Base Class: Fighter
The archetypal Dragoon is a fighter versed in the ancient traditions of dragonslaying. Masters of spear and lance, Dragoons employ devastating techniques, diving on their foes and skewering them with merciless precision. They are proud spearmen, masters of the polearm who use deadly jumping techniques to get the upper hand on their enemies. To some, it can even seem like they're flying as they dash about spear-first all over the battlefield.
The aim of this particular version is to take elements seen in other imaginings of the subclass, and turn them into a form that most closely resembles the Dragoon as seen in Final Fantasy XIV. It is, of course though, meant to work with any DnD setting where dragons and polearms are present in the same universe.
Lance Training
When you choose this martial archetype at 3rd level, your training almost exclusively revolves around the use of spears and polearms. You gain the following benefits:
- Any weapon with the reach property (excluding whips), as well as quarterstaffs, javelins, spears, and tridents have the finesse property for you
- Any weapon with the reach property (excluding whips), as well as quarterstaffs, javelins, spears, and tridents no longer have the heavy property for you
- Any weapon with the reach, two-handed, and heavy properties now deal 1d12 of their damage type for you.
- You have the polearm master feat.
Dragoon Training
You have intensely studied dragons, and how to deal with them. You have advantage on checks to track and recall information about dragons, and if you do not already have proficiency in the associated skills, you add your proficiency bonus for those specific cases.
In addition, if you did not have it already, you gain proficiency in acrobatics. Otherwise, you gain another proficiency of your choice.
Dragon Jump
At 7th level, you can leap with martial force as a special action. Through this ancient Dragoon technique, when you take the high jump action, you may choose to turn it into a dragon jump, leaping straight up into the air and then diving back down, ignoring opportunity attacks.
To calculate your dragon jump distance, perform a strength (athletics) check, or a dexterity (acrobatics) check. The result will be your maximum jump distance. You can’t Jump if you don’t have enough movement left or if your speed is 0. If you are indoors, your maximum Jump height is limited by the height of the ceiling.
Afterwards, you must pick a point somewhere within an amount of horizontal feet equal to your speed, and no higher than where you are currently able to completely jump over. These distances are naturally measured from the space you jumped from on your previous turn. Immediately after falling, if there is an enemy in range, you can take the Attack action as you fall to the ground. If you do, your first attack is a special melee attack against a creature.
On a successful hit, you deal 1d6 damage for every 10 feet you fell, in addition to the attack damage you would normally deal. You only gain this additional damage if you are using a lance, pike, spear, trident, javelin, halberd, glaive, or other polearm approved by your DM for the purposes of this feature.
By landing gracefully with your polearm, you take no fall damage.
Eye of the Dragon
Starting at 7th level, the eye of a fierce dragon falls upon you, and you learn a ritual that allows you to summon it. You perform the ritual over the course of one hour, which can be done during a short rest. This mechanic behaves similarly to a Warlock's pact, though you are not subject to serving your patron, merely to being watched by them as they attempt to subtly influence your actions and emotions. The first time you perform the ritual, you will choose what kind of dragon's gaze has fallen upon you. Similarly to a warlock's pact, it is reccomended you come up with with an actual, specific individual dragon that has begun to watch you. This dragon's type will fall on the table below. Once you complete the ritual, a round jewel-like bauble will materialize in your grasp that resembles the literal eye of the dragon that is watching you. Having the eye on your person gives you damage resistance determined by the color of the dragon that is watching you. If you lose the eye, and summon a new one, the original disappears from wherever it is. It is impossible for anyone besides the dragoon being watched to tap into the eye of the dragon's power. Foregoing summoning the eye does not change the fact you are being watched, though it does make it harder for the dragon to influence you. A chromatic dragon may influence you towards evil, but a metallic dragon will groom you to be heroic. It may be possible to track and slay the dragon watching you, at which point it is no longer able to influence or speak to you, but you still gain the benefit of the power of its eye.
Eye of the Dragon
| Dragon | Damage Type |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Gold | Fire |
| Green | Poison |
| Red | Fire |
| Silver | Cold |
| White | Cold |
Black Dragon
Black dragons are creatures accustomed to swamps, filth, and decay. You may find your character less disturbed by death and decay as the black dragon watching them influences them. They are extremely sadistic by chromatic dragon standards and may suggest methods for your character to make people suffer, especially when sickness and decay is concerned.
Blue Dragon
Blue dragons are rather vain and prideful. They enjoy brazenly wielding their power simply to prove that they are able to, rather than to achieve any specific goals. The blue dragon watching you may attempt to influence you to dominate or hurt others when it is unnecessary for you to do so.
