Class: Dragoon in New World - Dragonsmoke Archipelago | World Anvil

Class: Dragoon

 

devikyn

Dragoon

Overview

The Dragoon is an elite class of knight: the best of the best, trained specifically to fight dragons. They are a lance-wielding knight that developed an aerial style of combat so that they might better pierce the scaled hides of their mortal foes. Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every ounce of their bodies behind the blow. A select few dragoons bind their souls to a dragon egg, creating an unbreakable bond between dragoon and dragon. Others infuse their own blood with that of a dragon, granting them their ancient magic and draconic abilities.  

Multiclassing

Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be refelected in one of the standard class options. Refer to page 163 of the Player's Handbook for the full details of Multiclassing.  

Multiclassing Prerequisites

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one. The dragoon's prerequisites are shown in the Ability Score Prerequisites table.  
Ability Score Prerequisites
Class Ability Score Minimum
Dragoon Strength 13 and Constitution 13
 

Multiclass Spellcasting

Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.   Spell Slots. If you have the Dragon's Blood feature, add a third of your levels (rounded down) in the Dragoon class when determining your spell slots.
hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 6 + your Constitution modifier per dragoon level after 1st
armor proficiencies: Light, Medium
weapon proficiencies: Simple, Martial
tools:
saving throws: Strength, Constitution
skills: Choose two from skills Acrobatics, Animal Handling, Athletics, Investigation, Intimidation, Nature, or Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a halberd or (b) a lance or (c) a pike
  • (a) leather armor or (b) chain shirt
  • (a) Dungeoneer's pack or (b) Explorer's pack
  • a spear and three javelins

  • Alternatively, you may start with 4d4 x 10 gp to buy your own equipment.
    spellcasting:
    class features:

    Vault

    At 1st level, while you aren't wearing heavy armor, you can vault as a bonus action, moving an amount of feet both laterally and vertically up to the amount shown in the Vault Distance column of the Dragoon table. This movement must be in a straight line and doesn't cost your movement. If you collide with an object during this movement, your vault stops and you fall. Attacks of opportunity have disadvantage against you while you're vaulting.   Additionally, you have resistance to damage from falling an amount of feet that's less than your Vault Distance. At 10th level, you are immune to this damage instead of resistant.  

    Polearm Specialist

    You have practiced extensively with polearms, which are the following weapons: javelins, spears, pikes, glaives, halberds, tridents, and lances. You have a +2 bonus to damage rolls with polearms, and any polearm you wield gains the reach property if it doesn't already have it.  

    Aerial Assault

    Starting at 2nd level, you learn how to drop down upon your foes with devastating power. You gain the ability to use the aerial assault.   Aerial Assault. If you make at least one weapon attack with a polearm immediately after vaulting, you strike as you descend. The first of these attacks that hits deals 1d4 extra damage for every 10 feet you vaulted. The extra damage die becomes 1d6 at 9th level and 1d8 at 14th level.   You may use this feature a number of times equal to your proficiency bonus. When you finish a short or long rest, you regain your expended uses.  

    Lancet

    At 2nd level, you can demoralize your foes whilst invigorating yourself. As an action, you can make a melee spell attack (using Constitution as your ability modifier) against a creature within your reach. On a hit, you deal 1d8 + your Consititution modifier necrotic damage and regain an amount of hit points equal to the damage dealt.   You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses after a long rest.  

    Draconic Knowledge

    At 3rd level, you have significant experience studying, tracking, hunting, and even talking to Dragons.   You have advantage on Wisdom (Survival) checks to track dragons, Intelligence checks to recall information about them, as well as advantage on all saving throws against effects created by dragons or their lair actions.   Additionally, you learn to read, write, and speak Draconic.  

