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THE DRAGOON

Table of Contents

Dragons are equal parts revered and reviled across the land, but undeniably they hold immense power. You share a portion of that strength, whether you want it or not. You may be a Dragon Lord's chosen knight, changed forever by a dread wyrm's rampage, or marked by the gift of a dragon's ghost. Irregardless you channel this power into martial might and a mastery of the skies.

Special Note: The Dragoon qualifies as a prerequisite for the Dragon Disciple Archetype, though you must choose the same dragon type as your Draconic Origin

Roleplaying a Dragoon

During Combat Encounters…

You use your superior mobility to freely reposition, singling out priority targets or blocking the enemies paths

During Social Encounters…

Your draconic traits and quirks make you somewhat intimidating, which can be valuable in some situations, but is just as likely to be a liability.

While Exploring…

You keep an eye out for threats, always ready to leap to the defense of your allies. You use your strength and superior mobility to bypass obstacles and traps

In Downtime…

You train and exercise to hone your body and skills. You may perform manual jobs as part of this, or pick up a hobby to stay well rounded.

You Might…

  • Have a strong sense of pride in your strength and ability
  • Enjoy the thrill of a challenge, be it in combat or tests of skill
  • Have a Strong Opinion on dragons, be it positive or negative, based on your Draconic Origin

Others Might…

  • Secretly wonder if you're in fact a dragon in disguise, or related to one
  • Assume you're more brawn than brains
  • Find your unique skills fascinating, particularly your effortless 8 foot vertical leap.

Initial Proficiencies

Perception

  • Expert in Perception

Saving Throws

  • Expert in Fortitude
  • Trained in Will
  • Expert in Reflex

Skills

  • Trained in Athletics or Acrobatics
  • Trained in a number of additional skills equal to 3 plus your Int mod

Attacks

  • Trained in Simple Weapons
  • Trained Martial Weapons
  • Trained in Unarmed Attacks

Defenses

  • Trained in Light Armor
  • Trained in Medium Armor
  • Trained in Heavy Armor
  • Trained in Unarmed Defense

Class DC

  • Trained in Dragoon Class DC

Class Features

Your Level Class Features
1 Ancestry and background, Attribute Boosts, Initial proficiencies, Dragoon Feat, Draconic Origin, Dragon's Legacy, Vault, Dragonheart, Dragon's Gambit
2 Dragoon Feat, Skill Feat
3 Bravery, General Feat, Skill Increase, Aerial Superiority +10 feet
4 Dragoon Feat, Skill Feat
5 Attribute Boosts, Ancestry Feat, Skill Increase, Weapon Expertise,
6 Dragoon Feat, Skill Feat
7 Evasion, Vigilant Senses, General Feat, Skill Increase, Weapon Specialization, Gift of Scales
8 Dragoon Feat, Skill Feat
9 Juggernaut, Dragoon Expertise, Death From Above, Ancestry Feat, Skill Increase, Aerial Superiority +15 feet
10 Attribute Boosts, Dragoon Feat, Skill Feat
11 Medium Armor Expertise, Gift of Claws, General Feat, Skill Increase
12 Dragoon Feat, Skill Feat
13 Weapon mastery, Ancestry Feat, Skill Increase
14 Dragoon Feat, Skill Feat
15 Attribute Boosts, Greater Weapon Specialization, General Feat, Skill Increase, Aerial Superiority +20 feet
16 Dragoon Feat, Skill Feat
17 Dragoon Mastery, Medium Armor Mastery, Ancestry Feat, Skill Increase
18 Dragoon Feat, Skill Feat
19 General Feat, Skill Increase, Pierce the Heavens
20 Attribute Boosts, Dragoon Feat, Skill Feat

You gain these features as a Dragoon. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Level 1

Ancestry and Background

In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background

Attribute Boost

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Draconic Origin

Your unique abilities are shaped by your connection to Dragonkind. Choose a type of Dragon. This determines the bonus damage of your Vault action and adds the corresponding Tradition's trait to your Vault action, as well as other abilities you may gain at higher levels. It may have other aesthetic effects at the discretion of you and your GM.

Note: These options reflect the Dragons of the 2e Remaster. For the pre-remaster Dragons, please view the legacy table.

Dragon Tradition Damage Type Breath Weapon
Adamantine Primal Bludgeoning Cone
Conspirator Occult Poison Cone
Diabolic Divine Fire Cone
Empyreal Divine Spirit Cone
Fortune Arcane Force Cone
Horned Primal Poison Cone
Mirage Arcane Mental Cone
Omen Occult Mental Cone

Dragon's Legacy

You channel your innate draconic abilities into a special fighting style known as a Dragon's Legacy. Each Legacy empowers you during your Dragonheart, and grants more abilities you can gain via Legacy feats. It also impacts the way you use your Vault and grants you further boons as you level. You can view additional details here.

