

Úroveň 18

Battle Litany

Úroveň 19

Ability Score Improvement

Úroveň 2

Fighting Style
Lancet

Úroveň 20

Dragon Blooded

Úroveň 3

Dragoon Archetype

Úroveň 4

Ability Score Improvement

Úroveň 5

ExtraAttack

Úroveň 6

Stall
True Thrust

Úroveň 7

Archetype Feature
Heavy Thrust

Úroveň 8

Ability Score Improvement

Úroveň 9

Life of the Dragon

Odbornosti

Armor

light

medium

shield

Weapons

simple

martial

Skills

Počáteční vybavení

(a) a martial weapon or (b) two spears
(a) a shortbow with 20 arrows or (b) two handaxes
a blessed Dragoon's Stone

Vlastnosti třídy

Dragoon Trance (Level 1)

Beginning at the 1st level, you are able to fall into a special trance as a bonus action. Your soul is filled with power from your Dragoon forebears. While under the effects of this trance, your long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. You do not take fall damage when landing from your own jumps. If your racial base movement speed is below 30ft., it is set to 30ft. while under the effect of Dragoon Trance.

Additionally, you gain a number of draconic blood charges equal to your proficiency bonus + your Wisdom modifier when you enter your Dragoon Trance. These charges persist when your Dragoon Trance ends until you activate your Dragoon Trance again or complete a long rest.

Some features may require the creature to make saving throws against your Dragoon DC as calculated below:

Dive

Your trance lasts for 10 minutes. It ends early if you are knocked unconscious or you may end your trance as a bonus action. Some Dragoon abilities may cause your trance to end early. If you have a dragon blood charge while dragoon trance is not active, as a bonus action you may gain the effect of dragoon trance until the end of your turn.

Once you have entered a trance a number of times shown for your dragoon level in the trances column for your dragoon table you must finish a long rest before you can enter a trance again.

Jump (Level 1)

If you jump at least 15 feet as part of your movement, you can use your action to make a jump attack on a creature. The creature must succeed on a Dexterity saving throw or be knocked prone and take damage equal to the damage of the weapon you are currently wielding. On a successful save, the creature takes only half the damage and isn't knocked prone. You then land in an unoccupied space adjacent to the creature.

Beginning at 5th level, the damage of jump is doubled.

Fighting Style (Level 2)

Beginning at the 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

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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

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.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Lancet (Level 2)

Also beginning at 2nd level, when you land a melee weapon attack you can expend a draconic blood charge to drains your target's vitality. You recover hit points equal to half the damage of your weapon attack rounded up.

Dragoon Archetype (Level 3)

At 3rd level, you choose an archetype that you emulate in the exercise of your Dragoon abilities. Your archetype choice grants you features at 3rd level and then again at 6th, 11th and 17th level.

Ability Score Improvement (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

ExtraAttack (Level 5)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stall (Level 6)

Beginning at the 6th level, while under the effect of Dragoon Trance, when you reach the peak of any jump, you may choose to pause in place up until the end of your next turn. You may perform actions as normal while suspended in the air, and on your following turn may move as though you are jumping when coming back down.

You may only use stall once and may not stall again until you have landed on a surface.

True Thrust (Level 6)

Also beginning at 6th level, as a bonus action you can spend one draconic blood charge to add your Wisdom modifier to your attack rolls until the end of your next turn.

Archetype Feature (Level 7)

At 7th level, you gain a feature granted by your Dragoon Archetype.

Heavy Thrust (Level 7)

Beginning at 7th level, as a bonus action you can spend one draconic blood charge to add your Wisdom modifier to your weapon damage rolls until the end of your next turn.

Ability Score Improvement (Level 8)

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Life of the Dragon (Level 9)

Beginning at 9th level, your body has permanently adapted to your dragoon power. Your long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start at all times.

While under the effect of Dragoon Trance your long jump maximum is 90 feet and your high jump maximum becomes 60 feet, with or without a running start. While under the effect of Dragoon Trance, you may use the Dash action as a bonus action.

High Jump (Level 10)

Beginning at 10th level, if you used stall during your last turn, if you jump at least 30 feet as part of your movement, you can use your action to make a jump attack on a creature. The creature must succeed on a Dexterity saving throw or be knocked prone and take damage equal to quadruple the damage of the weapon you are currently wielding. On a successful save, the creature takes only half the damage and isn't knocked prone. You then land in an unoccupied space adjacent to the creature.

The creature makes their saving throw with disadvantage.

Wing Clipper (Level 10)

Also beginning at 10th level, when a creature fails its saving throw against one of your Jump attacks, if they have a flying speed, their flying speed is reduced to 0. They must use an action to repeat the saving throw against your Dragoon save DC, regaining their flight speed on a success.

Archetype Feature (Level 11)

At 11th level, you gain a feature granted by your Dragoon Archetype.

Ability Score Improvement (Level 12)

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Fang and Claw (Level 13)

Beginning at 13th level, while under the effect of dragoon trance you may make a melee weapon attack as a bonus action.

Heavy Impact (Level 14)

Beginning at 14th level, when using a jump attack, you may spend one draconic blood charge to rapidly accelerate your landing causing a wider area to be affected. Each creature within 10ft. of the target of your jump is also affected by the jump attack.

Archetype Feature (Level 15)

At 17th level, you gain a feature granted by your Dragoon Archetype.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Invigorate (Level 17)

Beginning at 17th level, when you fail a saving throw you may choose to reroll the saving throw. You must use the new number. You can use this feature a number of times equal to your Wisdom ability modifier. You regain any expended uses when you finish a long rest.