    Dragoon Path

    Also at 3rd level, you choose a path that you strive to emulate in your combat styles and techniques. Choose Dragon Master, Dragon's Soul, or Dragon's Blood, all detailed at the end of the class description. The path you choose grants you features at 3rd level and again at 5th, 7th, 11th, and 17th level.   Some of your features require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:
    Path Save DC = 8 + your proficiency bonus + your Constitution modifier  

    Ancient Circle

    Starting at 6th level, you have developed defensive magic to protect you and those around you from area of effect attacks.   When you are subjected to an effect, such as a red dragon's fiery breath or a Lightning Bolt spell, that allows you to make a Dexterity Saving throw to take only half damage, you can use your reaction to create a magical sigil on the ground in a 10-foot radius around. Targets within the area are resistant to damage dealt by such effects and make their saving throws against the effects with advantage, until the start of your next turn.   At 15th level, the radius increases to 30 feet.   You have one use of this feature, which is replenished when you finish a short or long rest. At 15th level, you have two uses.  

    Dragon Heart

    Starting at 13th level, your mind and body become inured to the dragons you hunt, granting you some of their properties.   You become immune to the frightened condition, and you gain resistance to the elemental type you chose for your Dragoon Path.  

    Relentless Combatant

    Starting at 18th level, whenever you score a critical hit with an Aerial Assault or reduce a creature to 0 hit points with one, you may immediately make one melee weapon attack against each enemy creature within your reach.   Additionally, your weapon attacks with polearms now score a critical hit on a roll of 19 or 20.  

    One with the Sky

    At 20th level, Your Constitution and Strength increases by 2. Your maximum for these score is now 22. In Addition, you may use your Aerial Assault an unlimited number of times.
    subclass options:

    Dragoon Paths

    A dragoon chooses a path when it rises from the ranks of initiate within the order. The path you follow reflects your choice.  

    Dragon Master

    The Dragon Master path embodies a power between the of the world dragons and man. Bound together as one, dragon and dragoon work as one to fight the monstrous foes that threaten civilization and its outlying areas. Emulating the Dragon Master path means committing yourself to this ideal, working in partnership with a dragon as its companion and friend.  

    Dragon Companion

    At 3rd level, you use your magic to create a powerful link with a unhatched dragon egg.   As an action, you can magically summon the dragon that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.   The dragon is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Dragon Companion stat block, which uses your proficiency bonus (PB) in several places. Your dragon's damage type is determined by the elemental type you chose for your Dragoon Path.   In combat, the dragon shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take your bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated the dragon can take any action of its choice, not just Dodge.   The dragon remains until it is reduced to 0 hit points, until you use this feature to summon the dragon again, or until you die. Anything the dragon was wearing or carrying is left behind when the dragon vanishes.   Once you summon the dragon, you can't do so again until you finish a long rest.  

    Soul Link

    At 3rd level, your dragon companion gains a variety of benefits due to its soul link with you.   Your dragon companion gains proficiency in Intimidation, Perception, and two skills of your choice. It also becomes proficient in your choice of two saving throws: one from Constitution/Dexterity/Wisdom and the other from Strength/Intelligence/Charisma. For each level you gain after 3rd, your dragon companion gains an additional hit die and its hit point formula is calculated with this formala: 3+(5*DragoonLevel+its Constitution modifier).   Your companion has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal and its bond always contains the following:
    "The Dragoon who I am linked with is my most sacred companion, and I will protect them with my life."
    — Your Dragon

    Your dragon companion may share a soul link with you, but that doesn't necessarily mean they have to like you. You may add a statement to your bond describing your dragon companion's disposition towards you.  
    d6 1d6 Traits
    1 I fear nothing because I am the one to be feared.
    2 If you threaten my Dragoon, you threaten me.
    3 I hunt for myself and only myself.
    4 People see a dragon and fear me. I use that to my advantage.
    5 I am vocal when I disagree with my companion's decisions.
    6 I am my companion's guardian; I will do what I can to protect them.
     
    d6 1d6 Flaw
    1 If there's meat left unattended, I will eat it.
    2 I may be a dragon, but I have the personality of a hosue cat.
    3 Any time is a good time for a nap.
    4 I'm violent and cruel in combat. Everything dies, mercy is never shown.
    5 I love shiny things and can't help but collect them.
    6 I occassionaly sneeze <damage type>.
     

