Credit: The Creators of The Legend of Dragoon Prestige Class Dragoon In the earliest days of the world just after it evolved from it's primordial state, the All True God descended to the world and created life in a various number of forms. First, he started with the trees and plants. Then, he moved on to other forms of life. In this variety, were dragons, and humanoids alike. Amongst most of the other races, one of the strongest and most powerful of creatures are the Dragons. Being a prideful species, whenever a dragon is killed by a creature allegedly weaker than it, the dragon's soul by chance bursts forth in its magical energy which then crystalizes into a magical sphere. Such a sphere, the Dragon Spirit or more commonly called a Dragoon Orb, holds power that most wouldn't understand. In some legends, the Orb holds the key to controlling dragons and in another legend, the Orb holds the power of the draco-knights whom hold power estranged to most that are not dragoons (draco-knights) or even ancient dragons. Which legend is true? Unless you know someone that knows about what a dragoon could be or find and ask an ancient dragon about such knowledge, you will never know unless you manage to attain a Dragoon Orb. Dragoon Orb As stated before a dragon orb is when a dragon's soul merges with it's own magical energies and crystalizes into a sphere. However, a Dragoon isn't made just by any random person trying to attune to the orb. The Dragon Soul encased in the orb must first recognize the dragoon-to-be. Such happens when the orb glows brightly in the presence of the Dragoon. A Dragoon Orb can glow for a number of reasons aside from recognizing a Dragoon. Such are: a dragoon harnessing the power of another Dragoon Orb, or even detecting the presence of another dragoon or Dragoon Orb. The Dragoons Once a Dragoon is recongnized, they usually are obligated to their fate as a Dragoon. As such, whenever a creature is recognized by their orb, they can't really turn their head the other way since the orb will only allow a recognized dragoon to utilize the power within.

The Dragoon Level Features Spirit Power Needed Mana Pool 1st Dragoon Form, Dragoon Magic 2 20 2nd Dragoon Addition 3 20 3rd Dragoon Magic (2) 4 40 4th Ability Score Improvement 5 40 5th Dragoon Addition (2), Dragoon Magic (3) 6 80 6th Ability Score Improvement 7 80 7th Dragoon Magic (4) 8 140 8th Ability Score Improvement 9 140 9th Dragoon Magic (5) 10 200 10th Dragon Tamer 11 200 Prerequisites Aside from having a Dragoon Orb and attoning to it, you must meet the following prerequisites in order to advance as a Dragoon (including multiclassing prerequisites for your existing class): Strength 15. Dragoon's are mighty warriors. They are going to need as much muscle as they can get if they are to fight in the honorable fashion as their legend has told of them.

Dragoon's are mighty warriors. They are going to need as much muscle as they can get if they are to fight in the honorable fashion as their legend has told of them. Charisma 13. Dragoon's are driven by their conviction to accept their fate. So they will need to have some charismatic encounters.

Dragoon's are driven by their conviction to accept their fate. So they will need to have some charismatic encounters. Proficiency in the Animal Handling skill. At a certain point they are going to encounter Dragons and will need to know how to handle them.

At a certain point they are going to encounter Dragons and will need to know how to handle them. Character 6th level. Dragon Orbs are powerful objects alone. One choosing you doesn't happen by mistake and so your character must reach 6th-level before they can have a chance to become a Dragoon.

Dragon Orbs are powerful objects alone. One choosing you doesn't happen by mistake and so your character must reach 6th-level before they can have a chance to become a Dragoon. Complete a special task. You must find a Dragoon Orb and bring it to another Dragoon whom could understand if you are recognized by the Dragon Spirit within the orb. Class Features As a Dragoon, you gain the following features. Hit Points Hit Points: 1d8 per Dragoon level

1d8 per Dragoon level Hit points per level: 1d8 (or 5) = your Constitution modifier per Dragoon level. Proficiencies Tools: None