Dragonheart

You can enter a state of heightened ability by calling upon your draconic origin. You gain the Dragonheart action.

Dragonheart [one-action]    Concentrate Dragoon

You aren't in Dragonheart or Fatigued

You are not limited by the might of your body, pushing beyond your physical limits with the Dragon's Magic. For the next minute, you deal 2 bonus damage of your Draconic Origins type with all Weapon and Unarmed Strikes. This damage increases to 3 if you have weapon specialization and 4 if you have greater weapon specialization. Any Strike that benefits from this damage gains the same trait as your Draconic Origin's Tradition, making it magical.

Dragon's Gambit

You can call upon the Dragon's might almost instinctively when tensions rise. You gain the Dragon's Gambit free action.

Dragon's Gambit [free-action]    Dragoon

You Roll Initiative

You enter Dragonheart.

Vault

Like the dragons you draw power from, you are not bound to the land. You can channel surges of draconic might to soar over your foes and obstacles, finding freedom in the skies. You gain a +2 circumstance bonus to any Athletics check required to High Jump, Leap, or Long Jump and add 5 feet to the distance you can Leap vertically and horizontally. Additionally, as long as you're in Dragonheart, you can turn that freedom into deadly strikes using the Vault action.

Vault [two-actions]    Dragoon

You are in Dragonheart

You launch yourself over your foes, repositioning and striking from unexpected angles. Make a Leap. This Leap does not provoke reactions, and allows you to move through enemies Large or Smaller, as well as obstacles less than 10 feet high. At any point during this movement, you may make one Melee strike on a creature or object in range, and increase the bonus damage from Dragonheart to 5. Your Dragonheart then ends.

Dragoon Feat

At first level, and every even level, you gain a Dragoon class Feat

Level 2

Skill Feat

At second level, and every even level, you gain a Skill Feat

Level 3

Bravery

You possess a fraction of the Dragon's arrogance, bolstering you against fear. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.

General Feat

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increase

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Aerial Superiority

You take to the air with natural ease. When you make a Long Jump or High Jump, you may choose not to take fall damage, as long as you fall no farther than the height of the jump. When you succeed on an Athletics check to perform a Long or High jump, increase the distance you jump by 10 feet. This also increases the max distance you can jump by the same amount, allowing you to jump farther than your movement speed. This increases to +15 feet at 9th level, and again to +20 feet at 15th level. This additionally increases the bonus to your Leap action from Vault to 10 feet at 9th, and 15 at 15th level. Finally, starting at ninth level, when you use the Vault Action, you may leap over creatures and obstacles up to Huge size category, or 15 feet tall.

Level 5

Ancestry Feat

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Weapon Expertise

You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. You gain access to the critical specialization effects of all weapons for which you have expert proficiency.

Level 7

Evasion

You've learned to move quickly to avoid explosions, a dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead*.*

Vigilant Senses

Through your adventuring, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.

Weapon Specialization

You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.

Gift of Scales

You've developed the unique style of your Draconic Legacy further, and gain new abilities as listed in your Draconic Legacy.

Level 9

Juggernaut

Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

Dragoon Expertise

You've practiced your techniques to make them harder to resist. Your proficiency rank for your Dragoon class DC increases to expert.

Death From Above

Your mastery of the skies has allowed you to master the art of landing as well. Additionally, you take half the damage from falls of any height. Finally, you gain the Death From Above Reaction.

If you are a Scalekin Dragoon, your Mount also takes half damage from Falls of any height. Additionally, when you take the Death from Above reaction, you can have your Mount make the strike instead.

Death From Above [reaction]    Dragoon

You fall at least 10 feet from a Long or High Jump, or would take fall damage, and an enemy is within reach of a held melee weapon or Melee Unarmed attack

You turn your momentum into lethal force. You Make a Strike on the required enemy, then land Upright. On a hit, that strike deals bonus damage of your Draconic Origin's type, equal to the half the distance you fell.

Level 11

Armor Expertise

You've learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, heavy armor, and unarmored defense increase to expert. You also gain the Armor Specialization Effects for Medium and Heavy Armors.

Gift of Claws

You've honed your Draconic legacy even further, and mastered another powerful technique, as listed in your Draconic Legacy

Level 13

Weapon Mastery

You fully understand the intricacies of your weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master.

Level 15

Greater Weapon Specialization

Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.

Level 17

Dragoon Mastery

You've honed your techniques to incredible levels. Your proficiency in your Dragoon class DC increases to Master

Armor Mastery

Your skill with armor improves, increasing your ability to prevent blows. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.

Level 19

Pierce the Heavens

You've mastered the pinnacle of Dragoon techniques, allowing you to cross the battlefield in the blink of an eye, striking like a living comet where you arrive. You gain the Pierce the Heavens actions. This action gains the traits of your Draconic Origin's Damage type and Tradition.