    Companion Breath Weapon

    Beginning at 5th level, your dragon companion gains a dragon's signature breath weapon.   When your dragon companion uses its breath weapon, each creature in the area of the exhalation must make a saving throw, with the area and type determined by your Dragoon Path. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. A creature takes damage equal to 2d6 + your Constitution modifier on a failed save, or half as much damage on a successful one. The damage dice increase to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.   At the start of each of your dragon companion's turns, roll a d6. If the roll is a 5 or a 6, it regains the use of its breath weapon. The ability also recharges when your dragon companion finishes a short or long rest.  
    Dragon's Breath
    Dragon Master Types
    Dragon Damage Type Breath Weapon
    Black Acid 5 by 30 ft. line (Dexterity Save)
    Blue Lightning 5 by 30 ft. line (Dexterity Save)
    Brass Fire 5 by 30 ft. line (Dexterity Save)
    Bronze Lightning 5 by 30 ft. line (Dexterity Save)
    Copper Acid 5 by 30 ft. line (Dexterity Save)
    Gold Fire 15 ft. cone (Dexterity Save)
    Green Poison 15 ft. cone (Constitution Save)
    Red Fire 15 ft. cone (Dexterity Save)
    Silver Cold 15 ft. cone (Constitution Save)
    White Cold 15 ft. cone (Constitution Save)
    Amethyst (Prerequisite: You must have another dragoon reach level 17) Force 15 ft. cone (Strength Save)
    Crystal (Prerequisite: You must have another dragoon reach level 17) Radiant 15 ft. cone (Constitution Save)
    Deep (Prerequisite: You must have another dragoon reach level 17) Psychic 15 ft. cone (Wisdom Save)
    Dragon Turtle (Prerequisite: You must have another dragoon reach level 17) Fire (Being underwater doesn't grant resistance against this damage) 15 ft. cone (Constitution Save)
    Emerald (Prerequisite: You must have another dragoon reach level 17) Psychic 15 ft. cone (Intelligence Save)
    Moonstone (Prerequisite: You must have another dragoon reach level 17) Radiant 5 by 30 ft. line (Dexterity Save)
    Sapphire (Prerequisite: You must have another dragoon reach level 17) Thunder 15 ft. cone (Constitution Save)
    Topaz (Prerequisite: You must have another dragoon reach level 17) Necrotic 15 ft. cone (Constitution Save)

     
     

    Mature Dragon

    At 7th level, your dragon compaion has grown. It gains the following traits:
    • Its size becomes Large. As a result, the size of its hit die increases to d10, and it gains 1 hit point for each dragoon level you have.
    • Its body is now fully mature, allowing it to support a rider. It can be ridden as an intelligent mount.
    • Its bite deals 1d4 extra damage of your Dragoon Path damage type.
    • Its armor class becomes 16.
    • Each of its ability scores are increased by 2, to a maximum of 20.
      Additionally, it gains the following action:
    Fightful Presence. One creature of the dragon's choice that is within 60 feet of the dragon and aware of it must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become frightened of it for 1 minute. The affected creature and make the save at the end of each of its turns, ending the effect on a success.  

    Improved Lancet: Spirit Surge

    A surge of spirit energy shoots down the connection between you and your dragon companion, healing their wounds.   At level 10, whenever you attack with Lancet, you may use it to heal your dragon companion instead. The dragon heals an additional 1d8 hit points.  

    Linked Magic

    At 11th level, your dragon gains the ability to use a special type of magic gained from your Soul Link.   Your dragon companion is granted one spell based on your Dragoon Path, as listed in Appendix B.   It can use this spell once, and it must finish a short or a long rest before it can use it again.  

