Ranger
Base Class: Ranger

Dragoon

Dragoons are an ancient order of knights that are inspired by dragon-kin. Their Jump abilities are drawn from the visage of dragons flying and falling onto an unsuspecting village from the sky like a comet of death. Dragoons can select a dragon color to be their inspiration affecting a few of their abilities such as Dragon Breath, dragoons may only select one dragon color.

See Dragoon Colors in Spoiler

See Level 2 Spell for Dragon Breath used by Dragoons

Black

- Acid breath reduce AC by 3 for 3 rounds, stacks up to -9AC
- Acid resistance

Blue
- Lightning breath, cannot make reactions for 2 rounds
- Lightning resistance

Brass
- Fire Breath, reduce weapon damage by 1d6 for 2 rounds

- Fire resistance

Bronze 
- Lightning breath, stun for one round
- Lightning resistance

Copper
- Acid breath, sleep for one round
- Acid resistance

Gold
- Fire breath, cannot cast spells for one round
- Fire resistance

Green   
- Poison breath, poison condition 1d6 poison damage for 3 rounds 
- Poison resistance, poison condition immunity

Red 
- Fire breath, Push back by 10 feet take 1d6 bludgeoning damage on collision

- Fire resistance

Silver
- Cold breath, reduce speed by 10 feet for 3 rounds
- Cold resistance

White
- Cold Breath, snared in place for 1 round

- Cold Resistance

Obsidian
- Psychic damage breath weapon, confused for 3 rounds
- Necrotic and psychic damage resistance

 

Features

Hit points: 1d12 + Constitution modifier 
                At higher levels 1d12 (or 7) + constitution modifier per level after 1st.

Proficiencies

Armor: Robes, Medium Armor, Heavy Armor, Shields
Weapons: Daggers, spears, javelins, scimitars, swords, two-handed swords, Bows, Axes
Tools: None
Saving throws: Strength and Dexterity
Skills: Choose 3 from Animal handling, Athletics, Religion, Investigation, Nature, Perception, Stealth, Persuasion or Survival

Equipment:

You Start with the following equipment, in addition to equipment Granted by your background:

  • 2 Daggers, 3 Javelins and one Spear or Halberd 
  • Scale armor or Leather armor
  • Dragon fang and scale belonging to Dragon color selected
  • An explorers pack or a Medical kit

Languages:
Common, Draconic and any racial languages


Class Features

Jump and Ancient Dragoon magics are your main modes of attacking, Dragoons can also tame dragon type creatures.

Spell Save DC = 8+Proficiency Bonus + your Wisdom modifier
Spell Attack Modifier = 10+your proficiency bonus + your Wisdom

 


                                                                                                                                                                    Spell Slots per Level


  •  Level                Proficiency       Dragoon           Spells            Features                                                                      1st          2nd          3rd         4th          5th    
                              Bonus                Points/lvl         Known

  •  1st                   +2                      4                        -                     Jump, Hunter, Spear Mastery                                     -                 -                 -              -               - 
  • 2nd                  +2                       4                       6                      Dragoon Magiks, Spellcasting, Jump Mastery       2                -                 -              -               -     
  •  3rd                   +2                      4                       7                      Dragon Tamer, Beast Master I                                   3                -                 -               -              -  
  •  4th                   +2                      5                       8                      Ability Score Improvement                                         3                -                 -               -              -     
  •  5th                   +3                      5                       8                       Evade, Ignore Height                                                  4                2                 -               -              -   
  •  6th                   +3                      5                      11                      Extra Attack, Spear Mastery II                                  4                2                 -              -              -     
  •  7th                   +3                      5                      11                      Jump Mastery II, Beast Master II                             5                3                 -              -              -        
  •  8th                   +3                      5                      12                       -                                                                                     5                3                 -               -              -          
  •  9th                   +4                      5                      14                      Ability Score improvement                                        6                3                 2              -              -                
  •  10th                 +4                      6                      14                      Dragon Heart, Dragon Aura                                       6                 3                 2              -             -              `
  •  11th                 +4                      6                      16                      Beast Mastery III                                                         7                 3                 3              -             -                      
  •  12th                 +4                      6                      18                      Ability Score Improvement                                        7                 3                 3              -              -                
  • 13th                 +5                       6                       19                      Spear Mastery III                                                        8                 3                 3              1             -                    
  • 14th                 +5                       6                       19                      Jump Mastery III                                                        8                 3                 3              1             -  
  • 15th                 +5                       6                       20                      Dragon Tamer II                                                          8                 3                 3              2             -    
  • 16th                 +5                      6                       20                      Ability Score improvement                                        8                 3                 3              2              -   
  • 17th                 +6                      6                       22                      Highwind                                                                      8                 4                 3               3             -   
  • 18th                 +6                      6                       23                      Jump Mastery IV                                                        8                 4                 3               3             1 
  • 19th                 +6                    6                       23                       Ability Score improvement                                        8                  4                 3               3             1 
  • 20th                 +6                    6                       24                       Dragon Call                                                                   8                 4                 3               3             2