Pierce the Heavens [three-actions]    Dragoon Flourish Move

RANGE: 80 Feet

AREA: 30 Foot Emanation

FREQUENCY: Once per Hour

You make a heroic leap, soaring over any obstacle to land at an open point within range. Each creature beside you in the area takes 10d6 damage of your Draconic Origin's type (Basic Reflex save against your Dragoon DC) as you land with meteoric force. If you are a Skysplitter Dragoon, you may instead change the area to a 30 foot Burst, centered on a point within half your weapons first Range Increment from where you land. If you are a Scalekin Dragoon, your Mount leaps with you and is immune to this feature's damage.

Dragoon Feats

Feat 1

FEAT 1 Reactive Shield [reaction]    Dragoon Fighter

An Enemy Hits you with an Attack

You are wielding a Shield

You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield's bonus to AC. The circumstance bonus from the shield applies to your AC when you're determining the outcome of the triggering attack.

FEAT 1 Enhanced Senses   Dragoon

Your Draconic Origin's power augments your senses. You gain Low-Light Vision, or Darkvision if you already had Low-light Vision. Additionally, you gain an Imprecise Scent with a range of 30 feet.

FEAT 1 Unbreakable Scales [one-action]    Dragoon Stance

You are wielding a shield

You brace your shield with both hands, enhancing its potential for both offense and defense. When in this stance, you wield the shield with both hands. When wielding a shield this way, increase the weapon damage die of the shield's boss or spikes by one step, and increase the shield's Hardness by 2 when using the Shield Block reaction. Additionally, you may enter Dragonheart as a free action.

Leads Into: Everstand Strike (Dragoon)

FEAT 1 Ancestral Legacy   Dragoon

An Ancestry Feat that gives you familiarity with one or more weapons (Ex: Dwarven Weapon Familiarity)

You incorporate your Ancestral Weaponry into your Dragon's Legacy for a unique fighting style. When wielding a weapon that the required Feat gives familiarity with, your strikes with that weapon gain a circumstance bonus to damage equal to the number of weapon damage dice.

FEAT 1 Cloudcrash   Dragoon

You are wielding a melee weapon in two hands

You use your weapons heft to strike even harder during Vault. When you use the Vault Action and make a Strike with the required weapon, you may have each creature other than you adjacent to your target take damage equal to Vault's Bonus Damage (Basic Reflex Save against your Dragoon DC)

FEAT 1 Crippling Lash [one-action]    Dragoon Press

You are wielding a weapon in the Flail Group

You make a forceful swipe intended to off-balance your foe. Make a Strike. If you hit and deal damage, the target becomes off guard until the end of their next turn.

FEAT 1 Piercing Fang [one-action]    Dragoon Flourish

You are wielding a weapon in the Spear or Polearm groups

You channel some of your draconic energy into a mighty stab. Make a single melee Strike and compare the attack roll result to the ACs of each creature in a 10 foot line. Roll damage only once and apply it to each creature you hit. Piercing Fang counts as two attacks for your multiple attack penalty, and deals damage of your Draconic Origin's type. this action gains the Trait matching your Draconic Origin's Tradition.

FEAT 1 Dragon's Eye   Dragoon

You are wielding a Firearm or Crossbow

You have a deep understanding of crossbows and guns. When you Reload the required weapon, increase your Dragonheart bonus Damage by 1 on your next strike before the end of this turn. If the Strike is part of the Vault action, instead change the Vault Damage to Splash damage of the same amount. If the weapon is a simple weapon, additionally increase its Damage dice by one step. As per usual, this increase does not stack with effects such as Deadly Simplicity.

FEAT 1 You're Next [reaction]    Dragoon Emotion Fear Mental Rogue Swashbuckler

PREREQUISITE: Trained in Intimidation

You reduce an Enemy to 0 hp

After downing a foe, you menacingly remind another foe that you're coming after them next. Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger.

Feat 2

FEAT 2 Quick Draw [one-action]    Dragoon Gunslinger Ranger Rogue

You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.

FEAT 2 Devoted Guardian [one-action]    Champion Dragoon Fighter

Your last action was to raise a shield

You adopt a wide stance, ready to defend both yourself and your chosen ward. Select one adjacent creature. As long as your shield is raised and the creature remains adjacent to you, the creature gains a +1 circumstance bonus to their AC, or a +2 circumstance bonus if the shield you raised was a tower shield.

FEAT 2 Dragonslayer's Resolve   Dragoon

You swear an oath to protect from Dragons. Choose one species of Dragon. Vault strikes gain a +4 circumstance bonus to damage against those Dragons, increased to +6 if you're a master in the weapon used. Additionally, you gain a +2 circumstance bonus to Will saves against those Dragons or their minions.