    Spirit Transfer

    Starting at 17th level, your link with your dragon grows stronger, enabling you to transfer your spiritual essence into it.   You can use your bonus action and expend a hit die to have your dragon companion regain hit points equal to the hit die + your dragoon level.

    Dragon's Soul

    A Dragoon who has chosen to enhance their combat abilities beyond their full potential accepts a portion of a dragon's soul into their body when they choose this path. This class of Dragoon excels at combating all manner of dragons and other dangerous creatures, having a rich knowledge of their foes and strategies needed to defeat them. Their combat abilities evolve around increasing the speed and devastating effects of their strikes to overpower their enemies.  

    Merged Soul

    At 3rd level, you choose a dragon type that you accept part of their soul. The damage type associated with each dragon is used by features you gain at later levels.  
    Dragon's Soul Table
    Dragon's Soul Types
    Dragon Damage Type
    Black Acid
    Blue Lightning
    Brass Fire
    Bronze Lightning
    Copper Acid
    Gold Fire
    Green Poison
    Red Fire
    Silver Cold
    White Cold
    Amethyst (Prerequisite: You must have another dragoon reach level 17) Force
    Crystal (Prerequisite: You must have another dragoon reach level 17) Radiant
    Deep (Prerequisite: You must have another dragoon reach level 17) Psychic
    Dragon Turtle (Prerequisite: You must have another dragoon reach level 17) Fire (Being underwater doesn't grant resistance against this damage)
    Emerald (Prerequisite: You must have another dragoon reach level 17) Psychic
    Moonstone (Prerequisite: You must have another dragoon reach level 17) Radiant
    Sapphire (Prerequisite: You must have another dragoon reach level 17) Thunder
    Topaz (Prerequisite: You must have another dragoon reach level 17) Necrotic

     
     

    Power Vault

    Starting at 3rd level, your focus on vaults allows you to use them more efficiently.   Once during each of your Vaults, when you collide with an object or surface, you can jump off of it to gain an additional 10 vertical feet as long as there is room to jump. The maximum height for the damage calculation of your Aerial Assault is increased by 10 feet.   Additionally, after continuous training, you have mastered the ability to Vault indoors. Using the walls and ceiling you are able to boost your speed to inflict damage and pass over enemies. Starting at 3rd level, when you vault, you may leap up to your Vault score horizontally, landing in an unoccupied space. During the leap, you are able to move through an enemies territory as if you were flying above them. You may also use Aerial Assault during this vault; the bonus damage is determined by distance of your vault.  

    Shield Proficiency

    At 3rd level, you gain proficiency in the use of shields.  

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

    Dragon Strike

    Starting at 7th level, your muscles are honed from your dragon soul and your speed increases by 10 feet.   When you use your Aerial Assault, you can change the damage type to your Merged Soul type, and you can choose one of the following additional effects when you hit with it:  
    • The target must succeed on a Strength saving throw or be knocked prone
    • The target must succeed on a Dexterity saving throw or be disarmed of one object or weapon, which lands at its feet
    • The target must succeed on a Constitution saving throw or the next attack made against them has advantage
     

    Improved Lancet: Dragon's Sword

    You channel the power of the Dragons through your weapon and drain more of your enemies' essence than normal.   At level 10, the damage and healing of your Lanceet ability increases to 2d8 + your Constitution modifier.  

    Penta-Thrust

    Starting at 11th level, you can perform a five-point strike against enemies in front of you.   Using your action, you strike all creatures in a 15-foot cone in front of you. Each creature in the area must make a Dexterity saving throw, taking 5d8 damage of your Merged Soul's type on a failed save, or half on a success. This damage is increased to 7d8 at 15th level.   Once you have used this feature, you must finish a short or long rest before you can use it again.  

    Death from Above

    Starting at 17th level, you have mastered the aerial art and the weapon of the dragoon. When you attack, you put every ounce of your body behind the blows.   When you use your Aerial Assault, your attack is always treated as if you had traveled the maximum distance.   Additionally, you can replace the die roll for an attack made immediately after your Vault with a 20. You can do this after the attack roll, but before determining if the attack hits. You can't do so again until you finish a short or long rest.