Jump:

Dragoons can Jump at great heights and distances dealing heavy damage upon landing, while in the air they are mostly impervious any and all ranged attacks are disadvantaged on a dragoon while they are in the air and can perform additional actions. Jump either high into the air for 1 round up to 30 feet away Dealing heavy damage to one foe 2d12+strength modifier and anything within 5 feet next to the point of impact takes half the damage Dexterity saving throw. The dragoon can leap back from the point of impact up to 10 feet away in any direction

Jump Mastery:

Jump Mastery increases the range and the number of rounds the Dragoon remains air born. While air born gains access to other abilities. Upon failing a jump you may change target to anywhere within Jump’s natural range of 30 feet from where you launched. You take no falling damage from any fall less than 110 feet .

  1. At level 2   Increase range by an additional +20 feet, roll for athletics over 8 to succeed a jump within this extra range. (Recover) While in the air you may roll 1d6+ strength modifier and heal that amount.(Max range is now 50 feet)
  2. At level 7   Increase range by an additional +20 feet, roll for athletics over 10 to succeed a jump within this extra range. (Eagle eye) passive, perception and investigation checks made while in the air gain +2 to their rolls. Increase the height of jump by 100 feet vertically (Max range is now 70 feet)
  3. At level 14  Increase range by an additional +20 feet, roll for athletics over 12 to succeed a jump within this extra range. Jumps made in this range require 2 rounds in the air before landing. (Weighted Shot) Gain +1d12+strength modifier to Jump damage. (Max range is now 90 feet)
  4. At level 18  Increase range by an additional +40 feet (See Highwind for skill adjustment at this level) Jumps within this range require 3 rounds in the air before landing. (Vanish as the Wind) you may back flip up to 30 feet away after landing a Jump and make a stealth action (Max range is now 130 feet).

Hunter:

Select any two races or creature types and gain +2 on hit rolls and +2 on saving throws against those foes. Gain double loot and bonus exp from these kills.

Spear Mastery:

Spear Mastery increases the range of your spear attacks by 5 feet per rank and adds+1 on your rolls to hit per rank while equipped with a spear this includes jump success rolls. Extra range damage is changed to piercing wind damage, additionally gain additional actions while in the air while jumping specified at each rank.

  1. At level 1   add +1 to hit rolls involving Spears and Jump actions, increase Spear range by +5 feet.
  2. At level 6   add +1 to hit rolls involving Spears and Jump actions, increase Spear range by +5 feet.
                        (Throw Weapon) While in the air you may throw a weapon in your inventory at a target anywhere within your jump radius deal the weapon's damage and an additional 1d8 +strength modifier per round in the air.
  3. At level 13 add +1 to hit rolls involving Spears and Jump actions, increase Spear range by +5 feet.
                        (Hail of Spears) your spear becomes charged with air and becomes projectiles made of your dragon element target a 25 foot line in any direction
                         within the same range between where you jump and the radius of your jump range 3d8+Strength modifier targets can make a
                         dexterity saving throw or take full damage.

Dragoon Magiks:

At level 2. gain access to dragon magic, Dragoons gain Breath attacks at a much weaker rate of that of a regular dragon. Target a 25 foot line directly in front of you. These effects are dependent on your Dragon color.

Casting spells*** Dragoons cast spells a bit differently from other classes. Most of the time dragon magic is sealed away only upon taking actions can you gain access to them. Dragoons require Dragon Charges to cast spells. You gain 1 Dragon Charge per action and reaction you take. If you take two actions per round you gain two charges this granting you access to level one and level two spells that are available to your level. Casting a spell does not give a Charge but consumes them instead. Actions taken because of a spell’s effect do IE Twin Dragons which forces you to attack a target an ally is attacking within your melee weapon’s range; attacks because of this count as one action and one charge each.