FEAT 2 United Assault [one-action]    Dragoon Fighter Flourish Ranger

Through countless battles, you've learned you're stronger when working alongside your allies. Make a Strike. Your Strike gains a circumstance bonus to damage rolls equal to the number of other different creatures that damaged the target since the end of the target's last turn, to a maximum of a +4 circumstance bonus.

FEAT 2 Aggressive Block [free-action]    Dragoon Fighter

You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller.

You push back as you block the attack, knocking your foe away or off balance. You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to become off guard until the start of your next turn. The triggering creature chooses whether to be moved or become off guard. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature's space, it must become off guard instead of being moved.

FEAT 2 Vicious Snarl   Dragoon

PREREQUISITE: Trained in Intimidation

You can channel some of your draconic ability into your attempts to Demoralize your foes. When you do, you gain a +2 bonus to the Intimidation check, and take no penalty if the creature doesn't share a language with you. Additionally, if you successfully Frighten the target, they take Mental damage equal to your Charisma modifier.

FEAT 2 Audacious Retort [reaction]    Dragoon Pugilist

PREREQUISITE: Trained in Intimidation

A Creature makes a Strike against you, and doesn't Critically Succeed

You shrug off blows with casual arrogance, and inform your foe of your intent to retaliate. Demoralize the triggering Creature. If the triggering Strike hit and dealt damage, you have a +1 circumstance bonus to the Intimidation check.

FEAT 2 Draconic Fangs   Dragoon Morph

You've begun to develop physical changes from your Draconic Origins influence. You gain an Unarmed Jaws strike, in the Brawling Group, with the Agile and Finesse traits. This strike gains the Trait matching your Draconic Origin's Tradition. This strike deals 1d6 piercing damage, plus 1 damage of your Draconic Origins type.

If you already have an unarmed Jaws strike, instead increase the damage dice of that strike by one step, and add 1 damage of your Draconic Origins type. If you would gain an unarmed Jaws Strike later, instead increase this features damage dice by one step. As per usual, this does not stack with other abilities that would increase your damage dice.

FEAT 2 Lunge [one-action]    Dragoon Fighter

You are wielding a Melee Weapon

Extending your body to its limits, you attack an enemy that would normally be beyond your reach. Make a Strike with a melee weapon, increasing your reach by 5 feet for that Strike. If the weapon has the disarm, shove, or trip trait, you can use the corresponding action instead of a Strike.

Feat 4

FEAT 4 Dragon's Scales   Dragoon Morph

Your Draconic Origin's influence begins to shine through even further, and you sprout patches of protective scales. You gain Resistance to your Draconic Origins damage type equal to half your level, as well as resistance to Slashing damage equal to half of that.

FEAT 4 Everstand Strike (Dragoon) [one-action]    Dragoon Press

PREREQUISITE: Unbreakable Scales

You are wielding a Shield in two hands

Your follow-up blow leaves you an opening to set your shield. Make a Strike with the wielded shield. If the Strike hits and deals damage, you also Raise your Shield.

FEAT 4 Darting Claw [one-action]    Dragoon Press

You draw on your draconic energy to follow up with unnatural force, such that even a glancing blow is felt. Make a Melee Weapon or Unarmed Strike, and on a hit you deal bonus damage of your draconic origin's type equal to the number of damage dice. This action has the following Failure effect.

The Target takes damage of your Draconic Origin's type, equal to the weapon's damage dice

FEAT 4 Quick Reversal [one-action]    Dragoon Fighter Press

You are Flanked by at least 2 enemies

You turn your foes' flanking against them with a quick reverse. Make a melee Strike against one of the flanking enemies and make a second Strike with the same weapon or unarmed attack against a different enemy that is flanking you. This second Strike has the same multiple attack penalty of the initial attack and doesn't count toward your multiple attack penalty.

FEAT 4 Swipe [two-hype]    Barbarian Dragoon Fighter Flourish

You make a wide, arcing swing. Make a single melee Strike and compare the attack roll result to the ACs of up to two foes, each of whom must be within your melee reach and adjacent to the other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty.

If you're using a weapon with the sweep trait, its modifier applies to all your Swipe attacks.

FEAT 4 Draconic Surge [free-action]    Dragoon

You aren't Fatigued, and you are in Dragonheart

Your turn starts

You call upon the power of the dragon, to push yourself further past your body's limits. You become Quickened this turn, and the extra action can be spent to Strike, Stride, or as one of the two actions for Vault. Once you use this feature, you cannot use it again until your next daily preparations.

Leads Into: (Enhanced Surge)

FEAT 4 Mature Animal Companion (Dragoon)   Dragoon

PREREQUISITE: Scalekin Dragoon

Your animal companion grows up, becoming a mature animal companion, which grants it additional capabilities. See the animal companion rules for more information. Your animal companion is better trained than most. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action on your turn that round to Stride or Strike.