Brass Dragon
Unlike the fire breath they wield, brass dragons are calm and slow to anger. A brass dragon's influence may make you more talkative and level-headed. A brass dragon will usually encourage you to show mercy to a beaten enemy to allow them to flee. They are also very likely to speak to you more than any other kind of dragon would, filling your mind with idle chatter and friendly small-talk.
Bronze Dragon
Bronze dragons are the enemies of pirates. They despise all forms of treachery and thievery. A bronze dragon that watches you may scold you whenever you are about to take something that belongs to another living person, and encourage you to punish thieves and swindlers whenever you see them.
Copper Dragon
Copper dragons, though good natured, are incurable pranksters and comedians. A copper dragon's gaze means being subject to their jokes and riddles. A copper dragon may influence you to perform pranks or practical jokes, and mold you into a warrior who provides as much comic relief as you do martial might.
Gold Dragon
Gold dragons can be thought of as the paladins of dragonkind. Though slightly arrogant and narrow-minded in their thinking, they mean well. A gold dragon taking interest in a mortal is very rare. Having the gaze of a gold dragon means that it is either suspected or expected that you will partake in some truly important or historic event. A gold dragon may push you towards some main objective and discourage you from engaging in matters it deems to be trivial.
Green Dragon
Green dragons are vicious and cunning beasts who lie as if it were natural, and love to deceive others when the opportunity arises. The green dragon watching you may attempt to deceive your beguile you in some way once you summon its eye. Giving in to this dragon could potentially give you the personality of a dreaded blackguard or vile trickster.
Red Dragon
Red Dragons are perhaps the most arrogant of all dragons, and believe themselves to be the most pure. They value greed and vengefulness as if they were positive traits, and take pride in their own evil. They despise weakness above all else. A red dragon may encourage you to hoard and steal treasure and valuables, as well as to act without a shred of mercy.
Silver Dragon
Silver dragons are the most receptive of dragons toward Humans. They possess a more methodical approach to justice, and are concerned with morality and ethics above all else. A silver dragon may attempt to influence you with mere philosophy rather than direct judgements or commands based on right and wrong.
White Dragon
White dragons are a rather pragmatic variant of chromatic dragons. They love the cold, and are avid hunters. A white dragon may deign to grant a dragoon advice on how to hunt certain prey, perhaps even other dragons. They are not sadistic, and mostly just concerned with their own survival. A white dragon may influence the dragoon they are watching to become colder and more pragmatic and distant, but will not usually suggest evil deeds.
Jump Mastery
At 10th level you learn to move your body effectively whilst in the air. While midair for any reason, you are treated as if you had taken the dodge action. Attacks against you have disadvantage, and you have advantage on dexterity saving throws.
In addition, you may disengage as a bonus action instead of a normal action. You may do this once at 10th level, and 2 times at 15th level. You regain your uses of this feature after a short or long rest.
Additionally, immediately after a Dragon Dive, you may choose to bound back to the point of origin from which you used your Dragon Jump. If for whatever reason, the surface you jumped from is no longer there, you fall from that point of origin until landing on your spear, taking no fall damage.
You also learn the jump spell through this feature and are able to cast it as a bonus action a number of times equal to your proficiency bonus + your strength modifier. When cast in this way, you may only cast it upon yourself, however.
Spineshatter Dive
Starting at 15th level, you have mastered the art of bypassing your enemies defenses. When you dragon jump, you may instead choose to perform a Spineshatter Dive, which behaves like a regular Dragon Dive, but with the following effects:
- Spineshatter Dive ignores half cover and three-quarters cover.
- Spineshatter Dive bypasses immunity to nonmagical attacks and damage.
- Spineshatter Dive has advantage on attack rolls.
- Spineshatter Dive momentarily staggers hostile creatures long enough to keep them from taking a reaction until the end of your turn.
Draconic Familiar.
Also at 10th level, the dragon watching you becomes capable of bestowing a familiar of itself upon you. You may summon the familiar voluntarily as a ritual for one hour, which can be done during a short rest. The familiar is a wyrmling of the same type as the dragon that is watching you. When summoned voluntarily this way, the familiar will follow you until you dismiss it as a bonus action. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action. The familiar disappears when it drops to 0 hit points, but can be resummoned with another ritual.
Occasionally, if you do not have it already summoned, the dragon may at its discretion cause its familiar to momentarily appear and convey a message to you. It can do this at any time, and speaks in a manner consistent with the dragon's character and the way it regards you.
