Dragoon

Core Statistics
Class Type: Martial

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points Gained Each Level: 1d10 (or 6) + your Constitution modifier

Ability Score Proficiencies: Constitution, Charisma

Armour Proficiencies: Light Armour, Medium Armour, Heavy Armour

Weapon Proficiencies: Simple Weapons, Glaives, Halberds, Hand Crossbows, Heavy Crossbows, Pikes, Scythes

Other Proficiencies: None

Skill Proficiencies
As a Dragoon, you can choose 2 skills from the following list to become proficient with.
 * Acrobatics
 * Athletics
 * History
 * Intimidation
 * Performance
 * Religion

Starting Equipment
As a Dragoon, you roll 5d4 and multiply the result by 10. You gain the total result as gold, and you can use this gold to purchase items of your choosing from the armour, weapons, and items lists.

Archetype Selection
At 1st level, you choose a path to follow. This choice grants you additional features at 1st, 3rd, 6th, 9th, 13th, and 18th level.
 * A Universal Archetype

Dragon Covenant
At 1st level, you have survived a dangerous ritual which has magically infused you with the blood of a powerful dragon. This blood grants you abilities that the average person could only dream of, and marks you as a member of the legendary Dragon Knights. You can choose which type of dragon blood you have been infused with, and this choice will effect some of your Dragoon features. With the power of a dragon running through your veins, you also gain the ability to create minor sensory effects and exhale destructive energy from your mouth.

Breath Weapon
You can use 1 action to exhale destructive energy. This is an Attack type action. Your dragon covenant determines the size, shape, damage type, and saving throw of this feature. When you use your breath weapon, each creature in the area must make a saving throw. A creature takes damage equal to ?d6 + your Charisma modifier on a failed save, or half as much on a successful save. The question mark is equal to half your Dragoon level (rounded up). You can use this ability once per turn. You can use this feature twice, and you regain any expended uses when you finish a long rest.

If you have no uses of this feature remaining, you can sacrifice three of your hit die to perform the technique. When you do this, you roll the three hit die and take necrotic damage equal to the result. This damage cannot be reduced or negated in any way.

Breath Weapon Save DC = 8 + your proficiency bonus + your Charisma modifier

Draconic Affinity
As 2 actions, you can create small sensory effects appropriate to the colour of your dragon, similar to the ones described in the Prestidigitation spell. For example, a Dragoon infused with red dragon blood might be able to create small flickering flames or heat up food, while someone infused with silver dragon blood could create a light mist or chill objects and food. The extent of your draconic affinity is determined by the DM, but it should grow more powerful as you gain levels in this class.

Eye for Detail
At 1st level, you can easily discern the value and rarity of gems, art pieces, and magical items. You can spend 1 minute studying a gem or art piece, after which you learn its exact value. Additionally, if it is a gemstone, you learn what kind of gemstone it is. If it's an art piece, you learn how old it is.

Furthermore, you can cast the Identify spell on an object, but only as a 10 minute ritual. When you cast the Identify spell using this feature, you do not learn if any spells are affecting the item you touch, and you do not learn if it was created by a spell.

You don't require material components for the spell when you cast it using this feature. Your spellcasting ability for this spell is Charisma.

Martial Techniques
At 1st level, your martial prowess allows you to perform special techniques. You gain access to the Martial Techniques list. A technique might require prerequisites to perform, and you may need to use more than one action to perform it. Each martial technique will detail any requirements needed to use it. If a technique forces a creature to make a saving throw, then the DC for that saving throw is equal to 8 + your proficiency bonus + your Strike modifier. If the technique you are using does not require you to take the Strike action, then the DC will use your Strength or Dexterity modifier (your choice) in place of your Strike modifier.
 * Martial Die: If a technique uses a martial die then this die is a d4. Your martial die increases in strength as you gain levels in this class (see the Dragoon Feature Table).
 * Stamina: You use stamina to perform your martial techniques. You start with 4 stamina, and you gain more stamina as you gain levels in this class (see the Dragoon Feature Table). You regain any expended stamina when you finish a short or long rest.
 * Techniques Known: You know 3 techniques. You learn more techniques as you gain levels in this class (see the Dragoon Feature Table).
 * Versatile Techniques: When you finish a long rest, you can choose one technique that you know and learn a different technique that you can learn.