Leads Into: Incredible Companion (Dragoon)

FEAT 4 Draconic Momentum   Dragoon

Finishing a foe reinvigorates your draconic energy. If your Vault strike brings a foe to 0 hp, you immediately re-enter Dragonheart.

Feat 6

FEAT 6 Shatter Defenses [one-action]    Dragoon Fighter Press

A frightened creature is in your reach

Your offense exploits your enemy's fear. Make a melee Strike against a frightened creature. If you hit and deal damage, the target becomes off guard until its frightened condition ends. If the target was already off guard to you when you damaged it with this Strike, it can't reduce its frightened value below 1 until the start of your next turn.

FEAT 6 Reactive Strike [reaction]    Barbarian Champion Conduit Dragoon Magus Swashbuckler

A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using

You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.

FEAT 6 Dragoon Breath [two-actions]    Concentrate Dragoon

FREQUENCY: Once per 10 Minutes

SAVING_THROW: Basic Reflex

Requirements: You are in Dragonheart

With a deep inhale, and a mighty roar, you release your draconic energy in a devastating blast. Each creature in a 30-foot cone or 60-foot line, or a 15 foot burst takes 1d6 damage per level (Basic Reflex Save). The area and damage type match those of your Draconic Origin, and this action gains the Trait matching your Draconic Origin's tradition. If you used this ability in the last hour, the area and the damage are halved (15-foot cone, 30-foot line, or 10 foot burst; 1d6 damage for every 2 levels).

FEAT 6 Looming Dread Stance [one-action]    Dragoon Mental Open Stance

Wreathing yourself and nearby allies in malice, You use your very presence as a threat, encouraging your allies to strike fear with their blows. When you use this action, attempt an intimidation check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.

Until you exit this stance, you gain an aura in a 20 foot emanation with the Emotion, Mental, and Visual traits. You and allies within this aura gain a status bonus to damage rolls equal to the damage dice of the weapon or unarmed strike. Additionally, when you or an ally in the aura critically strike an enemy, it becomes Frightened 1 (Or increases its Frightened value by 1 if already frightened)

Same as a critical success, but the aura is only 10 foot.

You fail to enter the stance

You fail to enter the stance, and cant try again for 1 minute

Leads Into: Rampart Aura, Dread Presence

FEAT 6 Dragon's Spire [two-actions]    Dragoon Flourish

PREREQUISITE: Highwind Dragoon

FREQUENCY: Once per 10 Minutes

You are in Dragonheart, and weilding a weapon in the Spear or Polearm Group

You channel your energy into a short lived spike of pure draconic energy. Make a melee weapon or Unarmed Strike, on a creature you can see within 15 feet. If your strike already has Reach, increase this range to 20 feet. This Strikes deals damage of your Draconic Origin's type, and gains the trait matching your Draconic Origin's tradition.

FEAT 6 Rending Sweep [two-actions]    Dragoon Flourish

PREREQUISITE: Galerender Dragoon

AREA: 5 foot Emanation

FREQUENCY: Once Per 10 Minutes

You are in Dragonheart, and weilding a weapon in two hands

You strike with immeasurable force, causing even the backlash to carry damaging force. Make a Melee Weapon or Melee Unarmed Strike. Hit or Miss, each creature in a 5 foot emanation takes 1d4 slashing damage per level (basic Fort Save), and if they fail the save they are pushed 5 feet directly away from you. If the Strike Critically hits, the target treats their save as if it's one degree of success worse than what they rolled

FEAT 6 Dragonthorn Mine [two-actions]    Dragoon Flourish

PREREQUISITE: Skysplitter Dragoon

You are in Dragonheart and wielding a loaded Firearm or Crossbow

You channel the draconic energy of your Vault into an explosive charge that you can detonate on an enemy's approach. Vault, but instead of making a Strike, choose a free space within the required weapon's first range increment. You place an intangible charge of draconic energy at that space. For the next minute, you may detonate that charge as a Free Action, triggered by a creature entering or leaving the targeted space or an adjacent space. When you detonate the charge, each creature in the targeted space and a 5 foot emanation takes damage equal to the Required Weapon's damage dice plus your Vault bonus damage (Basic Reflex Save) of the same type as your draconic origin, and suffers the effects of any Runes on your weapon that would trigger on a Strike. Once you detonate the charge, it disappears, and you cannot use this feature for 1d4 rounds. If you place a new charge before detonating one already placed, the old charge dissipates and cannot be detonated. This trait gains the trait matching your Draconic Origin's tradition.

FEAT 6 Kindred Blow   Dragoon

PREREQUISITE: Scalekin Dragoon

Your Mount and you work in even more harmony than most. When you Vault and use your reaction to command your Mount to move, at any point during its movement it may make a single Strike against the target of your Vault.

