Hit Points
Proficiencies
Class Spells
Class Features
Level 1
Level 10
Level 11
Level 12
Level 13
Level 14
Level 15
Level 16
Level 17
Level 18
Level 19
Level 2
Level 20
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Proficiencies
light
medium
simple
martial
Starting Equipment
Class Features
Vault (Level 1)
At 1st level, while you are not wearing heavy armor , you may use your bonus action to high vault or long vault up to your Vault Distance. Vaults do not consume movement speed. When you high vault, you may choose an unoccupied space within range of your Vault Distance to land. If you collide with an object, your vault stops and you start falling. Attacks of opportunity against you during your Vault have disadvantage.
The maximum distance you can Vault increases as you gain levels in this class, as shown in the Dragoon table.
Additionally , you take half damage for falls of a distance lower than your Vault Distance while you are conscious. At 10th level, you take no fall damage instead of half.
Polearm Specialist (Level 1)
You have practiced extensively with polearms, which include the following weapons: Javelin, Spear , Pike, Glaive, Halberd, Trident, and Lance. When wielding a polearm, you have a +2 bonus to damage rolls made with it, and the weapon gains the reach property if it doesn't already have it.
Draconic Knowledge (Level 2)
Starting at 2nd level, you have significant experience studying, tracking, hunting, and even talking to Dragons.
You have advantage on Wisdom (Survival) checks to track dragons, Intelligence checks to recall information about them, as well as all saving throws against dragons or their lair actions.
Additionally , you learn to read, write, and speak Draconic.
Aerial Assault (Level 3)
Starting at 3rd level, you learn how to drop down upon your foes with devastating power. You may make an Aerial Assault if you are wielding a polearm. You may use this feature a number of times equal to 1 plus your Constitution modifier(minimum 1).
When you finish a short or long rest, you regain your expended uses.
Dragoon Path (Level 3)
At 3rd level, you choose a path that you strive to emulate in your combat styles and techniques. Choose Dragon Master , Dragon's Soul, or Dragon's Blood, all detailed at the end of the class description. The path you choose grants you features at 3rd level and again at 5th, 7th, 11th, and 17th level.
Some of your features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Spell
Spell
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.
Dargoon Feature (Level 5)
You Gain one feature from your Dragoon Path.
Ancient Circle (Level 6)
Starting at 6th level, you have developed defensive magic to protect you and those around you from area of effect attacks.
When you are subjected to an effect, such as a red dragon's fiery breath or a Lightning Bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to create a magical sigil on the ground in a 10-foot radius around you. Against such effects, targets within the area take half damage and make saving throws with advantage until the end of your next turn. At 15th level, the radius increases to 30 feet.
You have one use of this feature, which is replenished when you finish a long rest. At 15th level, you have two uses.
Dargoon Path Feature (Level 7)
You Gain one feature from your Dragoon Path.
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.
Aerial Assult Improvement (Level 9)
At 9th level, Aerial Assult's bonus damage increases to 1d6.
Vault Improvement (Level 10)
At 10th level, you take no fall damage while you are not wearing heavy armor.
Dargoon Path Feature (Level 11)
You Gain one feature from your Dragoon Path.
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.
Dragon Heart (Level 13)
Starting at 13th level, your mind and body become inured to the dragons you hunt, granting you some of their properties.
You become immune to the frightened condition, and you gain resistance to the elemental type you chose for your Dragoon Path.
Aerial Assault Improvement (Level 14)
When you reach 14th level, Aerial Assult's bonus damage increases to 1d8.
Ancient Circle (two uses) (Level 15)
At 15th level, you gain an additional use of Ancient Circle per long rest.
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.
Dargoon Feature (Level 17)
At 17th level You Gain one feature from your Dragoon Path.
Relentless Combatant (Level 18)
Starting at 18th level, whenever you score a critical hit with a Aerial Assault or reduce a creature to 0 hit points with one, you may immediately make one melee weapon attack against each enemy creature within your reach.
Additionally, your weapon attacks with polearms now score a critical hit on a roll of 19 or 20.
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.
ONE WITH THE SKY (Level 20)
At 20th level, you may use your Aerial Assault an unlimited number of times.
Multiclassing
Multiclassing Requirements
- CON: 13 or STR: 13
Subclasses
Subclass Features
Dragon Master
Dragon Master (Level 3)
The Dragon Master path embodies a power between the of the world dragons and man. Bound together as one, dragon and dragoon work as one to fight the monstrous foes that threaten civilization and its outlying areas. Emulating the Dragon Master path means committing yourself to this ideal, working in partnership with a dragon as its companion and friend.