None Saving Throws: Strength, Charisma

Strength, Charisma Skills: Intimidate, Persuasion Equipment This class doesn't grant any special equipment. Dragoon Form When you attain your first level in this class, you gain the ability to change into an alternate form that is called the Dragoon Form, or Draco-Knight as some may like to call it. Now just because you attain the ability doesn't mean that you will be able to switch between the Dragoon Form and your normal form at will. You need to build your potential power, or Spirit Power, to it's requirement before you can truly attain the ability to access your Dragoon Form's abilities. Your Dragoon Form doesn't last indefinitely, so use it wisely. After you transform into your Dragoon Form which is a bonus action, you can only do one of two things. You can either (a) make a Standard Attack action, or (b) use your Dragoon Magic. Taking either uses up one turn of your allotted time in your Dragoon Form so make sure you know what you are using it for. The last thing you should keep in mind is that your Dragoon Form only lasts for a number of turns equal to half your Dragoon Level (rounded down; minimum of 1). Spirit Power Spirit Power, as explained above, is the power of potential you can have to offer to the Dragoon Orb. At the start of combat, you would have only 0 points of this potential power and gain a point every time you land a successful standard attack (individually, not full turn) on a target enemy. The more powerful as a Dragoon you are the more Spirit Power that is needed to open up your Dragoon Form. The Spirit Power necessary to attain your Dragoon Form, is 1 + your Dragoon level, as shown in the class table. Dragoon Form For a brief description of what a character's Dragoon Form would look like, they would look very much like themselves with a few notable differences. Their armor is the exact same color as the scales of the Dragon of their origin.

They have two dragon wings which also allows them to hover lightly above where they were standing before entering their Dragoon Form.

Their blade glows the color of glow of their Dragon Orb. In addition, you gain the following benefits in your Dragoon Form: You gain a +1 bonus to AC.

You gain your Charisma modifier in elemental damage ( of your element) everytime you hit a creature. Dragoon Magic Dragoons, unlike other spellcasters, have a pool of mana that they can tap into at anytime. Over the course of a long rest this pool fully replenishes. The source of this pool is forged from the bond of their Dragon Orb and their conviction to accept their fate as a dragoon. With that being said, Charisma is the ability score associated with all Dragoon spells. Another thing to know about dragoons is that they only get 5 spells, each more powerful than the last.

Additionally, dragoons start with only one spell at first level and that spell is their 1st level spell. At 3rd, 5th, 7th, and 9th levels, they get their next level spell. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Dragoon Element Table d6 Dragon Scale Color Orb Glow Color Element 1 Red Red Fire 2 Blue Blue Cold 3 Green Green Poison 4 Bronze Orange Lightning 5 Copper Grey Acid 6 Black Violet/Purple Necrotic Dragoon Addition At 2nd and 5th levels your Dragoon form gains the benefit of making an additional attack when they take the Standard Attack action. Also, Dragoons normally refer to attack clusters like you would find in normal Extra Attack, or multi-attack features as additions as it reasonably is an additional attack to their primary attack of the standard attack action. Ability Score Improvement At 4th level, and again at 6th and 8th level, you can increase one ability score of your choice by 2 or you can increase two ability scores of your choice by one. As normal, you can't increase an ability score above 20 using this feature. Dragon Tamer When you reach 10th level, your power as a dragoon has grown to it's fullest potential. As a standard action you can make an Wisdom (Animal Handling) roll to see if you can appeal to a dragon's liking. On success, it takes your bonus action to commune with the power of the spirit within your dragoon orb and magically control a dragon. A dragon's age determines the level of difficulty of trying to attain the dragon's liking and obedience. It also determines their will to fight back. An adult dragon or older can make Wsdom saving throws against your spell save DC to regain control over itself if it wishes so. Once the dragon is free to do as it pleases, the dragon can no longer be tamed by you. In addition, if you fail your Wisdom (Animal Handling) roll to see if you can gain the dragon's interest, then it can no longer be tamed by you. The table below shows the the Animal Handling DC for attain the dragon's liking for the different ages of a Dragon. Dragon Taming Table Dragon's Age Animal Handling DC Dragon Hatchling/Whelp 10 Drake 13 Adult Dragon 17 Ancient Dragon 19 Dragoon Spells These are the spells that a Dragoon would have. They are categorized by what element of Dragoon you are. Fire Dragoon These are the powers you will get if your element is fire. Pyro Blast 1st level conjuration Casting Time: 1 action

1 action Range: One direction to 30 feet

One direction to 30 feet Components: V, S

V, S Duration: Instantaneous

Instantaneous Mana Cost: 20 points Manipulating the burning fire within the Dragoon Orb, you create a blast of Fire that goes to 30 feet in front of you. Any creature in the path of the blast must make a Dexterity saving throw. The creature or creatures will take 3d6 + your Charisma modifier in damage upon a failed save, or half as much damage on a successful one. Immolation 2nd level conjuration Casting TIme: 1 action