FEAT 6 Sheltering Scales [three-actions]    Dragoon

PREREQUISITE: Wyrmscale Dragoon

FREQUENCY: Once per Hour

You are in Dragonheart, and are weilding a shield

You channel your Draconic Energy into a defensive wall extending from your shield. Whenever you raise your shield for the next minute, choose two spaces on opposing sides of your space. Your space and the two chosen spaces grant lesser cover to you and any allies behind them, and prevents Area of Effect abilities such as a Dragon's Breath Attack or the Fireball spell from affecting spaces behind those squares, though you are still subject to the effect. Then Raise your Shield.

FEAT 6 Break the Line [two-actions]    Dragoon

PREREQUISITE: Earthshaker Dragoon

You are in Dragonheart, and weilding a weapon in the Flail group.

You lash out with a burst of Draconic Strength to break through a group of foes as you advance. You attempt to Shove or Trip up to five creatures adjacent to you, rolling a separate Athletics check for each target and ignoring the requirement that you have a hand free. Then Stride up to half your Speed. This movement doesn’t trigger reactions from any of the creatures you successfully Shoved or Tripped. Each attack counts toward your multiple attack penalty, but don’t increase your penalty until you have made all your attacks.

Feat 8

FEAT 8 Blind-Fight   Dragoon Fighter Investigator Ranger Rogue

PREREQUISITE: Master in Perception

Your battle instincts make you more aware of concealed and invisible opponents. You don't need to succeed at a flat check to target concealed creatures. You're not off guard to creatures that are hidden from you (unless you're flat-footed to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature.

While you're adjacent to an undetected creature of your level or lower, it is instead only hidden from you.

FEAT 8 Crushing Rebuke   Dragoon Mental Visual

PREREQUISITE: Master in Intimidation

When a Frightened Creature that can see you damages you, they take 2d4 mental damage. This increases to 3d4 if you legendary proficiency in Intimidation.

FEAT 8 Incredible Aim [two-actions]    Concentrate Dragoon Fighter

By spending a moment to focus, you can ensure your attack strikes true. Make a ranged weapon Strike. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore the target's concealed condition.

FEAT 8 Incredible Companion (Dragoon)   Dragoon

PREREQUISITE: Mature Animal Companion (Dragoon)

Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion.

Leads Into: Specialized Companion (Dragoon)

FEAT 8 (Enhanced Surge)   Dragoon

PREREQUISITE: Draconic Surge

You've trained to push yourself more often. You can now use the Draconic Surge Action once per hour, instead of once per day.

FEAT 8 (Dragoon Felling Strike)   Dragoon

PREREQUISITE: Vault

You will suffer no trespass into your aerial domain. When you strike and deal damage to a Flying creature with the Vault action, the target falls up to 120 feet. If this causes the target to hit the ground, they take half the fall damage. If the attack is a critical hit, the target can’t Fly, Leap, levitate, or otherwise leave the ground until the end of your next turn.

Feat 10

FEAT 10 Rampart Aura   Dragoon Fear Mental

PREREQUISITE: Looming Dread Stance

Your Looming Dread Stance aura becomes palpable with malice, preventing the weak willed from approaching, or escaping should you already be upon them. When a creature not already affected by Rampart Aura would start its turn in or enter your Looming Dread stance aura for the first time in a turn, they make a Will Save. The effect depends on the effect of their save:

They take no effect and become immune to your Rampart Aura for 1 hour

The target treats your aura as difficult terrain until the end of their turn, after which they become immune to your rampart aura for 1 minute.

The target treats your aura as difficult terrain for 1 minute.

Same as a failure, except they also are Immobilized until the end of their turn

FEAT 10 Dragoon Wings [two-actions]    Dragoon Morph

FREQUENCY: Once per Day

DURATION: 1 Minute

You've deepened your connection to your Draconic Origin even further, and can call upon their power to temporarily sprout mighty wings. You gain a flight speed of 60 feet or your Speed, whichever is greater. If you're still airborne when the duration ends, you float to the ground, landing upright without taking fall damage.

This Feat gains the trait matching your Draconic Origin's Tradition. If you are a Scalekin Dragoon, your Mount can take this action as well, though it still counts against your once per day usage limit.

Feat 14

FEAT 14 Dread Presence [free-action]    Dragoon

PREREQUISITE: Looming Dread Stance

You roll Initiative

Terrorizing your foes comes to you instinctually. When you would roll Initiative, you may attempt to enter your Looming Dread Stance as a free action, following all the normal rules of that feat.

FEAT 14 Specialized Companion (Dragoon)   Dragoon

PREREQUISITE: Incredible Companion (Dragoon)

Your animal companion continues to grow in power and ability, and it is now cunning enough to become specialized. Your animal companion gains one specialization of your choice.