    Dragon's Blood

    A Dragoon who has chosen drink the blood of a dragon does so with a deep understanding of the effects it will have on them. While it does grant great magical power to the dragoon. Scales form in areas across the body and their eyes change to look like that of a dragon, causing fear and awe to those around that see them.  

    Blood Infusion

    At 3rd level, you choose a dragon type that you infuse with your own blood. The damage type associated with each dragon is used by features you gain later.  
    Dragon's Blood
    Dragon's Blood Types
    Dragon Damage Type
    Black Acid
    Blue Lightning
    Brass Fire
    Bronze Lightning
    Copper Acid
    Gold Fire
    Green Poison
    Red Fire
    Silver Cold
    White Cold
    Amethyst (Prerequisite: You must have another dragoon reach level 17) Force
    Crystal (Prerequisite: You must have another dragoon reach level 17) Radiant
    Deep (Prerequisite: You must have another dragoon reach level 17) Psychic
    Dragon Turtle (Prerequisite: You must have another dragoon reach level 17) Fire (Being underwater doesn't grant resistance against this damage)
    Emerald (Prerequisite: You must have another dragoon reach level 17) Psychic
    Moonstone (Prerequisite: You must have another dragoon reach level 17) Radiant
    Sapphire (Prerequisite: You must have another dragoon reach level 17) Thunder
    Topaz (Prerequisite: You must have another dragoon reach level 17) Necrotic

     
     

    Spellcasting

    When you reach 3rd level, you drink the blood of a dragon to gain the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and Appendix C for the Dragoon spell list.   Cantrips. You learn two cantrips of your choice from the dragoon's blood spell list. You learn an additional dragon's blood cantrip of your choice at 10th level.   Spell Slots. The Dragon's Blood Spellcasting table shows how many spell slots you have to cast your 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 dragon's blood spells of your choice. The Spells Known column of the Dragon's Blood Spellcasting table shows when you learn more dragon's blood 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 dragon's blood spells you know with another spell of your choice from the dragon's blood spell list. The new spell must be of a level for which you have spell slots.   Spellcasting Ability. Intelligence is your spellcasting ability for your dragoon spells, since you learn your spells through an understanding of your dragon blood's magical properties. You can use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a dragoon spell you cast and when making an attack roll with one.   Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier
    Spell Attack Modifier = your proficiency bonus + your Intelligence modifier   Dragon Blood Spell Table
    Dragon Blood Table
    Level Cantrips Spells Known 1st 2nd 3rd 4th
    3rd 2 3 2 - - -
    4th 2 4 3 - - -
    5th 2 4 3 - - -
    6th 2 4 3 - - -
    7th 2 5 4 2 - -
    8th 2 6 4 2 - -
    9th 2 6 4 2 - -
    10th 3 7 4 3 - -
    11th 3 8 4 3 - -
    12th 3 8 4 3 - -
    13th 3 9 4 3 2 -
    14th 3 10 4 3 2 -
    15th 3 10 4 3 2 -
    16th 3 11 4 3 3 -
    17th 3 11 4 3 3 -
    18th 3 11 4 3 3 -
    19th 3 12 4 3 3 1
    20th 3 13 4 3 3 1

     
     

    Blood Affinity

    Starting at 5th level, when you cast a spell that deals damage of the type associated with your dragon's blood, you can add your Intelligence modifier to one of the damage rolls.  

    Dragon Magic

    Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.  

    Improved Lancet: Osmosis

    You hold out your hand and drain the life and magical aura from your opponents, restoring your own abilities.   At level 10, the range of your Lancet ability increases to 30 feet. Additionally, you may also regain a level 1 spell slot if the attack hits. Once you've gained a spell slot in this way, you must take a long rest before doing so again.  

    Blood Magic Recovery

    Beginning at 11th level, the powerful magical nature of your blood allows you to use spells more often than others.   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 1 plus your Intelligence modifier.  