Battle Litany (Level 18)

Beginning at 18th level, while you are under the effects of Dragoon's Trance, as a bonus action you can inspire ferocity in yourself and your allies. Your melee weapon attacks and those of your allies who are within 10ft. of you land critical hits on die results 19 or 20 for a number of rounds equal to half your Strength modifier. This does not overwrite or add to already present critical hit range increases. This effect may be activated once each time you enter a new Dragoon's Trance.

Ability Score Improvement (Level 19)

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Dragon Blooded (Level 20)

Beginning at 20th level, if you have no uses of Dragoon Trace left when you roll initiative, you recover 2 uses of Dragoon Trance.

Multitřídy

Požadavky multitříd

  • DEX: 13 nebo STR: 13

Získané odbornosti

Armor light , medium
Skills Choose Vybrat 1 z Animal Handling, Athletics, Acrobatics, History, Nature, Perception, Religion, Survival
Weapons simple , martial

Podtřídy

Dragon Heart
FFXIV
Slayer
FFXIV
Valkyrie
FFXIV

Vlastnosti podtřídy

Dragon Heart

Dragon Heart (Level 3)

The origin of the dragoons saw the yielding of blessed stones to overcome fierce dragons of history. Some dragoons found ways to channel aether to emulate the strength of their arch rivals, and those who walk this path find themselves become fierce beasts during battle themselves.

Breath of the Dragon

3rd-level Dragon Heart feature

Beginning at the 3rd level, as a bonus action, while under the effect of Dragoon Trance, you may spend one draconic blood charge in order to cast the Dragon's Breath spell on yourself at the 2nd level. At 9th level you cast this spell at the 3rd level, and at the 17th level you cast this spell at the 4th level. Strength is your spell casting ability for this spell.

Dragon Sense (Level 7)

6th-level Dragon Heart feature

Beginning at the 7th level, you've gained the senses which are akin to a dragon. You've gained 30ft. of blindsight and 60ft. of darksight. Additionally during battle as a bonus action you may make a perception check.

Scales of the Dragon (Level 11)

11th-level Dragon Heart feature

Beginning at the 11th level, while under the effect of Dragoon Trance, when you take damage, as a reaction you spend one draconic blood charge to harden your body with aetherial scales like a dragon. You gain resistance to slashing, bludgeoning, piercing and fire damage until the end of your next turn.

Additionally, your concentration on your Dragon's Breath spell cannot be broken.

Raging Dragon (Level 15)

17th-level Dragon Heart feature

Beginning at the 15th level, while you are under the effect of Breath of the Dragon, you may use the effect of the Dragon Breath spell as a bonus action on your turn.

Slayer

Slayer (Level 3)

The dragoons are fierce fighters that through the manipulation of aether and passing of secret arts become capable of dominating both land and air during battle. Slayers specialize in locking their foes down and fighting safely, while Dragon Hearts seek to emulate their namesakes in the heat of battle. Valkyries are dragoons who pursue mastery of aerial combat and the freedom offered by the sky.

Spineshatter Dive

3rd-level Slayer feature

Beginning at the 3rd level, when you make a jump or high jump attack, you may spend one draconic blood charge to empower the attack. If the creature fails its Dexterity saving throw, it becomes stunned until the end of your next turn.

Familiar Contempt (Level 7)

6th-level Slayer feature

Beginning at the 7th level, you have gained a wealth of knowledge about hunting a variety of creatures. You have advantage on skill checks on History, Nature and Perception checks when the check involves tracking or gathering information about creatures.

Elusive Jump (Level 11)

11th-level Slayer feature

Beginning at the 11th level, while under the effect of dragoon trance, when you are the target of an attack roll, you can use your reaction to impose disadvantage on the attack and make a standing leap up to a height of 10ft. to an unoccupied location up to 15ft. away. This movement does not provoke attacks of opportunity.

Geirskogul (Level 15)

17th-level Slayer feature

Beginning at the 15th level, you unleash a surge of aetheric strength emulating a dragon's strength. As an action, you can spend any number of draconic blood charges and all creatures in a 100ft. long, 5ft wide line must make a Dexterity saving throw. On a failure the creature takes #d8 force damage and half as much on a success, where # number is equal to twice the number of draconic blood charges you spent.

Valkyrie

Valkyrie (Level 3)

A valkyrie are a class of dragoons who have severed their ties from their draconic roots and focus more on mastering aerial combat. With enough training valkyries have learned to achieve flight for short periods of time and move with unmatched swiftness both off the ground and with their feet firmly planted.

Mirage Dive

3rd-level Valkyrie feature

Beginning at the 3rd level, after you use a Jump attack, until the end of your next turn you may use your bonus action to release an aetheric after image which performs a jump attack. This attack does half the damage it normally would.

Flight of the Valkyrie (Level 7)

6th-level Valkyrie feature

Beginning at the 7th level, while Dragoon Trace is active you gain a flying speed equal to your movement speed. Additionally, distance you fly can counts for your Jump features.

Barrel Roll (Level 11)

11th-level Valkyrie feature

Beginning at the 11th level, you don't provoke opportunity attacks when you fly out of enemies reach.

Stardiver (Level 15)

17th-level Valkyrie feature

Beginning at the 15th level, you may use your High Jump feature without using stall before hand, instead spending one draconic blood charge.