FEAT 14 Origin Form (Feat 14)   Dragoon

You are in Dragonheart and not Fatigued

You call upon the draconic energy that flows through you to temporarily take the form of your Draconic Origin. Once per day, you may cast a 7th rank Dragon Form Spell on yourself, using the form of your Draconic Origin. Your breath attack in this form uses your Dragoon DC, and anytime you score a Critical Hit with an unarmed strike granted by this effect, you immediately recharge your Breath Attack. At 16th level, the spell automatically heightens to 8th rank, and at 18th it heightens to 9th rank. If you take the Vault action while in this form, increase your Vault Damage as if you are wielding a weapon of your Draconic Legacies Chosen Type.

The spell gains the same trait as your Draconic Origin's Tradition. If you are a Scalekin Dragoon, your Mount can instead cast this spell, though it still counts as your single cast per day. It retains the Mount Trait for the duration of the spell.

Leads Into: (Enhanced Origin Form)

Feat 18

FEAT 18 (Enhanced Origin Form)   Dragoon

PREREQUISITE: Origin Form

You've learned how to more efficiently channel your Origin's Might. You may now cast Dragon Form once per Hour, instead of once per day.

FEAT 18 Mighty Dragoon Wings   Dragoon

PREREQUISITE: Dragoon Wings

Calling upon your draconic wings comes to you without a thought, giving you a fly Speed equal to your Speed. When you take the Dragoon Wings action, your fly Speed increases to 90 feet for the duration, unless your Speed is faster.

If you are a Scalekin Dragoon, when you take this feat, you can choose for either you or your mount to gain the effects.

Feat 20

Feat 20 Rampage [two-actions]    Concentrate Dragoon

FREQUENCY: Once per Day

DURATION: 1 minute

You are not in Dragonheart, and are not Fatigued

You call upon the full might of your Draconic Strength. You enter Dragonheart, except for the Duration, you gain a +2 status bonus to Attack Rolls, and you increase your Dragonheart's bonus damage by 2. This increases your Vault damage by the same amount.

Dragon's Legacy

You channel Draconic power into a unique fighting style, augmenting your martial training with draconic power and emulating some of the legendary strength of Dragons.

Highwind Dragoon

You use spears, lances, and other polearms in swift, precise strikes while striving to emulate the Dragons speed. While in Dragonheart, increase your speeds by 5 feet. Additionally, while wielding a weapon in the Spear or Polearm group, when you use the Vault action, increase the bonus damage from 5 to 7. Increase this damage to 11 when you get Weapon Specialization, and 14 when you get Greater Weapon Specialization

Gift of Scales: You no longer provoke reactions with any Leap, Long Jump, or High Jump as long as you are in Dragonheart

Gift of Claws: Increase the height of obstacles you can vault over to 25 feet, and the size of creatures you can vault over to Gargantuan. Additionally, increase your maximum leap distance by 5 feet.

Galerender Dragoon

You use heavy two handed weapons to dish out devastating, crashing blows like the a dragon's mighty wings. When you take the Dragonheart action, or start your turn in Dragonheart, you gain Temp HP equal to your Con mod plus your level. Additionally, while wielding a Melee weapon in two hands, when you use the Vault action, increase the bonus damage from 5 to 11. Increase this damage from 11 to 14 when you gain Weapon Specialization, and from 14 to 17 when you get Greater Weapon Specialization

Gift of Scales: Increase the Temp HP granted by Dragon heart by 2

Gift of Claws: As long as you have Temp HP from Dragonheart, you also gain Resistance equal to 3+ your Con Mod to Piercing Damage, as well as the damage type of your Draconic Origin. If you already have resistance to one of those damage types, instead increase those resistances by your Con mod

Skysplitter Dragoon

Your style emulates the Dragons mighty breath, keeping your foes at a distance. While wielding a Crossbow or Firearm, when you use the Vault action, instead of making a melee strike, you may make a Ranged Strike, so long as the target is within half of your weapon's first Range Increment. Increase your Vault damage from 5 to 7 when you gain Weapon Specialization, and from 7 to 11 when you get Greater Weapon Specialization

Gift of Scales: When you Reload, you may also immediately enter Dragonheart as part of that action

Gift of Claws: When you Vault, you may target a creature within your full first range increment.

Wyrmscale Dragoon

With a shield in hand, you strive for the legendary endurance of the Dragon. You gain the Shield Block feat, and as long as you are in Dragonheart, while your shield is raised, you may add its AC bonus to your saves against damaging Area effects. Additionally, as long as you're wielding a shield, when you use the Vault action, increase the bonus damage from 5 to 8. Increase this damage to 11 when you get Weapon Specialization, and 14 when you get Greater Weapon Specialization

Gift of Scales: As long as you are in Dragonheart, damage you take as a result of Area effects or the Force Barrage Spell can trigger your Shield Block Reaction

Gift of Claws: At the start of each of your turns, you gain an additional reaction which can only be used to take the Reactive Shield or Shield Block reactions.