    Flight of the Dragoon

    Beginning at 17th level, you are able to expend two available Aerial Assault uses to cast the fly spell on yourself causing an ethereal pair of dragon's wings sprout from your back. While this feature is active when you use your Aerial Assault, you may use your reaction after the attack to move up to your speed without provoking an attack of opportunity.

    Appendix A: Dragon Companion Stat Block

    The stat block is also viewable on the WorldAnvil class page.

    Appendix B: Linked Magic Spells

    The DC for these abilities equals 8 + your proficiency bonus + your Constitution modifier.   Linked Magic Spells

    Ichor Fog (Black Dragon)

    2nd-level Evocation   Casting Time: 1 action
    Range: 30 feet
    Components: V, S
    Duration: Instantaneous
      Magical darkness spreads from a point the dragoon chooses within 30 feet of it, filling a 10-foot-radius sphere for 1 minute or until the dragon dismisses it as an bonus action, or is incapcitated. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagicallight can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.  

    Lightning Arc (Blue Dragon)

    2nd-level Evocation   Casting Time: 1 action
    Range: 60 feet
    Components: V, S
    Duration: Instantaneous
      A shocking arc of lightning emits in a 5-foot by 30-foot line originating from you. Each creature in the area is stunned until the end of its next turn unless it succeeds on a Constitution saving throw.  

    Grasping Roots (Green Dragon)

    2nd-level Conjuration   Casting Time: 1 action
    Range: 60 feet
    Components: V, S
    Duration: 1 minute
      Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragoon can see within 60 feet of it. That area becomes difficult terrain, and each creature there must succeed on a Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a Strength check and succeeds.  

    Tremors (Red Dragon)

    2nd-level Conjuration   Casting Time: 1 action
    Range: self, 30-foot radius
    Components: V, S
    Duration: Instantaneous
      A tremor shakes the lair in a 30-foot radius around the dragoon. Each creature other than the dragoon on the ground in that area must succeed on a Dexterity saving throw or be knocked prone.  

    Paralyzing Breath (Silver Dragon)

    2nd-level Evocation   Casting Time: 1 action
    Range: self (15-foot cone)
    Components: V, S
    Duration: Instantaneous
      The Dragoon exhale a paralyzing gas in a 15- foot cone. Each creature in that area must succeed on a Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  

    Ice Prison (White Dragon)

    2nd-level Evocation   Casting Time: 1 action
    Range: 60 feet
    Components: V, S
    Duration: up to 10 minutes
      The dragoon creates an opaque wall of ice or dome on a solid surface it can see within 60 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. The dome can have a a radius of up to 10 feet, 10feet high, and 1 foot thick When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon dies.  

    Repulsion Breath (Bronze Dragon)

    2nd-level Evocation   Casting Time: 1 action
    Range: self, 15-foot cone
    Components: V, S
    Duration: Instantaneous
      You exhale repelling energy in a 30-foot cone. Each creature or object in the area must make a Strength saving throw. On a failed save, a target is pushed 30 feet in a straight line away from the dragon. If an affected target collides with another creature or object, both the target and the creature or object it collided with take 1d6 bludgeoning damage for every 10 feet the target was pushed.  

    Dust Bowl (Brass Dragon)

    2nd-level Evocation   Casting Time: 1 action
    Range: 60 feet
    Components: V, S
    Duration: Instantaneous
      A cloud of sand swirls about in a 20-foot radius sphere centered on a point the dragon can see within 60 feet of it. The cloud spreads around corners. Each creature in the area must succeed on a Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  

    Feeble Breath (Gold Dragon)

    2nd-level Evocation   Casting Time: 1 action
    Range: self, 15-foot cone
    Components: V, S
    Duration: Instantaneous
      You exhale weakening gas in a 15-foot cone. Each creature in that area must succeed on a Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  

    Deep Mud (Copper Dragon)

    2nd-level Evocation   Casting Time: 1 action
    Range: 60 feet
    Components: V, S
    Duration: Instantaneous
      You choose a point on the ground that you can see within range. The ground in a 10-foot radius turns into 3-foot deep mud. Each creature on the ground in that area when the mud appears must succeed on a Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. At the start of your next turn, the mud hardens, and the Strength check DC increases by 3.  