1 action Range: 60 feet

60 feet Components: V

V Duration: 1 minute

1 minute Mana Cost: 40 points You and a number of allies within 60 feet of you of your choice get enveloped in a protective shell of fire for 1 minute. Any creature that attempts to strike you or your allies must make a Constitution saving throw against your spell save DC or be set on fire taking 2d8 fire damage and an addition 2d6 damage for every turn that the fire isn't put out. Explosion 3rd level conjuration Casting TIme: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous

Instantaneous Mana Cost: 60 points You select a point within 60 feet of you as the epicenter of a huge explosion. If there is a creature within the space designated as the epicenter, they can not attempt to save from anything as they would have no reaction time to know what was going on. In fact, they take 3d10 fire damage and are launched your Charisma modifier x 10 feet into the air. In addition to that, they are stunned for 3 turns. As for any and all creatures in the spaces around the epicenter, they must make Constitution saving throws. On a failed save, they take 2d10 fire damage, knocked prone 10 feet away, and stunned for 3 turns. On a successful save, they take half damage and knocked prone 10 feet away.

Heart Fire 4th level conjuration Casting Time: 1 action

1 action Range: 15 feet

15 feet Components: V

V Duration: Instantaneous

Instantaneous Mana Cost: 80 points You bring forth some of the living fire from within your heart and share it with a dead creature. The creature comes back to life with your Charisma modifier of their hit points. If the creature has been dead for longer than 24 hours, then the resurrection is rendered useless and an infernal minion (infernal spawn) is created. The stat block below gives the details for such a minion. Additionally, NOTE: You can only have one minion created by this spell at a time. Infernal Spawn Medium monstrocity, unaligned Armor Class 13 + Constitution modifier

13 + Constitution modifier Hit Points half your maximum

half your maximum Speed 30ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 18 (+4) 12 (+1) 12 (+1) 10 (+0) Damage Immunities fire, psychic, radiant

fire, psychic, radiant Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, restrained, and stunned

blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, restrained, and stunned Senses blind sight 60 ft.

blind sight 60 ft. Languages It understands one language of its creator but can't speak it.

It understands one language of its creator but can't speak it. Challenge ( XP) Immolated. The infernal spawn is quite literally a skeleton lit ablaze. When infernal spawn is hit with a melee attack while within 5 ft. of the attacking creature, the attacking creature takes 7(2d6) fire damage. Actions Multi-attack. The Infernal Spawn can attack half as many times as it's dragoon creator in their dragoon form. Hurl Flame Ranged Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 9(2d6 + 2) fire damage Firestorm 5th level conjuration Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Concentration, up to 1 minute

Concentration, up to 1 minute Mana Cost: 100 points You summon a 30-foot-radius storm of searing hot fire on a point within 120 feet of you. All creatures that start their turn in the firestorm must make Constitution saving throws. If they fail, they take 6d10 + your dragoon level fire damage. If they succeed, they only take 3d10 + your Charisma modifier fire damage. Cold Dragoon These are powers granted to a cold dragoon. Serenial Rain 1st level conjuration Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Concentration, up to 1 minute

Concentration, up to 1 minute Mana Cost: 20 points You create a gentle storm that spans over a 30 foot radius with your position as the epicenter. For 1 minute, the storm will release a gentle rain that heals you and your allies for an amount of hit points equal to your Charisma modifier. Celestial Rainbows 2nd level conjuration Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous

Instantaneous Mana Cost: 40 points Choose your Charisma number of targets friendly to you, yourself included as a choice. Rainbows will swirl around them. Remove from them one malignant condition that befells them, except for exhaustion. This spell can also remove curses and hex. Freezing Breath 3rd level conjuration Casting Time: 1 action

1 action Range: 5 feet

5 feet Components: V, S

V, S Duration: Instantaneous

Instantaneous Mana Cost: 60 points Like the dragon inside your orb once did, you breath a freezing cold breath onto a creature close to you. That creature must make a Constitution saving throw against your spell save DC. Upon a failed save, they take 4d8 + your Charisma modifier cold damage. Upon a successful save, they take half as much cold damage.

