Bard
Base Class: Bard

The Water Dragoons are cheerful, kinetic wanderers who thrive in motion and mischief. Often found among ship crews, seaside taverns, and traveling bands, these bards develop their talents as quick-talking storytellers, clever improvisers, and fluid brawlers. Their fighting style flows like the tide—graceful, relentless, and full of unexpected force.

Like water, they are adaptable, unpredictable, and deeply social. Their magic weaves melody with moisture, frost with rhythm, allowing them to conjure icy blasts, slip through danger, or crush foes with fluid, bludgeoning strikes. Though their elemental power is minor compared to true sorcerers or druids, they channel it with flair and precision.

Water Dragoons fight not with rage or duty, but with momentum, heart, and the promise of a good story waiting at the next port.

Draconic Leap

 


📏 Enhanced Jump

You gain resistance to falling damage.
In addition, when you make a High Jump or Long Jump without a running start, calculate your jump distance as follows:

  • Standing Jump Distance (in feet) = your Acrobatics modifier + Strength modifier, rounded down to the nearest multiple of 5.

Example: Acrobatics +7 and Strength +4 = total 11 → jump distance = 10 feet.

Note: Your maximum jump height is still limited by environmental constraints such as ceilings, magical barriers, or confined spaces. The DM may reduce your jump height or redirect your leap based on available room.

 

🌀 Aerial Strike (Jump Attack)

Once per turn, you may use your Action to initiate a Draconic Leap:

  • You leap vertically up to your full jump height.

  • You remain airborne until the start of your next turn.

  • While airborne, you are considered out of melee range of most creatures (unless they can fly or have reach).

  • You may still be targeted by ranged attacks and spells.

At the start of your next turn, you descend rapidly toward the battlefield:

  • Choose a landing space within 5 feet of horizontal drift per 10 feet fallen.
    (Ex: If you fell 50 feet, you can land up to 25 feet away horizontally.)

  • This movement does not consume movement or action.

Then, as part of this ability, you make one melee weapon attack with the following properties:

  • The attack is made with advantage.

  • On a hit, it deals extra weapon damage based on your Dragoon subclass level:

Dragoon Levels Extra Damage
1st–4th +1d6
5th–8th +2d6
9th–12th +3d6
13th–16th +4d6
17th–20th +5d6

 


🔼 Dragoon Level Scaling

If you have levels in multiple subclasses or classes with the “Dragoon” tag, your jump distance improves:

  • At 10 combined Dragoon levels: Multiply your jump distance by 5.

  • At 20 combined Dragoon levels: Multiply your jump distance by 10.

Hammer Spin

You wield bludgeoning weapons with fluid grace and crushing rhythm, channeling the elegance of waves and the relentless pressure of glacial movement.

  • You gain proficiency with martial weapons that deal bludgeoning damage.

  • While not wearing heavy armor, bludgeoning weapons you wield gain the Finesse property.

  • Starting at the 5th level, when you take the Attack action on your turn and are not wearing heavy armor, you can make two attacks instead of one with a Finesse weapon. This increases to three attacks at 11th level.

Perky Step

You move with the fluid grace of water and the sudden force of crashing tides, gaining superior mobility in and out of combat.

  • You gain a swim speed equal to your walking speed.

  • Your walking speed increases by 5 feet. While in Dragoon Form, this bonus increases to 10 feet.

  • You can take the Dash action as a bonus action. While in Dragoon Form, you can choose to take the Disengage action as a bonus action, also.

Diamond Dust

Your bardic magic takes on the essence of flowing water and biting cold, manifesting in elegant, crystalline forms. As your power grows, so too does your ability to shape the battlefield with ice and mist.

Diamond Dust Spells

You gain access to the following spells at the bard levels listed. These are always considered bard spells for you and do not count against your number of spells known.

Bard Level Spells
3rd Create or Destroy Water, Ice Knife
5th Misty Step, Snilloc’s Snowball Swarm
9th Sleet Storm, Tidal Wave
13th Ice Storm, Control Water
17th Cone of Cold, Maelstrom

Draconic Form

🔥 Transformation

As a bonus action, you enter your Draconic Form for 1 minute, or until you are incapacitated or end it early (no action required).
You may use this feature once per short or long rest.

While in Draconic Form, you gain the following benefits:


🛡️ Draconic Armor

Your body is sheathed in glowing, magical scale-plate that enhances your armor—but only if you are trained and equipped to handle it.

  • You gain a fixed Armor Class (AC) based on the type of armor you are proficient in and currently wearing:

Armor Type Draconic Armor AC
Unarmored 13 + Dexterity modifier
Light Armor 15 + Dexterity modifier
Medium Armor 18 + Dexterity modifier (max +2)
Heavy Armor 21

 

You must be proficient in and wearing the armor type to benefit from its Draconic AC.
If you are not wearing armor or are not proficient with the armor you wear, you gain only the Unarmored AC calculation.

Additionally, while in Dragoon Form, you gain a +1 bonus to all saving throws.


🪽 Winged Mobility

You gain a fly speed equal to your walking speed.
You cannot hover—you must land by the end of your turn or begin falling. If you end your turn in midair without a solid surface below, you fall immediately.

Draconic Spirit

 


🐉 Spectral Mount (Short Rest Use)

As an action, you summon a quasi-real, spectral dragon in an unoccupied space within 30 feet. The dragon is one size category larger than you (typically Large) and is visibly ethereal, glowing with elemental energy.

  • Duration: 1 hour

  • Movement Speed: 100 feet (Fly), 30 feet (Walk)

  • Travel Pace: 13 miles per hour (Fly)

  • Mountable: You or one willing creature of your choice may ride the dragon. Only one rider at a time.

  • Hit Points, AC, Saving Throws, Resistances, Immunities, Vulnerabilities: Use your current values.

  • The mount has no action economy beyond movement; it cannot attack or take actions.

  • The mount shares your initiative.

📉 When It Ends

When the duration expires, the dragon slowly fades over the course of 1 minute, giving the rider time to dismount. The mount also vanishes early if reduced to 0 hit points.


🐲 Empowered Form (Long Rest Use)

Once per long rest, if you are in Dragoon Form when you summon your spectral dragon—or if you activate Dragoon Form while the dragon is already summoned—you may cause the dragon to become real and fully corporeal for the duration of your Dragoon Form.

While empowered:

  • The mount gains the stat block of a dragon creature whose Challenge Rating is the highest available that is still lower than your character level. The dragon type (e.g., brass, bronze, etc.) is determined by your class.

  • The dragon uses your hit points, Armor Class, saving throws, and resistances if they are higher than those in the stat block.

  • It retains its 100 ft. movement speed unless the stat block’s fly speed is higher.

  • The dragon is an ally to you and your companions, obeys your verbal commands (no action required), and rolls its own initiative.

  • At the end of your Dragoon Form, it reverts to its spectral version for the remaining duration or vanishes if the original hour has ended.

📌 You may only have one spectral or empowered dragon active at a time.

Water Dragoon Image

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