Dragon Companion
At 3rd level, you use your magic to create a powerful link with an unhatched dragon egg. After an exhaustive 8 hour ritual and the expenditure of 50 gp worth of rare herbs and minerals, you link your soul with the dragon wyrmling within the egg to serve as your faithful companion. You normally select your companion from among the following dragon wyrmlings: Black, Blue, Brass, Bronze, Copper, Gold, Green, Red, Silver, or White located in Appendix A. However , your DM might pick one of these dragons for you, based on the surrounding terrain and on what types of dragons would logically be present in the area.
At the end of the 8 hours, your dragon companion hatches and gains all the benefits of your Soul Link ability. You can have only one dragon companion. Your companion can't be mounted, as it isn't sturdy enough to sustain a rider's weight
Because your souls are magically intertwined with each other , if you die, your companion dies with you. This magic was crafted in order to protect the dragoon and give the dragon an incentive to build a strong bond with its master.
If your dragon companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and minerals, you call forth your companion's spirit and use your magic to create a new body for it. You can return your dragon companion to life in this manner even if you do not possess any part of its body.
Soul Link
At 3rd level, your dragon companion gains a variety of benefits due to its soul link with you.
The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
Your dragon companion has abilities and game statistics listed in Appendix A of this handout. Its proficiency bonus is equal to your proficiency bonus. In addition to the areas where it normally uses its proficiency bonus, your dragon companion also adds its proficiency bonus to its AC and to its damage rolls.
Your dragon companion gains proficiency in Intimidation, Perception, and two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your dragon companion gains an additional hit die and increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature.
Your companion has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond always contains the following: "The Dragoon who I am linked with is my most sacred companion, and I will protect them with my life." Your dragon companion may share a soul link with you, but that doesn't necessarily mean they have to like you. You may add a statement to your bond describing your dragon companion's disposition towards you.
Companion Breath Weapon (Level 5)
Beginning at 5th level, your dragon companion gains a dragon's signature breath weapon.
When your dragon companion uses its breath weapon, each creature in the area of the exhalation must make a saving throw, with the area and type determined by your dragon's color. The DC for this saving throw equals 8 + its proficiency bonus + its Constitution modifier. A creature takes damage equal to 2d6 plus its Constitution modifier on a failed save, or half as much damage on a successful one. The damage dice increase to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Recharge (5-6) At the start of each of your dragon companion's turns, roll a d6. If the roll is a 5 or 6, it regains the use of its breath weapon. The ability also recharges when your dragon companion finishes a short or long rest.
| Dragon | Damage Type | Breath Weapon |
|---|---|---|
Black | Acid | 5 by 30 ft. line (Dex. save) |
Blue | Lightning | 5 by 30 ft. line (Dex. save) |
Brass | Fire | 5 by 30 ft. line (Dex. save) |
Bronze | Lightning | 5 by 30 ft. line (Dex. save) |
Copper | Acid | 5 by 30 ft. line (Dex. save) |
Gold | Fire | 15 ft. cone (Dex. save) |
Green | Poison | 15 ft. cone (Con. save) |
Red | Fire | 15 ft. cone (Dex. save) |
Silver | Cold | 15 ft. cone (Con. save) |
White | Cold | 15 ft. cone (Con. save) |
Spirit Transfer (Level 7)
Starting at the 7th level, your link with your dragon grows stronger enabling you to transfer your spirtual essence into it.
You can use your bonus action and expend a hit die to have your dragon companion regain hit points equal to the hit die + your Constitution modifier + your dragoon level.
Once you have used this feature, you mush finish a short or long rest before you can use it again.
Linked Magic (Level 11)
At 11th level, your dragon gains the ability to use a special type of magic gained from your soul link. Your dragon companion is granted one spell based on its type, as listed in Appendix B.
It can use this spell once, and it must finish a short or long rest before it can use it again.
Mature Dragon (Level 17)
At 17th level, your dragon companion has grown. It gains the following traits:
It can use this spell once, and it must finish a short or long rest before it can use it again.
Its size becomes Large. As a result, the size of its hit die increases to d10, and it gains 1 HP for each dragoon level you have.
Its body is now fully mature, allowing it to support a rider. It can be ridden as an intelligent mount.
Its bite damage increases by 1d8.
Its armor class increases to 15.
Any speeds it has are doubled.
Its ability scores are increased by 2, to a maximum of 20.
Additionally, it gains the following action:
frightful Presence. One creature of the dragon's choice that is within 60 feet of the dragon and aware of it must succeed on a Wisdom saving throw (DC 8 + its proficiency bonus + its Charisma modifier) or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Dragon's Blood
Dragon's Blood (Level 3)
A Dragoon who has chosen drink the blood of a dragon does so with a deep understanding of the effects it will have on them. While it does grant great magical power to the dragoon. Scales form in areas across the body and their eyes change to look like that of a dragon, causing fear and awe to those around that see them.