Earthshaker Dragoon

Using chains, whips, and similar tools, you emulate the lashing blows of a Dragons tail. While you are in Dragonheart and wielding weapons in the flail group, those weapons gain the Shove trait, and you gain a +1 bonus to Athletics checks to Shove actions using those weapons. Additionally, as long as you're wielding a weapon in the Flail group, when you take the Vault Action, immediately after you Strike, you may immediately attempt to Trip the target of your Strike. This applies your Weapon's potency rune towards the roll, and counts towards your Multi Attack Penalty, but does not increase it until after your Vault is complete. Increase your Vault damage from 5 to 7 when you gain Weapon Specialization, and from 7 to 11 when you get Greater Weapon Specialization

Gift of Scales: While in Dragonheart, your bonus to Shove actions increases to +2, and if your Vault's Strike succeeded, you gain a +2 bonus to your Trip.

Gift of Claws: While in Dragonheart, any enemy adjacent to the target of a Shove or Trip action you make must make a Fort save against your Dragoon DC or become Off-Gaurd to the next strike made against them before the end of their next turn.

Scalekin Dragoon

Rather than focusing on a single style of weaponry, you've developed a unique connection with a mount, in the style of legendary Dragon Knights. You gain an Animal Companion with the Mount trait. While in Dragonheart, as long as you are mounted, your weapons gain the Training Trait. Additionally, When you take the Vault Action, if you're mounted, increase the damage from 5 to 8. Additionally, you may use your Reaction to immediately command your Mount to move up to its speed towards the space your Vault will land in. If it reaches that space, you immediately Mount your companion again. Increase this damage to 11 when you get Weapon Specialization, and 14 when you get Greater Weapon Specialization.

Gift of Scales: When you use the Vault action, and use your Reaction to command your Mount to move, that movement will no longer provoke reactions. Additionally, your Companion gains a +5 foot bonus to their speed for this movement

Gift of Claws: While in Dragonheart, your Companion gains the bonus to damage you do. Additionally, When your Companion strikes a creature, your next Strike against that creature this turn gets a +1 Circumstance bonus to the attack roll.

Multiclass Archetype

FEAT 2 Dragoon Dedication   Archetype Dedication Multiclass Uncommon

PREREQUISITE: Str +2, Dex +2

You become trained in Athletics. If you were already trained in Athletics, you instead become trained in a skill of your choice. You become trained in the Dragoon class DC. You can use the Dragonheart Action, and the Vault Action. Choose a Draconic Origin, and a Dragon's Legacy. You have that Legacy for all purposes, but don't gain any of the other abilities it grants.

FEAT 4 Dragoon's Resiliency   Archetype

PREREQUISITE: Dragoon Dedication; Class granting no more HP per level than 8 + your Con Mod

You gain 3 additional Hit Points for each Dragoon Archetype class feat you have. As you continue selecting Dragoon Archetype class feats, you continue to gain additional HP in this way.

FEAT 4 Basic Draconics   Archetype

PREREQUISITE: Dragoon Dedication

You gain a 1st or 2nd level Dragoon Feat.

Leads into: Advanced Draconics

FEAT 6 Advanced Draconics   Archetype

PREREQUISITE: Basic Draconics

You gain one Dragoon Feat. For the purpose of meeting it's Prerequisites, your dragoon level is equal to half your character level.

You can select this feat more than once. Each time you select it, you gain another Dragoon Feat.

FEAT 6 Legacy Ability   Archetype

PREREQUISITE: Dragoon Dedication.

You've learned to better tap into your draconic abilities, and can draw upon more draconinc strength. You gain the abilities of your Dragon's Legacy.

FEAT 12 Masterful Plummet   Archetype

PREREQUISITE: Dragoon Dedication, Expert in Athletics

You've learned how to turn even unintentional falls into dangerous attacks. You gain the Death from Above Feature, as well as the Death from Above reaction.

Draconic Origins Table (Legacy)

Dragon Tradition Damage Type Breath Weapon
Red Arcane Fire Cone
White Arcane Cold Cone
Blue Arcane Electricity Line
Green Arcane Poison Cone
Black Arcane Acid Line
Gold Divine Fire Cone
Silver Divine Cold Cone
Bronze Arcane Electricity Line
Brass Arcane Fire Line
Copper Arcane Acid Line
Forest Primal Piercing Burst
Sea Arcane Bludgeoning Burst
Sky Divine Electricity Burst
Sovereign Occult Psychic Burst
Underworld Arcane Fire Burst
Cloud Primal Electricity Cone
Brine Primal Acid Line
Magma Primal Fire Cone
Crystal Primal Piercing Cone
Umbra Primal Void Cone

Author: Vajra

Created: 2025-06-07