Frostguard 4th level evocation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Concentration, up to 1 minute

Concentration, up to 1 minute Mana Cost: 80 points Choose your Charisma modifier number of targets friendly to you, yourself included as a choice. For 1 minute, all targets have immunity to cold damage as long as you don't lose concentration Diamond Dust 5th level conjuration Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous

Instantaneous Mana Cost: 100 points Choose a point within 120 feet of you. In a 30 foot radius around that point, everything gets frozen over multiple times until its in a perfect crystalization of ice, before the ice shatters at the faintest snap of your fingers. Every creature caught within the radius must make a Constitution saving throw against your spell save DC. On a failed save, they take 6d10 + your dragoon level cold damage and have their movement halved for 3 turns. On a successful save, they take 3d10 + plus your Charisma modifier cold damage. Poison Dragoon Poison dragoons will attain these powers. Strangle Vines 1st level conjuration Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous

Instantaneous Mana Cost: 20 points You summon a patch of poisonous thorny vines to come up from the earth and strangle a target. The target must succeed a Strength saving throw or be immobilized. At the start of the creature's turn, they must make a constitution saving throw or take 2d8 + your Charisma modifier poison damage. In addition, the creature can make a Strength (Athletics) check of your spell save DC to try and get out of the vines. Poisonous Treant 2nd level conjuration Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Concentration up to 1 minute

Concentration up to 1 minute Mana Cost: 40 points You create a poisonous treant out of a nearby tree. This treant will fight under your control for 1 minute as long as you can keep your concentration. After that, the treant will turn to a neutral state of being and roam free. The table below shows the treants statistics. Poisonous Treant Large plant, chaotic good Armor Class 16 (Natural armor)

16 (Natural armor) Hit Points half your maximum

half your maximum Speed 30ft. STR DEX CON INT WIS CHA 23 (+6) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1) Damage Vulnerabilites fire

fire Damage Resistances bludgeoning, piercing

bludgeoning, piercing Damage Immunities poison . - Condition Immunities poisoned

poison . - poisoned Senses passive Perception 13

passive Perception 13 Languages Common, Druidic, Elvish, Sylvan

Common, Druidic, Elvish, Sylvan Challenge 4 (4500 XP) False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree. Siege Monster. The treant deals double damage to objects and structures. Poisonous. Any creature touched by a Slam or Whip attack made by the treant must succeed a DC 18 Constitution saving throw or be poisoned. Actions Multi-attack. The Poisonous Treant can attack half as many times as it's dragoon creator in their dragoon form. Slam. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage Whip. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (2d4 + 6) slashing damage. Ivy Whip 3rd level evocation Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (vine leaf)

V, S, M (vine leaf) Duration: Concentration, up to 10 minutes

Concentration, up to 10 minutes Mana Cost: 60 points You evoke a poisonous whip in your free hand. You can use your action to make a melee spell attack with this whip. On a hit, the creature takes 3d8 poison damage and must succeed a constitution saving throw or be poisoned.

Orb of Poison 4th level evocation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Concentration, up to 1 minute

Concentration, up to 1 minute Mana Cost: 80 points You evoke a potent orb of poison which orbits around one of the arms of either yourself, or an ally of your choice within 30 feet of you. For the duration the orb is around, the target ally gets half your dragoon level to attack and damage. In addition, they get one charge of being able to inflict the poisoned condition. Toxic Smog 5th level conjuration Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Concentration, up to 1 hour

Concentration, up to 1 hour Mana Cost: 100 points You create a cloud of green poisonous gas a fumes that spreads out to a radius of 40 feet. All creatures within the zone must make Constitution saving throws for every turn they are in the cloud of poison. On a failed save, they take 3d10 + your dragoon level poison damage and are inflicted with the poisoned condition and half the damage without being inflicted with the condition on a successful save. Lightning Dragoon The follow lightning dragoon powers could most likely make Thor and Zeus blush. Chain Lightning 1st level evocation Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S

V, S Duration: Instantaneous

Instantaneous Mana Cost: 20 feet You evoke lightning from your blade. Select 3 creatures, the last 2 creatures being of at most 10 feet away from the last creature selected, within 90 feet of you. Make a ranged spell attack roll against the first creature. This creature recieves 3d8 lightning damage before the lightning chains off to the next of the selected and then the last. The next creature targetted must succeed on a Constitution saving throw or take half the damage rolled against the first creature and is stunned for a turn. The last creature targetted must succeed on a Dexterity saving throw or take half as much as much damage as the second creature would have or has taken and be stunned for 2 turns. Your attack gets advantage if the first creature targetted is wearing metal armor. Additionally, if the last creature targetted is wearing metal armor their Dexterity saving roll is made at a disadvantage. Lightning Shield 2nd level evocation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: 30 seconds