Blood Infusion
At 3rd level, you choose a dragon color that you infuse with your own blood. The damage type associated with each dragon is used by features you gain later.
| Dragon | Damage Type |
|---|---|
Black | Acid |
Blue | Lightning |
Brass | Fire |
Bronze | Lightning |
Copper | Acid |
Gold | Fire |
Green | Poison |
Red | Fire |
Silver | Cold |
White | Cold |
Spellcasting
At 3rd level, your dragon companion gains a variety of benefits due to its soul link with you.
Cantrips
You learn two cantrips of your choice from the dragon's blood spell list. You learn an additional dragon's blood cantrip of your choice at 10th level.
Spell Slots
The Dragon's Blood Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1stlevel and a 2nd-level spell slot available, you can cast shield using either slot.
Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your dragoon spells, since you learn your spells through an understanding of your dragon blood's magical properties. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a dragoon spell you cast and when making an attack roll with one.
Spell
Spell
Learning Spells of 1st Level and Higher
You know three 1st-level dragon's blood spells of your choice. The Spells Known column of the Dragon's Blood Spellcasting table shows when you learn more dragon's blood spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the dragon's blood spells you know with another spell of your choice from the dragon's blood spell list. The new spell must be of a level for which you have spell slots.
Blood Affinity (Level 5)
Starting at 5th level, when you cast a spell that deals damage of the type associated with your dragon's blood, you can add your Intelligence modifier to one of the damage rolls
Dragon Magic (Level 7)
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Blood Magic Recovery (Level 11)
Beginning at 11th level, the powerful magical nature of your blood allows you to use spells more often than others.
Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 1 plus your Intelligence modifier.
Flight of the Dragoon (Level 17)
Beginning at 17th level, you are able to expend two available Aerial Assault uses to cast the fly spell on yourself. When you do, an ethereal pair of dragon's wings sprout from your back. When you use your Aerial Assault while this feature is active, you can use your reaction after the attack to move up to your speed without provoking an attack of opportunity.
Dragon's Soul
Dragon's Soul (Level 3)
A Dragoon who has chosen to enchance their combat abilities beyond their full potential accepts a portion of a dragon's soul into their body when they choose this path. This class of Dragoon gains enhanced physical abilities to use against their enemies. Their combat abilities evolve around increasing the speed and devestating effects of their strikes to overpower their enemies.
Merged Soul
At 3rd level, you choose a dragon color that you accept part of their soul. The damage type associated with each dragon is used by features you gain at later levels.
| Dragon | Damage Type |
|---|---|
Black | Acid |
Blue | Lightning |
Brass | Fire |
Bronze | Lightning |
Copper | Acid |
Gold | Fire |
Green | Poison |
Red | Fire |
Silver | Cold |
White | Cold |
Power Vault
Starting at 3rd level, your focus on vaults allows you to use them more efficiently.
Once during each of your Vaults, when you collide with an object, you can jump off of it to gain an additional 10 feet of height, as long as there is room to jump. Additionally, the maximum height for damage calculation of your Aerial Assault is increased by 10 feet.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Dragon Strike (Level 7)
Starting at 7th level, your muscles are honed from your dragon soul.
Your speed increases by 10 feet.
When you use your Aerial Assault, you can change the damage type to your Merged Soul type, and you can choose one of the following additional effects when you hit with it:
The target must succeed on a Strength saving throw or be knocked prone.
The target must succeed on a Dexterity saving throw or be disarmed of one object or weapon, which lands at its feet.
The target must succeed on a Constitution saving throw or the next attack made against them has advantage.
Penta-Thrust (Level 11)
Starting at 11th level, you can perform a five-point strike against enemies in front of you.
Using your action, you strike all creatures in a 15-ft cone in front of you. Each creature in the area must make a Dexterity saving throw, taking 5d8 damage of your Merged Soul's type on a failed save, or half on a success. This damage is increased to 5d10 at 15th level.
Once you have used this feature, you must finish a short or long rest before you can use it again.
Death from Above (Level 17)
Starting at 17th level, you have mastered the aerial art and the weapon of the dragoon. When you attack, you put every ounce of your body behind the blows.
When you use your Aerial Assault, your attack is always treated as if you had fallen the maximum distance.
Additionally , you can replace the die roll for an attack made immediately after your Vault with a 20. You can do this after the attack roll, but before determining if the attack hits. You can't do so again until you finish a short or long rest.