See Dragoon Spells in Spoiler

 

Level 1 Spells 

Thrust
Attack all targets in a straight line within your melee range +foot range increase 2D8+strength. Dexterity saving throw, additionally deal 1D6+Wisdom modifier dealing your dragon color's breath damage and effects. This spell will move you to the other end of the spell, if there is no unoccupied space there you will simply remain where you cast this spell from. (increase dragon damage by 1d6+wisdom modifier at levels 6, 9, 12 and 15)

Boost Jump
While in the air during a Jump you can cast this spell on yourself to increase your single target jump damage by 1d10+strength (+1d10 per level 6, 9, 12 and 15).

Primal Beat
Beat your chest or shield and shout out, all allies within 10 feet of you, gain advantage on dexterity, strength and constitution throws for 3 minutes, movement increased by 5 feet.

Dragon Senses
Double your vision, dark vision range, smell and hearing range for 3 minutes +2 to perception checks, advantaged on unobstructed perception checks.

Dragon Spear
Imbue your weapon, with the elemental properties of your dragon color for 5 minutes concentration. Increase the range of your weapon by 5 feet. Deal an additional 1d6+wisdom modifier elemental damage depending on your dragon color +1 to hit rolls. Concentration for 5 minutes.

Flight
Touch, increase your, or an ally's speed and jump by 10 feet for 10 minutes, gain a bonus action to move an additional 10 feet after taking an action per round.

Hunter's Mark
Speak With Animals

Heroism


 

Level 2 Spells

Dragon Breath
Target a 25 foot line in front of you with a breath attack depending on the dragon color you chose 2d12+strength modifier (+1d8 per level) elemental damage and additional effects depend on the dragon color. DEX saving throw against a dc of 16 or take full damage and be inflicted with the caster's selected dragon color.

Reis Wind
All allies within 15 foot radius are healed for 1D4+dexterity modifier for 6 rounds at the start of their turn (Heal amount increased by 1d8 at level 6 and, 1D12 at level 12).

Find Dragon Familiar
Locate a dragon ally

Dragon Armor
Gain advantage against non-magical projectiles for 5 minutes.

Twin Dragons
1 minute target self, when an ally attacks an opponent within your spear’s range with a weapon attack you may also attack the same target with your spear when the spell ends you will become exhausted for 2 rounds.

Lesser Restoration
Dark Vision
Locate Animals or Plants


 

Level 3 Spells

Luna
Target a 20 foot radius up to 50 feet away. All targets must make a cons saving throw or become enraged for 3 rounds(Enraged condition: Advantage on Strength throws must attack nearest unfriendly target regardless of own safety +10 feet to speed)

Dragoon Sovereignty
Cast while in the air remove all debuffs, Blind, poison, deafened, silenced, frightened, confuse, berserk, taunt etc.

Dragon Mark
Mark a visible target, the target (dexterity saving throw) when marked the target will be disadvantaged against you and will fail all stealth checks, in dark areas the target will appear as if glowing red up to 100 feet only to the caster of this spell. Lasts for 24 hours.

Dragon Whisker
Cast while in the air, target a 10 foot radius up to 100 feet away Deal 3d8+wisdom modifier radiant damage, on a failed dexterity saving throw against a DC of 18 the targets will lose 2AC for 3 rounds.

Kain’s Lance
After landing a jump you may cast this spell immediately from where you land deal 2d12+strength modifier piercing/dragon color element damage in a 5 foot by 20 foot line losing 1d4 damage per target hit closest to furthest away. Targets must make a dexterity saving throw.


 

Level 4 Spells

Comet Fall
Cast while in the Air Throw a magically conjured spear from your own spear at a 5 foot radius up to 60 feet from where you launched your jump deal 4d8+strength modifier force damage

Meteor Rain
Cast while in the Air target 5 squares up to 130 feet from where you launched your jump and deal 2d10+wisdom modifier force damage to each square can select one square to be hit with all shots, dexterity saving throw or lose 1ac for each failed save throw.

Torrent 
Target an area in front of you 15 foot by 35 foot Knock all targets into the air with a whirlwind deal 1d12 damage +dexterity modifier, dexterity saving throw or become incapacitated for 1 round.


 

Level 5 Spells

Dragon Crest
Target a 20 foot radius up to 60 feet away the area becomes set on fire and deals 2d10+Strength to anything inside for 30 minutes dexterity saving throw. Upon initial cast targets in the area that fail a saving throw have their AC reduced by 5 for 6 turns.