Weapon Skill
At 1st level, you learn how to better use a weapon of your choice. Choose one weapon that you are proficient with and increase your skill level by 1, granting you additional effects and bonuses when using that weapon. You can see a weapons skills by clicking on a weapon name on the weapons list. You can increase your skill level with a weapon by 1 each time you gain a level in this class.

Draconic Traits
At 2nd level, your body has begun to adapt to the powerful blood that flows through you. You can choose one of the following draconic traits to gain. You can change your draconic trait, but it comes at a price. During a long rest, you can force your body to reject your current trait and adapt to a new one. When you finish the long rest, you gain two levels of exhaustion.

Eyes
Your eyes become draconic. You gain proficiency with the Wisdom (Perception) and Intelligence (Investigation) skills. You also have advantage on any Wisdom (Perception) or Intelligence (Investigation) checks based on sight, and advantage on saving throws against illusions.

Fortitude
You body gains the resilience of a mighty dragon. You gain resistance to your dragon damage type (see your Dragon Covenant feature), and when you finish a long rest you gain temporary hit points equal to your half your Dragoon level + your Charisma modifier (a minimum of 1).

Heart
You gain the strength of a dragon's heart. When you finish a long rest, you regain an additional amount of expended hit die equal to your Charisma modifier (a minimum of 1). Additionally, if you are reduced to 0 hit points and not outright killed, you can make a Charisma saving throw against a DC equal to 6 + the damage dealt. On a successful save, you are reduced to 1 hit point instead of 0 hit points. You cannot benefit from this trait again until you have finished a long rest.

Horns
A number of horns grow from the crown of your head. You can use these horns as a melee weapon to Strike, dealing 1d6 bludgeoning or piercing damage (your choice). You can use your Strength, Dexterity, or Charimsa modifier for the attack and damage rolls of your horns attack. If you score a critical hit with your horns, the target becomes unbalanced until the start of your next turn. Additionally, psychic damage that you take is reduced by an amount equal to your Charisma modifier (a minimum of 1), and you have advantage on saving throws against being charmed or frightened.

Scales
A thin layer of scales covers your body. Your scales grant you an AC equal to 10 + your Dexterity modifier + your Charisma modifier. If your scales would grant you an AC that is higher than the armour that you are wearing, then you can use the AC granted by your scales instead of your armour. You cannot wield a shield and get this benefit.

Tail
Your spine extends and you gain a muscular tail. You gain proficiency with the Dexterity (Acrobatics) skill, or expertise if you are already proficient with it. You also have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks based on balance, jumping, or leaping, and advantage on saving throws against being knocked prone.

Dragoon Arts
At 2nd level, your dragon blood allows you to perform special techniques called dragoon arts. If any of these techniques deal dragon damage, then the damage type becomes the type of dragon blood that flows through your veins (see your Dragon Covenant feature). As 1 action, you can perform one of the following techniques.

You can use this feature six times, and you regain any expended uses when you finish a short or long rest. You gain more uses of this feature as you gain levels in this class (see the Dragoon Feature Table). If you have no uses of this feature remaining, you can sacrifice a hit die to to use this feature instead. When you do this, you roll your hit die and take necrotic damage equal to the result. This damage cannot be reduced or negated in any way.

Dragon Bite
You Strike a creature. On a hit, you deal an additional 1d10 dragon damage.

Dragon Claw
You Strike a creature. On a hit, you deal an additional 1d8 dragon damage and you can choose one creature that you can see within 5 feet of the first target that is within your weapon's reach. The second target takes the same amount of dragon damage as the first target.

