Hit Points
Vaardigheden
Dragoon
| Niveau | Proficiency Bonus | Eigenschappen | Trances |
|---|---|---|---|
| 1 | + 2 | Dragoon's Trance Jump | 2 |
| 2 | + 2 | Dragoon's Trance Jump | 2 |
| 3 | + 2 | Dragoon's Trance Jump | 3 |
| 4 | + 2 | Dragoon's Trance Jump | 3 |
| 5 | + 3 | Dragoon's Trance Jump | 3 |
| 6 | + 3 | Dragoon's Trance Jump | 4 |
| 7 | + 3 | Dragoon's Trance Jump | 4 |
| 8 | + 3 | Dragoon's Trance Jump | 4 |
| 9 | + 4 | Dragoon's Trance Jump | 4 |
| 10 | + 4 | Dragoon's Trance Jump | 4 |
| 11 | + 4 | Dragoon's Trance Jump | 4 |
| 12 | + 4 | Dragoon's Trance Jump | 5 |
| 13 | + 5 | Dragoon's Trance Jump | 5 |
| 14 | + 5 | Dragoon's Trance Jump | 5 |
| 15 | + 5 | Dragoon's Trance Jump | 5 |
| 16 | + 5 | Dragoon's Trance Jump | 5 |
| 17 | + 6 | Dragoon's Trance Jump | 6 |
| 18 | + 6 | Dragoon's Trance Jump | 6 |
| 19 | + 6 | Dragoon's Trance Jump | 6 |
| 20 | + 6 | Dragoon's Trance Jump | 6 |
Klasse-eigenschappen
Niveau 1
Niveau 10
Niveau 11
Niveau 12
Niveau 13
Niveau 14
Niveau 15
Niveau 16
Niveau 17
Niveau 18
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 5
Niveau 6
Niveau 7
Niveau 8
Niveau 9
Vaardigheden
light
medium
shield
simple
martial
Startuitrusting
Klasse-eigenschappen
Dragoon's 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 jump height becomes a minimum of 30ft. and your jump distance becomes a minimum of 15ft.
Your trance lasts for 1 minute. 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. 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)
Also beginning at the 1st level, as an action you are able to perform a jump attack. Through the power of your Dragoon Trance you leap up to 30ft. into the air and land on a creature within 15ft. of your starting position. The creature makes a Dexterity saving throw against your Dive DC as calculated below, taking your weapon damage and bonus damage equal to 1d6 on a failure, and half as much on a success. This bonus damage is increased to 2d6 at the 5th level 3d6 at the 11th level and 4d6 at the 18th level.
Dive
You may not use Jump on a creature who is higher than 30ft. nor does not have at least 5ft. of space above their head. After finishing your Jump, select an empty space adjacent to the target creature to land on. If the creature's size is Huge or larger, you may choose to attempt to land on the creature instead by making a Dexterity saving throw of a difficulty decided by the DM. You do not take fall damage as a result of using the Jump feature. Movement using the Jump feature does not provoke attacks of opportunity.
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.
Lancet (Level 2)
Also beginning at 2nd level, while under the effects of Dragoon's Trance, as an action you may make a melee weapon attack that drains your target's vitality. You recover hit points equal to half the damage of your weapon attack rounded up. You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain any expended uses when you finish a short rest.
Dragoon Archetype (Level 3)
At 3rd level, you select the focus of your training as a dragoon. Some Dragoon's stick to their roots and fight as Dragon Slayers, while some attempt to harness the power of Dragons and combine it with their unique martial abilities becoming Dragon Hearts. Some Dragoon's decide to break away from their dragon hunting roots and attempt to master the skies as Valkyries.
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.
Heavy Thrust (Level 5)
Beginning at the 5th level, as an action you may make a melee weapon attack which deals its weapon and bonus damage twice. You may reroll the weapon damage of either or both hits but must use the new result. On a critical hit, both damage rolls benefit from the critical hit.
True Thrust (Level 5)
Also beginning at the 5th level, as an action you may make a melee weapon attack with double the proficiency bonus on the attack roll.
Stall (Level 6)
Beginning at the 6th level, while under the effects of Dragoon Trance, as a bonus action when you reach the peak of any jump, you may pause in place for a moment. At the end of your next turn you continue your fall, allowing you to perform an action while suspended in the air.
Archetype Feature (Level 7)
At the 7th level, you gain a feature granted by your Dragoon Archetype.
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.
High Jump (Level 9)
Beginning at the 9th level, while under the effects of Dragoon Trance, as an action you leap up to 80ft. into the air. At the start of your next turn, you land on a creature within 30ft. of your starting position. The creature makes a Dexterity saving throw against your Dive DC, taking twice your weapon damage and bonus damage equal to 4d6.
This bonus damage is increased to 6d6 at the 11th level and 8d6 at the 18th level.
You may not use Jump on a creature who is higher than 80ft. nor has at least 5ft. of space above their head. After finishing your Jump, select an empty space adjacent to the target creature to land on. If the creature's size is Huge or larger, you may choose to attempt to land on the creature instead by making a Dexterity saving throw of a difficulty decided by the DM. You do not take fall damage as a result of the High Jump ability. Movement using the High Jump feature does not provoke attacks of opportunity.
Crash Landing (Level 10)
Beginning at the 10th level, when you complete a successful Spineshatter Dive or High Jump, if the target creature has a flying speed, it is reduced to 0ft. for a number of rounds equal to your Strength modifier.