    Desiccating Breath (Topaz Dragon)

    2nd-level Evocation   Casting Time: 1 action
    Range: self, 15-foot cone
    Components: V, S
    Duration: up to 1 minute
      The dragon exhales yellowish necrotic energy that can affect up to three different creatures in its cone. These creatures must make a Constitution saving throw. On a failed save, the creature is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage.   Additionally, whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell effect ends (up to 1 minute), the target must roll a d4 and subtract the number frolled from the attack roll or saving throw. This is meant to outlast the weakened effect.  

    Dream Breath (Moonstone Dragon)

    2nd-level Enchantment   Casting Time: 1 action
    Range: self, 15-foot cone
    Components: V, S
    Duration: up to 10 minutes
      The dragon exhales mist in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw or fall unconscious for 10 mintues. This effect ends for a creature if the creature takes damae or someone else uses an action to wake it.  

    Disorienting Breath (Emerald Dragon)

    2nd-level Evocation   Casting Time: 1 action
    Range: self, 15-foot cone
    Components: V, S
    Duration: up to 1 minute
      The dragon exhales a wave of psychic dissonance in a 15-foot cone. Each creature in that area must make an Intelligence saving throw. On a failed save, the creature takes 12 (3d6) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d4 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.  

    Ocean Surge (Dragon Turtle)

    2nd-level Evocation   Casting Time: 1 action
    Range: self, 10-foot wide 60-foot long line
    Components: V, S
    Duration: up to 1 minute
      A line of strong wind or water 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.   Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.   The gust or current disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.   As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.  

    Nightmare Breath (Deep Dragon)

    2nd-level Evocation   Casting Time: 1 action
    Range: self, 15-foot cone
    Components: V, S
    Duration: up to 1 minute
      The dragon exhales a cloud of spores in a 15-foot cone. Each creature in that area must make a Wisdom saving throw. On a failed save, the creature takes 10 (2d10) psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  

    Scintillating Breath (Crystal Dragon)

    2nd-level Evocation   Casting Time: 1 action
    Range: self, 15-foot cone
    Components: V, S
    Duration: up to 1 minute
      The dragon exhales a burst of brilliant radiance in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 13 (3d8) radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 5 temporary hit points by absorbing a portion of the radiant energy.  

    Singularity Breath (Amethyst Dragon)

    2nd-level Evocation   Casting Time: 1 action
    Range: self, 15-foot cone
    Components: V, S
    Duration: up to 1 minute
      The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 15-foot cone. Each creature in that area must make a Strength saving throw. On a failed save, the creature takes 13 (3d8) force damage, and its speed becomes 0 until the start of the dragon’s next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced.  

    Debilitating Breath (Sapphire Dragon)

    2nd-level Evocation   Casting Time: 1 action
    Range: self, 15-foot cone
    Components: V, S
    Duration: up to 1 minute
      The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 15-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 10 (2d10) thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.
     

    Appendix C: Spell List

      The Dragon's Blood Spell List
    LevelProficiency BonusVault HeightClass Features
    1+210ftVault, Polearm Specialist
    2+210ftAerial Assault, Lancet
    3+210ftDragonic Knowledge, Dragoon Path
    4+220ftAbility Score Improvement
    5+320ftDragoon Path Feature
    6+320ftAncient Circle
    7+320ftDragoon Path Feature
    8+320ftAbility Score Improvement
    9+430ftAerial Assault Improvement
    10+430ftVault Improvement, Dragoon Path Improved Lancet
    11+430ftDragoon Path Feature
    12+430ftAbility Score Improvement
    13+540ftDragon Heart
    14+540ftAerial Assault Improvement
    15+540ftDragoon Path Feature
    16+540ftAbility Score Improvement
    17+650ftDragoon Path Feature
    18+650ftRelentless Combatant
    19+650ftAbility Score Improvement
    20+750ftOne with the Sky
     