30 seconds Mana Cost: 40 points You evoke the lightning from the heavens to create a shell of electricity around yourself or an ally of your choice within range. All creatures that attack you or the target with the Lightning Shield must succeed a Constitution saving throw, or take 3d6 lightning damage and lose its turn. Atomic Mind 3rd level abjuration Casting Time: 1 action

1 action Range: Self

Self Components: V

V Duration: Concentration, up to 1 minute

Concentration, up to 1 minute Mana Cost: 60 points You summon electricity from the heavens to strike your blade. All of your attacks deal an extra 2d6 lightning damage until the duration expires or you lose your focus. Electric Emplosion 4th level conjuration Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V

V Duration: Concentration, up to 1 hour

Concentration, up to 1 hour Mana Cost: 80 points You summon an electrical storm that spans 60 feet in diameter. Inside this storm, reality of the battlefield is warped into a strange fluidic web. All creatures, that aren't you, that move through the area move at half speed. Additionally, for every turn they take going into the storm or starting in the storm, all creatures, except for you, must succeed Constitution saving throws or take 2d8 lightning damage. Overload 5th level evocation Casting Time: 1 action

1 action Range: Close burst

Close burst Components: V, S

V, S Duration: Instantaneous

Instantaneous Mana Cost: 100 points You evoke the power of the raging storms within you. All creatures around you must succeed Dexterity saving throws or take 10d8 lightning damage.

Acidic Dragoon Oops. Sorry try again. I kid. I kid. Basically, the following is what you need to know about the acidic dragoons powers. Acid Spray 1st level conjuration Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous

Instantaneous Mana Cost: 20 points You create a jet stream of acid that is pointed at a creature of your choice dealing 2d8 acid damage. Acidic Blood 2nd level transmutation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V

V Duration: Concentration, up to 1 minute

Concentration, up to 1 minute Mana Cost: 40 points You select one creature friendly to you. For 1 minute, that creature has resistance to acid damage. Corrode Armor 3rd level transmutation Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous

Instantaneous Mana Cost: 60 points You select 4 creatures within 60 feet of you, numbering them as you are selecting them. The DM then rolls a 1d4. Whichever number the dice lands on is the creature that gets a -1 penalty to their armor. Ionic Bond 4th level transmutation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V

V Duration: Concentration, up to 10 minutes

Concentration, up to 10 minutes Mana Cost: 80 points You select a creature friendly to you within 30 feet. For 10 minutes, that creature is immune to acid damage. Acid Rain 5th level evocation Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Concentration, up to 1 minute

Concentration, up to 1 minute Mana Cost: 100 points You call a storm of acid to rain down in a 30 foot radius centered on a region of your choosing within range. All creatures hostile to you must succeed a Dexterity saving throw or take 6d8 acid damage. All other living things are unaffected by this spell. Necrotic Dragoon Necromancy? In dragons? Some black dragons have been known to have some necromancy powers. Vampyrism 1st level necromancy Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Concentration up to 1 minute

Concentration up to 1 minute Mana Cost: 20 points You touch your weapon. For 1 minute, half of the damage you deal is given to you in hit points. Curse 2nd level necromancy Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V

V Duration: Concentration, up to 1 minute

Concentration, up to 1 minute Mana Cost: 40 points You utter a vile string of words at a creature. That creature must make a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options. While the target is cursed, your attacks and spells deal an extra 1d10 necrotic damage.

Choose one ability score. While cursed, the target has disadvantage on all rolls associated with that ability score. Wethered Smite 3rd level necromancy Casting Time: 1 action

1 action Range: Self

Self Components: V

V Duration: Concentration, up to 1 minute

Concentration, up to 1 minute Mana Cost: 60 points The following times you attack a creature, you deal an extra 1d8 necrotic damage. In addition, you can force a creature to make a Constitution saving throw, or be wethered. If they save, then they don't have to make one again. While wethered, they must make additional Constitution saving throws in order to perform any action they wish to do on their turn.