Archetype Feature (Level 11)
At the 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.
Chaos Thrust (Level 13)
Beginning at the 13th level, as an action you make a melee weapon attack. If your attack is successful the creature must make a Constitution saving throw against your Dive DC, beginning to bleed on a failure, taking ld8 piercing damage at the start of their turn. As an action, the creature may reattempt to pass the saving throw to stop the bleeding. A creature will bleed for a number of rounds equal to your Strength modifier.
Invigorate (Level 14)
Beginning at the 14th 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 twice. You regain any expended uses when you finish a long rest.
Archetype Feature (Level 15)
At the 15th 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.
Dragonfire Dive (Level 17)
Beginning at the 17th level, when you use your Jump or High Jump action, you can empower the attack with fiery fury. The bonus damage on the dive is increased to 8d8 fire damage. All creatures within 20ft. of the target creature take this bonus damage and must make a Dexterity saving throw against the Dive DC, taking the full bonus damage on a failure and half as much on a success. Your Dragoon Trance ends after performing a Dragonfire Dive.
Battle Litany (Level 18)
Beginning at the 18th level, while you are under the effects of Dragoon's Trance, as a bonus action you can inspire the ferocity of 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.
One with the Sky (Level 20)
Beginning at the 20th level, when you roll initiative, you gain two uses of Dragoon's Trance.
Multiklassen
Multiklasse-vereisten
- DEX: 13 of STR: 13
Verworven Vaardigheden
Subklasses
Subklasse-eigenschappen
Dragon Heart
Dragon Heart (Level 3)
Dragon Hearts are dragoons who've leaned into the draconic origins of their foes and learned how to manipulate the magics latent in their bodies to become more like dragons. These fierce warriors use the breath of a dragon to attack large swaths of foes, while using their training as a Dragoon in combination to emulate a dragon in battle.
Breath of the Dragon
3rd-level Dragon Heart feature
Beginning at the 3rd level, as a bonus action, you may expand a use of your Dragoon's Trance 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)
7th-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 darkvision. Additionally during battle as a bonus action you may make a Perception check.
Blood of the Dragon (Level 11)
11th-level Dragon Heart feature
Beginning at the 11th level, you fight with the ferocity of a dragon now. When you use your Dragoon's Trance ability, you gain 10 temporary hit points and the spell casting and concentration restriction of Dragoon's Trance is lifted from the dragon's breath spell. The temporary hit points fade when your trance ends.
Life of the Dragon (Level 15)
15th-level Dragon Heart feature
Beginning at the 15th level, while you are under the effect of both Dragoon's Trance and Breath of the Dragon, you are able to combine these powers to fight like a legendary dragon. You may use the effect of the dragon's breath spell as a bonus action on your turn.
Dragon Slayer
Dragon Slayer (Level 3)
Dragoons find their roots in war against dragons, but over time it became a discipline with a less singular focus. That is the case for some anyways, but the Dragon Slayer has fully dedicated themselves to plunging into battle with some of the most feared beasts that exist. Experts in piercing tough hide and laying great beasts low, Dragon Slayers are able to ply their violent craft against all kinds of foes.
Spineshatter Dive
3rd-level Dragon Slayer feature
Beginning at the 3rd level, when you use your Jump feature, you can empower the attack to disable the target creature. When you do so, if the creature fails its Dexterity saving throw, it becomes stunned until the end of your next turn and you double the bonus damage of the Jump. When you use this feature, your Dragoon Trance ends after completing your Jump.
Dragon Lore (Level 7)
7th-level Dragon Slayer feature
Beginning at the 7th level, you have gained a wealth of knowledge about dragons. You have proficiency in History, Nature and Perception checks when the check involves dragons, and you add the Draconic language to your known languages.
Drachenlance (Level 11)
11th-level Dragon Slayer feature
Beginning at the 11th level, as an action you make a special lance attack which focuses on piercing tough defenses. Your attack roll is contested by 10 + the target's Dexterity modifier.
Dragon's Bane (Level 15)
15th-level Dragon Slayer feature
Beginning at the 15th level, your expertise at battling dragons has provided you with greater techniques to battle them. When you are subjected to an effect that requires you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Additionally your attacks against dragons deals 3d6 extra damage as you are able to pin point their most vulnerable areas. Against non-dragon creatures your blows still carry extra precision, dealing an additonal 1d6 damage.
Valkyrie
Valkyrie (Level 3)
Valkyries have chosen to distance themselves from the Dragoon's roots and instead seek to be masters of the skies themselves. Using swift movements and the power of flight, Valkyires are able to move quickly in and out of battle with power and a certain grace.
Crescent Moon Strikes
3rd-level Valkyrie feature
Beginning at the 3rd level, when you make the Attack action, if there is a creature directly beside your target, you may roll a second attack roll against that creature as a bonus action. You do not receive an ability modifier bonus on the damage roll for this attack.
Flight of the Dragon (Level 7)
7th-level Valkyrie feature
Beginning at the 7th level, you are able to expend two uses of Dragoon's Trance to gain 60ft. of flying speed for the duration of the Trance. When you do so, an ethereal pair of dragon's wings sprout from your back. You may use your Jump and High Jump features while in flight, using your place in the air as your starting position.
Valkyrie Strike (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)
15th-level Valkyrie feature
Beginning at the 15th level, while under the effects of Flight of the Dragon, as an action you use your High Jump feature, but may complete the attack in the same turn you start your dive. If you do so, you expend one use of Dragoon's Trance.