    Dragoon Dragon Companion

    Medium dragon, any
    Armor Class: 14 + PB
    Hit Points: 3 + ((5 + Constitution modifier) x Dragoon Level) (1 d8 HD per Dragoon Level)
    Speed: 30 ft , fly: 60 ft

    STR

    16 +3

    DEX

    10 +0

    CON

    16 +3

    INT

    14 +2

    WIS

    12 +1

    CHA

    14 +2

    Saving Throws: Your Choice of Two: One from Constitution/Dexterity/Wisdom and the other from Strength/Intelligence/Charisma
    Skills: Intimidation, Perception, and your choice of 2 others
    Damage Immunities: Based on Color Chosen
    Senses: Blindsight 10 ft., Darkvision 60 ft.
    Languages: Common, Draconic

    Actions

    Bite. Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB piercing damage.

    Choose the color of your dragon:  
    Color Damage Type/Immunity Breath Weapon Other abilities
    Black Acid 5 by 30 ft line (Dex Save) Amphibious, Swim 30 ft
    Blue Lightning 5 by 30 ft line (Dex Save) Burrow 15 ft
    Brass Fire 5 by 30 ft line (Dex Save) Burrow 15 ft
    Bronze Lightning 5 by 30 ft line (Dex Save) Amphibious, Swim 30 ft
    Copper Acid 5 by 30 ft line (Dex Save) Climb 30 ft
    Gold Fire 15 ft. Cone (Dex Save) Amphibious, Swim 30 ft
    Green Poison 15 ft. Cone (Con save) Amphibious, Swim 30 ft.
    Red Fire 15 ft. Cone (Dex Save) Climb 30 ft.
    Silver Cold 15 ft. Cone (Con Save) Ice Walk, burrow 15ft, swim 30 ft
    White Cold 15 ft. Cone (Con Save) Ice Walk, burrow 15ft, swim 30 ft
    Amethyst (Prerequisite: You must have another dragoon reach level 17) Force 15 ft. Cone (Str Save) Hover, swim 30 ft, Darkvision 120 ft, Telepathy 120 ft, Prone Immunity
    Crystal (Prerequisite: You must have another dragoon reach level 17) Radiant 15 ft. Cone (Con Save) Burrow 15 ft, Climb 30 ft, Telepathy 120 ft, Cold Resistance
    Deep (Prerequisite: You must have another dragoon reach level 17) Psychic 15 ft. Cone (Wis Save) Burrow 15 ft, swim 30 ft, Charm Immunity, Poison Resistance
    Dragon Turtle (Prerequisite: You must have another dragoon reach level 17) Fire (Being underwater doesn't grant resistance against this damage 15 ft. Cone (Con Save) Amphibious, swim 30ft, Darkvision 120 ft
    Emerald (Prerequisite: You must have another dragoon reach level 17) Psychic 15 ft. Cone (Int Save) Burrow 20 ft, Telepathy 120 ft, Fire Resistance
    Moonstone (Prerequisite: You must have another dragoon reach level 17) Radiant 30 ft. Line (Dex Save) Charm Immunity
    Sapphire (Prerequisite: You must have another dragoon reach level 17) Thunder 15 ft. Cone (Con Save) Burrow 15 ft, Climb 30 ft, Lightning Resistance, Darkvision 120 ft, Telepathy 120 ft
    Topaz (Prerequisite: You must have another dragoon reach level 17) Necrotic 15 ft. Cone (Str Save) Amphibious, swim 30 ft, Cold Resistance, Darkvision 120 ft
     
    Other Abilities

      Burrow, Climb, Swim. The dragon gains this additional move speed at the listed rating.   Amphibious. The dragon can breathe air and water.   Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

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