Six Dragons
Target yourself and anything in a 5 foot radius, Similar to protect from energy select 6 elemental types and prevent damage from these types for one hit for each element.

Dragoon Transformation
Become covered in your dragon color’s aura, deal 1d6 damage to anything in a 5 foot radius for 5 minutes all throws are advantaged

 Dragon Tamer

Find Dragon Familiar call on a dragon familiar you come across to aid you in battle.

  1. At level 3.     you may tame a small dragon familiar to aid you in battle. Has half the health you have (+1 to animal handling)
  2. At level 15.  you may tame a medium sized dragon to aid you in combat has the same health as you do. (+1 to animal handling)
  3. At level 20.  You may call a large dragon to aid you in combat, it has double your max health.

Beast Master

Working with animals and creatures you bolster their stats within a range depending on the rank.

  1. At level 3.     All nearby friendly monsters or animals gain +1 to all hit and saving throws within 5 feet of you (+1 to animal handling)
  2. At level 7.     All nearby friendly monsters or animals gain +2 to all hit and saving throws within 15 feet of you (+1 to animal handling)
  3. At level 11.   All nearby friendly monsters or animals gain +2 to all hit and saving throws within 25 feet of you (+1 to animal handling)

Evade

At level 5. (Reaction) When an opponent succeeds a roll against your armor class you may roll against their dice roll +Dexterity modifier to avoid the attack.

Ignore Height

At level 5. your movement is not impeded by height restrictions.

Spear After Image

Upon reaching the 2nd spear mastery rank you may make this bonus action to attack again within the spear’s natural range (any range gained from Spear mastery or spells that increase your range are not taken into account).

Dragon Heart

At level 10. Dragoons mastered the resilience of dragons at this point and become immune from death. Once per battle if your hp would fall to 0 you may roll 2d8+strength and recover that amount instead, you are prone for 4 turns.

Dragon Aura

At level 10. Dragoons gain resistance to the element of the dragon whose color you chose. Take half elemental damage additionally all allies within 5 feet of you gain this resistance as well.
At level 20. Grain immunity to your dragon color's damage type. all allies within 10 feet of you take half damage from this damage type.

Highwind

At level 17. Become a master of the skies  when using Jump you may remain in the air for 1 to 3 rounds of your choice regardless of jump range. You become surrounded by a violent wind and are immune to single target projectiles. Increase jump damage by 1d12+Strength modifier, the surrounding AOE landing is increased to a 15 foot radius. Additionally you no longer need to roll a d20 to succeed a Jump at any range. 

Dragon’s Prey

 

At level 3, you gain one of the following features of your choice...

Beast Slayer

Once per turn, when you hit a non humanoid creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below half its HP maximum. You can deal this extra damage only once per turn.

Bird Killer

When a flying creature  hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature and it is within your Jump range or weapon range.

Dragon Blast

Once on each of your turns when you make a weapon attack, you can make another attack with the afterimage of your weapon against a different creature that is within 5 ft. of the original target and within range of your weapon. the after image will deal your weapon's damage, it's damage type is changed to your dragon element, see Dragon Color Breath Effects to see additional effects.

Dragoon Tactics

At 7th level, you gain one of the following features of your choice.

Elude Counterattacks

Counter-attacks against you are made with disadvantage.

Multiattack Defense

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Unwavering Resolve

You have advantage on saving throws against being charmed.

Multiattack

At 11th level, you gain one of the following features of your choice.

Sweep Attack

You may target a cone as long as your weapon range is and strike all targets with the pole of your spear, each target within range must make a dexterity saving throw against a dc of 12+your dexterity modifier or take damage equal to your weapon's damage.evade on a successful saving throw.

Vagrant

You may impale one target within 30 feet with your spear and make a roundhouse kick to every target within a 5 foot radius of the original target. Deal, your weapon damage to the original target and 1d10+dexterity modifier bludgeoning damage to surrounding targets 

Superior Dragoon Defense

At 15th level, you gain one of the following features of your choice.

Ascension

While you are in the air during a Jump You are immune to all damage types except for wind and force damage or spells of 6th level or higher. If this spell targets you it is done so at a disadvantage. If it requires a saving throw your saving throw is advantaged.

Dragon Winds

When a hostile creature misses you with a non magical ranged attack, you can use your reaction to redirect that attack to another creature (other than itself) of your choice withing the half the distance of the original attack between the source and yourself.

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