The wyrmling familiar uses a standardized stat block regardless of what type of dragon it is. The wyrmling has no lair or lair actions of its own.
Wyrmling Familiar
Medium Dragon, unaligned
Armor Class 11 + your proficiency bonus (natural armor)
Hit Points equal the beast's Constitution modifier + three times your character level
Speed The speeds of the original wyrmling
Saving throws DEX, CON, WIS, CHA (add a proficiency bonus of 2 for each)
Skills Stealth, Perception (add a proficiency bonus of 2 for each)
Senses those of the original wyrmling's
Languages understands the languages you speak, and draconic
Amphibious (Bronze, Gold, Black, and Green only). The beast can breathe air and water.
Damage immunities: Those of the original wyrmling's
Actions
Bite. Melee Weapon Attack: + the creature's strength + 2 to hit, reach 5 ft., one target. Hit: (1d10 + strength) piercing damage.
Breath weapons (Recharge 5–6). The creature uses any breath weapons the original wyrmling had.
Black Dragon
Your familiar is that of a black wyrmling.
Blue Dragon
Your familiar is that of a blue wyrmling.
Brass Dragon
Your familiar is that of a brass wyrmling.
Bronze Dragon
Your familiar is that of a bronze wyrmling.
Copper Dragon
Your familiar is that of a copper wyrmling.
Gold Dragon
Your familiar is that of a gold wyrmling.
Green Dragon
Your familiar is that of a green wyrmling.
Red Dragon
Your familiar is that of a red wyrmling.
Silver Dragon
Your familiar is that of a silver wyrmling.
White Dragon
Your familiar is that of a white wyrmling.
Dragonfire Dive
At 15th level, you learn to touchdown in a blaze of glory. When you Dragon Jump, you may instead perform a Dragonfire Dive rather than a Dragon Dive. When you do so, at the moment of your landing, you cause an explosion that erupts in a 15ft. sphere around yourself. Enemies must then behave as if they had been struck by your chosen dragon's breath weapon, dealing 4d6 of the corresponding damage type, and 5d6 starting at 16th level.
Geirskogul
At 15th level, you learn to harness draconic energies through your weapon. When you perform a melee attack, you may use a bonus action to perform a small leap, and stab your weapon into the ground, firing off the breath weapon associated with the dragon that is watching you. A spectral image of the dragon watching you follows the path of this attack. The dragon type from your Eye of the Dragon feature determines the size, shape, and damage type of the beam. When you use Geirskogul, each creature in the area of the beam must make a saving throw, the type of which is determined by your Eye of the Dragon feature. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 4d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 5d6 at 16th level.
Starting at 15th level, you may use this feature a number of times equal to your dexterity modifier (At a minimum of once). You regain your uses of this feature when you finish a short or long rest.
Upon reaching 18th level, your limited use restriction is lifted.
Black Dragon
As part of your Geirskogul, launch a beam that goes in a 5 by 30 ft. line. When you use your Geirskogul, each creature in the area of the beam must make a saving throw, the type of which is determined by your eye of the dragon feature. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. for 4d6 Acid Damage. The damage increases to 5d6 at 16th level.
Starting at 15th level, you may use this feature a number of times equal to your dexterity modifier (At a minimum of once). You regain your uses of this feature when you finish a short or long rest.
Upon reaching 18th level, your limited use restriction is lifted.
Blue Dragon
As part of your Geirskogul, launch a beam that goes in a 5 by 30 ft. line. When you use your Geirskogul, each creature in the area of the beam must make a saving throw, the type of which is determined by your eye of the dragon feature. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. for 4d6 Lightning Damage. The damage increases to 5d6 at 16th level.
Starting at 15th level, you may use this feature a number of times equal to your dexterity modifier (At a minimum of once). You regain your uses of this feature when you finish a short or long rest.
Upon reaching 18th level, your limited use restriction is lifted.
Brass Dragon
As part of your Geirskogul, launch a beam that goes in a 5 by 30 ft. line. When you use your Geirskogul, each creature in the area of the beam must make a saving throw, the type of which is determined by your eye of the dragon feature. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. for 4d6 Fire Damage. The damage increases to 5d6 at 16th level.
Starting at 15th level, you may use this feature a number of times equal to your dexterity modifier (At a minimum of once). You regain your uses of this feature when you finish a short or long rest.
Upon reaching 18th level, your limited use restriction is lifted.