Dragon Dive
You Leap directly up into the air. This Leap is empowered, allowing you to vault 20 feet into the air. At the height of your leap, you choose an unoccupied location no further than 20 feet away from your original position and lunge toward it. When you land, you take no falling damage, and you can immediately Strike a creature that you can reach as part of the same action. On a hit, you deal an additional 1d8 dragon damage.

If this ability provokes a Reaction, any Attack made against you as part of that Reaction is made with disadvantage.

Dragon Fang
You Stride with a blinding burst of speed, moving a minimum distance of 10 feet and a maximum distance equal to your walking speed. This Stride is empowered, allowing you to move through the space of a creature without expending any additional speed. You can only move in a straight line when you use this ability, and you cannot end your movement in an occupied space. When you finish your Stride, you make a single Strike as part of the same action to apply the Attack to any creature whose space you moved through. On a hit, you deal an additional 1d6 dragon damage.

If this ability provokes a Reaction, any Attack made against you as part of that Reaction is made with disadvantage.

Dragon Sense
Your senses sharpen dramatically until the start of your next turn. While your senses are heightened, you gain the following benefits;
 * If you are not blinded, Attacks made against you are made with disadvantage.
 * If you are not anosmic, you know the general location of any bloodied creature within 30 feet of you.

Character Improvement
At 4th, 8th, 12th, 16th and 19th level you can improve your character using one of the following options. You cannot increase an ability score above 20, unless your maximum for that score is greater than 20.
 * Increase one ability score by 2.
 * Increase two different ability scores by 1 each.
 * Increase one ability score by 1, and learn a feat.
 * Increase your skill level with a weapon by 1, and learn a feat.
 * Increase one ability score by 1, and increase your skill level with a weapon by 1.
 * Choose one feature from a Universal Archetype. This feature cannot be for a level that is higher than half your character level (rounded down).

Blood of the Dragon
At 5th level, you can use the power coursing through your veins to briefly empower yourself. Once per turn, you can use your Dragoon Arts feature without expending a use of it. Immediately after you use this feature to perform a Dragoon Art, you roll a d20 and match the result to the table below.

Greater Dragoon Arts
At 7th level, you have gained a deeper understanding about the power that flows through your veins. Your Dragoon Arts become greater, gaining additional effects.

Greater Dragon Bite
You Strike a creature. On a hit, you deal an additional 1d10 dragon damage. This Strike scores a critical hit on a roll of 19 and 20.

Greater Dragon Claw
You Strike a creature. On a hit, you deal an additional 1d8 dragon damage and you can choose two creatures that you can see within 5 feet of the first target that is within your weapon's reach. The second and third target takes the same amount of dragon damage as the first target.

Greater Dragon Dive
You Leap directly up into the air. This Leap is empowered, allowing you to vault 20 feet into the air. At the height of your leap, you choose an unoccupied location no further than 20 feet away from your original position and lunge toward it. When you land, you gain a bonus to your AC equal to your Charisma modifier (a minimum of 1), you take no falling damage, and you can immediately Strike a creature that you can reach as part of the same action. On a hit, you deal an additional 1d8 dragon damage. The bonus AC provided by this ability lasts until the start of your next turn.

If this ability provokes a Reaction, any Attack made against you as part of that Reaction is made with disadvantage.

Greater Dragon Fang
You Stride with a blinding burst of speed, moving a minimum distance of 10 feet and a maximum distance equal to your walking speed plus an additional 10 feet. This Stride is empowered, allowing you to move through the space of a creature without expending any additional speed. You can only move in a straight line when you use this ability, and you cannot end your movement in an occupied space. When you finish your Stride, you make a single Strike as part of the same action to apply the Attack to any creature whose space you moved through. On a hit, you deal an additional 1d6 dragon damage.

