Me :^)
hit dice:
1d8
hit points at 1st level:
8 + Constitution Modifier
hit points at higher levels:
1d8 + Constitution Modifier
armor proficiencies:
Light, medium armor
weapon proficiencies:
Simple, martial
tools:
None
saving throws:
Dexterity and Constitution
skills:
Arcana, Acrobatics, Animal Handling, Athletics, History, Intimidation, Perception and Survival
starting equipment:
(a) chain mail or (b) leather, longbow, and 20 arrows
(a) a martial weapon and a simple weapon or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) three javelins
(a) a dungeoneer's pack or (b) an explorer's pack
spellcasting:
When you reach 2nd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Dragoon Spellcasting table shows how many spell slots you have to cast your wizard 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 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice from the wizard spell list.
The Spells Known column of the Dragoon table shows when you learn more wizard 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 wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through meditation and force of will. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
class features:
Fighting Style
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.
- Aerial Assault. During your turn, you gain a fly speed equal to your walking speed. At the end of your turn, this fly speed ends. If you end your turn in the air, you will fall as normal at the start of your next turn.
- Archery (PHB). You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting (TCE). You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Defense (PHB). While you are wearing armor, you gain a +1 bonus to AC.
- Dueling (PHB). When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to attack rolls with that weapon.
- Interception (TCE). When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Superior Technique (TCE). You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
- Jumping Attacks. When you take the attack action, you can use a bonus action to move up to half your movement speed. This still provokes opportunity attacks.
- Piercing Attacks. You must be using a piercing melee weapon with reach to use this fighting style. If two creatures are within your weapon's reach, and they are adjacent to one another, you can attempt to pierce through them with your attacks. If you hit with your weapon attack, you can attempt another weapon attack at the creature adjacent to the target. If you hit, the adjacent creature takes damage equal to half your dragoon level rounded down.
- Thrown Weapon Fighting (TCE). You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
- Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Battle Litany
Starting at 3rd level, you can invoke draconic magic called the Battle Litany, provided that you aren't wearing heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to start the Battle Litany, which lasts for 1 minute. It ends early if you are incapacitated, if you don heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Battle Litany at any time (no action required).
While your Battle Litany is active, you gain the following benefits:
You gain a bonus to your AC equal to your Wisdom modifier (minimum of +1)
Your walking speed increases by 10 feet.
You have advantage on Dexterity (Acrobatics) checks.
You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Wisdom modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Dance of Dragons
Beginning at 9th level, you can direct your magic to absorb damage while your Battle Litany is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.
Arcane Recovery
You have learned to regain some of your magical energy by meditating on the dragon soul within you. 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 half your dragoon level (rounded up), and none of the slots can be 4th level or higher.
For example, if you're a 4th-level dragoon, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Fang and Claw
Starting at 14th level, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Battle Litany is active.
Wyrmwind Thrust
At level 20, you can summon the dragon soul within you to to fly through the air, piercing your enemies like a vicious wind. As an action, you can move forward in a 10ft wide, 60ft line, assaulting everything in your path. Creatures in the line must make a Dexterity Saving throw against your spell save DC, on a failure, they take 8d8 piercing damage, and 4d8 of one element from the following list: acid, fire, lightning, poison, or cold. Additionally, creatures that fail the saving throw are pushed to the side by 10ft and knocked prone. Creatures that succeed take half damage and are not pushed.
Once you use this ability, you must take a long rest before using it again.
subclass options:
Dragon Rider
Born in the Saddle
Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. You have advantage on Animal Handling checks to interact with your mount.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Unwavering Mark
Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your dragoon level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.
Warding Maneuver
At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.
Hold the Line
At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.
Ferocious Charger
Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be knocked prone. You can use this feature only once on each of your turns.
Vigilant Defender
Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.
The Dragoon | Spell Slots Per Level |
---|
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
1 | +2 | Fighting Style | - | - | - | - | - | - | |
2 | +2 | Spellcasting, Action Surge | 2 | 2 | - | - | - | - | |
3 | +2 | Battle Litany, Subclass Improvement | 2 | 3 | - | - | - | - | |
4 | +2 | Ability Score Improvement | 2 | 3 | - | - | - | - | |
5 | +3 | Extra Attack | 2 | 4 | 2 | - | - | - | |
6 | +3 | Ability Score Improvement | 2 | 4 | 2 | - | - | - | |
7 | +3 | Subclass Improvement | 2 | 4 | 3 | - | - | - | |
8 | +3 | Ability Score Improvement | 2 | 4 | 3 | - | - | - | |
9 | +4 | Dance of Dragons | 2 | 4 | 3 | 2 | - | - | |
10 | +4 | Subclass Improvement | 3 | 4 | 3 | 2 | - | - | |
11 | +4 | Arcane Recovery | 3 | 4 | 3 | 3 | - | - | |
12 | +4 | Ability Score Improvement | 3 | 4 | 3 | 3 | - | - | |
13 | +5 | | 3 | 4 | 3 | 3 | 1 | - | |
14 | +5 | Fang and Claw | 3 | 4 | 3 | 3 | 1 | - | |
15 | +5 | Subclass Improvement | 3 | 4 | 3 | 3 | 2 | - | |
16 | +5 | Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | - | |
17 | +6 | | 3 | 4 | 3 | 3 | 3 | 1 | |
18 | +6 | Subclass Improvement | 3 | 4 | 3 | 3 | 3 | 1 | |
19 | +6 | Ability Score Improvement | 3 | 4 | 3 | 3 | 3 | 2 | |
20 | +6 | Wyrmwind Thrust | 3 | 4 | 3 | 3 | 3 | 2 | |