Bronze Dragon
As part of your Geirskogul, launch a beam that goes in a 5 by 30 ft. line. When you use your Geirskogul, each creature in the area of the beam must make a saving throw, the type of which is determined by your eye of the dragon feature. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. for 4d6 Lightning Damage. The damage increases to 5d6 at 16th level.
Starting at 15th level, you may use this feature a number of times equal to your dexterity modifier (At a minimum of once). You regain your uses of this feature when you finish a short or long rest.
Upon reaching 18th level, your limited use restriction is lifted.
Copper Dragon
As part of your Geirskogul, launch a beam that goes in a 5 by 30 ft. line. When you use your Geirskogul, each creature in the area of the beam must make a saving throw, the type of which is determined by your eye of the dragon feature. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. for 4d6 Acid Damage. The damage increases to 5d6 at 16th level.
Starting at 15th level, you may use this feature a number of {{modifier:dex@min1#unsigned}} times. You regain your uses of this feature when you finish a short or long rest.
Upon reaching 18th level, your limited use restriction is lifted.
Gold Dragon
As part of your Geirskogul, launch a beam that goes in a 15 ft. cone. When you use your Geirskogul, each creature in the area of the beam must make a saving throw, the type of which is determined by your eye of the dragon feature. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. for 4d6 Fire Damage. The damage increases to 5d6 at 16th level.
Starting at 15th level, you may use this feature a number of times equal to your dexterity modifier (At a minimum of once). You regain your uses of this feature when you finish a short or long rest.
Upon reaching 18th level, your limited use restriction is lifted.
Green Dragon
As part of your Geirskogul, launch a beam that goes in a 15 ft. cone. When you use your Geirskogul, each creature in the area of the beam must make a saving throw, the type of which is determined by your eye of the dragon feature. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. for 4d6 Poison Damage. The damage increases to 5d6 at 16th level.
Starting at 15th level, you may use this feature a number of times equal to your dexterity modifier (At a minimum of once). You regain your uses of this feature when you finish a short or long rest.
Upon reaching 18th level, your limited use restriction is lifted.
Red Dragon
As part of your Geirskogul, launch a beam that goes in a 15 ft. cone. When you use your Geirskogul, each creature in the area of the beam must make a saving throw, the type of which is determined by your eye of the dragon feature. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. for 4d6 Fire Damage. The damage increases to 5d6 at 16th level.
Starting at 15th level, you may use this feature a number of times equal to your dexterity modifier (At a minimum of once). You regain your uses of this feature when you finish a short or long rest.
Upon reaching 18th level, your limited use restriction is lifted.
Silver Dragon
As part of your Geirskogul, launch a beam that goes in a 15 ft. cone. When you use your Geirskogul, each creature in the area of the beam must make a saving throw, the type of which is determined by your eye of the dragon feature. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. for 4d6 Cold Damage. The damage increases to 5d6 at 16th level.
Starting at 15th level, you may use this feature a number of times equal to your dexterity modifier (At a minimum of once). You regain your uses of this feature when you finish a short or long rest.
Upon reaching 18th level, your limited use restriction is lifted.
White Dragon
As part of your Geirskogul, launch a beam that goes in a 15 ft. cone. When you use your Geirskogul, each creature in the area of the beam must make a saving throw, the type of which is determined by your eye of the dragon feature. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. for 4d6 Cold Damage. The damage increases to 5d6 at 16th level.
Starting at 15th level, you may use this feature a number of times equal to your dexterity modifier (At a minimum of once). You regain your uses of this feature when you finish a short or long rest.
Upon reaching 18th level, your limited use restriction is lifted.
Blood of the Dragon
At the 18th level, you learn to harness the powers of your dragon eye, transforming into an avatar of the dragon that's been watching you. You sprout wings, and your armor is altered so that it is themed after the dragon who's gaze has been affixed on you. For 1 minute, you gain the following benefits:
- Menacing Wings. For the duration, you have a flying speed of 30ft.
- Nastrond. Within the duration of your transformed state, when you use geirskogul, you may immediately fire another breath weapon. This time, a large spectral image of the dragon's eye appears, and creatures within the breath weapon's path automatically fail their saving throws. You may only do this once per use of Blood of the Dragon.
- Dragonheart. When you are reduced to 0 hit points but not killed outright, you drop to 1 hit point instead. You may only do this once per use of Blood of the Dragon.
Once you use this feature, you can't use it again until you finish a long rest
Breath Weapon DC = 8 + your proficiency bonus + your constitution modifier.
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