FF XIV D&D Compendium
hit dice:
1d10
hit points at 1st level:
10 + Constitution Modifier
hit points at higher levels:
1d10 (or 6) + Constitution Modifier
armor proficiencies:
Light and Medium armour, shields
weapon proficiencies:
Simple Weapons and Martial weapons
tools:
None
saving throws:
Strength, Dexterity
skills:
Choose two from Animal Handling, Athletics, Acrobatics, History, Nature, Perception, Religion, Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) scale mail or (b) leather armor
(a) amartial weapon or (b) two spears
(a) a short bow and 20 arrows or (b) two hand axes
(a) an explorer's pack or (b) a dungeoneer's pack
a blessed Dragoon's Stone
spellcasting:
class features:
Dragoon's Trance
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
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 DC = 8 + your proficiency modifier + your Strength modifier.
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
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.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Lancet
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
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
When you reach 4th level, and again at 8th, 12th, 16th, and 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.
Heavy Thrust
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
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
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.
High Jump
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
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.
Chaos Thrust
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 1d8 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
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.
Dragonfire Dive
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
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.
One with the Sky
Beginning at the 20th level, when you roll initiative, you gain two uses of Dragoon's Trance.
subclass options:
Level | Proficiency Bonus | Features | Trances |
---|
1 | +2 | Dragoon Trance, Jump | 2 |
2 | +2 | Fighting Style, Lancet | 2 |
3 | +2 | Dragoon Archetype | 3 |
4 | +2 | Ability Score Improvement | 3 |
5 | +3 | Heavy Thrust, True Thrust | 3 |
6 | +3 | Stall | 4 |
7 | +3 | Archetype Feature | 4 |
8 | +3 | Ability Score Improvement | 4 |
9 | +4 | High Jump | 4 |
10 | +4 | Crash Landing | 4 |
11 | +4 | Archetype Feature | 4 |
12 | +4 | Ability Score Improvement | 5 |
13 | +5 | Chaos Thrust | 5 |
14 | +5 | Invigorate | 5 |
15 | +5 | Archeytpe Feature | 5 |
16 | +5 | Ability Score Improvement | 5 |
17 | +6 | Dragonfire Dive | 6 |
18 | +6 | Battle Litany | 6 |
19 | +6 | Ability Score Improvement | 6 |
20 | +6 | One with the Sky | 6 |