If this ability provokes a Reaction, any Attack made against you as part of that Reaction is made with disadvantage.

Greater Dragon Sense
Your senses sharpen dramatically until the start of your next turn. While your senses are heightened, you gain the following benefits;
 * If you are not blinded, Attacks made against you are made with disadvantage.
 * If you are not anosmic, you know the general location of any bloodied creature within 30 feet of you.
 * If you are not deafened and you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Swift Attack
At 10th level, the multiple attack penalty for your second Attack is halved.

Titanic Presence
At 11th level, you can use 1 action to unleash a powerful shockwave filled with the dread aura of a dragon. Any number of creatures of your choice within 30 feet of you must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, a creature becomes frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of their turns, ending the effect on a success. Once you have used this feature, you cannot use it again until you have finished a long rest.

If you have no uses of this feature remaining, then you can sacrifice five of your hit die to perform the technique. When you do this, you roll the five hit die and take necrotic damage equal to the result. This damage cannot be reduced or negated in any way.

Supreme Dragoon Arts
At 14th level, you have gained a deeper understanding about the power that flows through your veins. Your Dragoon Arts become greater, gaining additional effects.

Supreme Dragon Bite
You Strike a creature. On a hit, you deal an additional 1d10 dragon damage. This Strike scores a critical hit on a roll of 18, 19, and 20.

Supreme Dragon Claw
You Strike a creature. On a hit, you deal an additional 1d8 dragon damage and you can choose any number of creatures that you can see within 10 feet of the first target. The additional targets take the same amount of dragon damage as the first target.

Supreme Dragon Dive
You Leap directly up into the air. This Leap is empowered, allowing you to vault 40 feet into the air. At the height of your leap, you choose an unoccupied location no further than 40 feet away from your original position and lunge toward it. When you land, you gain a bonus to your AC equal to your Charisma modifier (a minimum of 1), you take no falling damage, and you can immediately Strike a creature that you can reach as part of the same action. On a hit, you deal an additional 1d8 dragon damage. The bonus AC provided by this ability lasts until the start of your next turn.

If this ability provokes a Reaction, any Attack made against you as part of that Reaction is made with disadvantage.

Supreme Dragon Fang
You Stride with a blinding burst of speed, moving a minimum distance of 10 feet and a maximum distance equal to your walking speed plus an additional 10 feet. This Stride is empowered, allowing you to move through the space of a creature without expending any additional speed. You can only move in a straight line when you use this ability, and you cannot end your movement in an occupied space. When you finish your Stride, you make a single Strike as part of the same action to apply the Attack to any creature whose space you moved through. On a hit, you deal an additional 1d6 dragon damage.

'When you use this ability, you can expend 1 additional action to use it a second time without expending a use of your Dragoon Arts feature. You must choose to do this immediately after you Strike as part of the first Dragon Fang. Your second Dragon Fang only allows you to Stride a maximum distance of 20 feet, and you cannot Stride back along the path that you took with your first Dragon Fang.'

If this ability provokes a Reaction, any Attack made against you as part of that Reaction is made with disadvantage.

Supreme Dragon Sense
Your senses sharpen dramatically until the start of your next turn. While your senses are heightened, you gain the following benefits;
 * If you are not blinded, Attacks made against you are made with disadvantage.
 * If you are not anosmic, you know the general location of any bloodied creature within 30 feet of you.
 * If you are not deafened and you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
 * If you are not crippled or unbalanced, you make Strength and Dexterity saving throws with advantage.

Ancient Legacy
At 15th level, you have taken on the extended lifespan of a dragon. You age only one year for every ten years that pass, and you cannot be aged magically.

Master Dragon Knight
At 20th level, you can increase two of your following ability scores by 2: Strength, Dexterity, Constitution, Charisma. The maximum for your chosen scores is now 22.

Additionally, you can add your Charisma modifier (a minimum of 1) to the damage of your Dragoon Arts.