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FFXIV - Dragoon - Valkyrie

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 Archetype 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
hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier.
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per Dragoon level after 1st
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:
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
spellcasting:
class features:

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.  

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 reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the twohanded 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 make a melee weapon attack. This attack deals additional damage equal to the weapon die and the relevant ability modifier. You may choose to reroll the result of the additional damage die, but must use the new result. Critical hits only apply to the weapon attack, not the bonus damage.  

True Thrust

Also beginning at the 5th level, as an action you make a melee weapon attack, doubling the proficiency bonus of 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.  

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 Str mod.  

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:

Valkyrie

  Valkyries have chosen to distance themselves from the Dragoon's roots and instead seek to be masters of the skies themselves. Using swift movements and the power of flight, Valkyires are able to move quickly in and out of battle with power and a certain grace.  

Crescent Moon Strikes

Beginning at the 3rd level, when you make the Attack action, if there is a creature directly beside your target, you may roll a second attack roll against that creature as a bonus action. You do not receive an ability modifier bonus on the damage roll for this attack.  

Flight of the Dragon

Beginning at the 7th level, you are able to expend two uses of Dragoon's Trance to gain 60ft. of flying speed for the duration of the Trance. When you do so, an ethereal pair of dragon's wings sprout from your back. You may use your Jump and High Jump features while in flight, using your place in the air as your starting position.  

Valkyrie Strike

Beginning at the 11th level, you don't provoke opportunity attacks when you fly out of enemies reach.  

Stardiver

Beginning at the 15th level, while under the effects of Flight of the Dragon, as an action you use your High Jump feature, but may complete the attack in the same turn you start your dive. If you do so, you expend one use of Dragoon Trance.

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