The Dragoon The Dragoon, is an elite class of knight; the best of the best, trained specifically to fight the dragon threat. They are a lance-wielding knight that developed an aerial style of combat, 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 wyrmling egg creating an unbreakable bond between each other or infusing their own blood with that of a dragons. Granting them ancient magic and abilities. Class Features As a Dragoon, you gain the following class features. Hit Points Hit Dice: 1d10 per Dragoon level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d 10 (or 6) + your Constitution modifier per dragoon level after 1st Proficiencies Armor: Light, Medium Weapons: Simple weapons, martial weapons Saving Throws: Strength, Dexterity Skills: Choose two from Acrobatics, Animal Handling, Athletics, Investigation, Intimidation, Nature, or Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) A glaive, lance, or halberd

A glaive, lance, or halberd (a) Scale Mail or (b) Studded Leather

Scale Mail or Studded Leather (a) Dungeoneer's pack or (b) Explorer's pack

Dungeoneer's pack or Explorer's pack 4 Javelins

Dragoon Level Proficiency Bonus High Jump Max. Height Class Features 1st +2 10ft High Jump, Polearm Specialist 2nd +2 10ft Draconic Knowledge, 3rd +2 10ft Dragoon Path, Aerial Assault 4th +2 20ft Ability Score Improvement 5th +3 20ft Dragoon Path 6th +3 30ft Ancient Circle 7th +3 30ft Dragoon Path 8th +3 40ft Ability Score Improvement 9th +4 40ft Aerial Assault Improvement 10th +4 50ft High Jump Improvement 11th +4 50ft Dragoon Path 12th +4 60ft Ability Score Improvement 13th +5 60ft Dragon Heart 14th +5 70ft Aerial Assault Improvement 15th +5 70ft Ancient Circle (two uses) 16th +5 80ft Ability Score Improvement 17th +6 80ft Dragoon Path 18th +6 90ft Relentless Combatant 19th +6 90ft Ability Score Improvement 20th +6 100ft One with the Sky

High Jump Starting at 1st level, while you are not wearing heavy armor, you may use your bonus action to leap 10 feet into the air. The height you can jump indoors is limited by the ceiling. You may move up to 15 ft. horizontally before returning to the ground in an unoccupied space. If this movement would provoke attacks of opportunity, those attacks are made with disadvantage. The maximum height you can jump increases when you reach certain Dragoon levels, as shown in the Dragoon table. While you are conscious, when you would take fall damage from a distance lower than your High Jump maxium height. You would instead take half damage. At 10th level, you take no fall damage. Polearm Specialist You have practiced extensively with Polearm weapons, which includes the following weapons: Javelin, Spear, Longspear, Pike, Glaive, Halberd, Trident, Great Trident, Lance, and gaining the following benefit: When wielding a Polearm, your weapon gains +2 damage and the Reach tag. Draconic Knowledge Beginning at 2nd 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 all saving throws from dragons or their lair actions. When you gain this feature, you also learn how to read, write, and speak in draconic. Aerial Assault Starting at 3rd level, you learn how to drop down upon your foes with devastating power. You may only use this feature if you are wielding a polarm. You may use this feature a number of times equal to your Strength modifier or Dexterity modifier + dragoon level. When you finish a short or long rest, you regain your expended uses. Aerial Assault. If you used your High Jump to leap into the air this turn, you may strike a foe in the air or as you come crashing back to the ground by making a special melee attack against an enemy within 10 ft. of the space you landed. If you’re able to make multiple attacks with the Attack action, this replaces one of them. Make a melee weapon attack against the target. On a hit, the target takes an additional 1d4 damage for every 10 feet you fell to a maximum of 50 feet and you take no fall damage. This bonus damage increases to 1d6 at 9th level and 1d8 at 14th level. Dragoon Path 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. Ancient Circle You have developed defensive magic to protect you and those around you from a dragons breath attack by drawing out Beginning at the 6th level, As a reaction you create a magical sigil on the ground in a 10ft radius around you. All aoe damage is halved to all within the radius of you until the end of your next turn. You may use this ability once per long rest, At the 15th level, the radius increases to 30ft and you are able to use this ability twice per long rest. Dragon Heart At the 13th level, Your body is changed by the draconic energy within you. You become immune to sleep, paralysis, charm, and resistance to the elemental type based on your Dragon Companion, Dragon Soul, or Dragon Blood. Relentless Combatant Starting at 18th level, whenever you score a critical hit with a Aerial Assault or reduce a creature to 0 hit points with one, you may immediately make an attack against each enemy creature within range. You make seperate attack rolls for each target. A creature can only be attacked once by this skill once per turn. One with the Sky At 20th level, you may use your Aerial Assault an unlimited number of times. Dragoon Path's A dragoon chooses a path when it rises from the ranks of iniate 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. After an exhaustive 8 hour ritual and the expenditure of 50 gp worth of rare herbs and minerals, you link your soul with the dragon wyrmling within the egg to serve as your faithful companion. You normally select you companion from among the following dragon wyrmlings: Black, Blue, Brass, Bronze, Copper, Gold, Green, Red, Silver, or White located in Apendix A. However, your DM might pick one of these dragons for you, based on the surrounding terrain and on what types of dragons would logically be present in the area. At the end of the 8 hours, your dragon companion hatches and gains all the benefits of your Soul Link ability. You can have only one dragon companion.

Because your souls are magically intwined with each other. If you die, your dragon companion dies with you. This magic was crafted this way in order to protect the dragoon while building a strong bond with their dragon companion. It also gives the dragon an incentive to protect and work alongside the Dragoon. If your dragon companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and minerals, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an dragon companion to life in this manner even if you do not possess any part of its body. You will only ever have 1 dragon companion during your lifetime. Severing the bond with your dragon is possible, but only at the cost of your life. Soul Link At 3rd level, Your dragon companion gains a variety of benefits while its soul is linked to you. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. Your dragon companion has abilities and game statistics listed in Apendix A of this handout. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. Your dragon companion gains proficiency in Perception, Stealth, and two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature. Your companion shares your alignment, and 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 is always, “The Dragoon who travels with me is a (beloved, horrible, trustworthy, etc) companion for whom I would give my life, to protect my life.” Feel free to determine how your wyrmling feels about you d6 Traits 1 I fear nothing because I am the one to be feared. 2 Threaten my companion, 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 companions decisions. 6 I am my companion's guardian, I will do what I can to protect them. d6 Flaw 1 If there’s meat left unattended, I’ll eat it. 2 I may be a dragon, but I have the personality of a house 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 occasionally sneeze...fire. Breath attack Beginning at 5th level, When your wyrmling uses its breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your dragon's color. The DC for this saving throw equals 8 + its Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Recharge (5-6) At the start of each of the wyrmling’s turns, roll a d6. If the roll is a 5 or 6, the monster regains the use of its breath weapon. The ability also recharges when the monster finishes a short or long rest. Dragons' Breath Dragon Damage Type Breath Weapon Black Acid 5 by 30 ft. line (Dex. save) Blue Lightning 5 by 30 ft. line (Dex. save) Brass Fire 5 by 30 ft. line (Dex. save) Bronze Lightning 5 by 30 ft. line (Dex. save) Copper Acid 5 by 30 ft. line (Dex. save) Gold Fire 15 ft. cone (Dex. save) Green Poison 15 ft. cone (Con. save) Red Fire 15 ft. cone (Dex. save) Silver Cold 15 ft. cone (Con. save) White Cold 15 ft. cone (Con. save) Spirit Link Starting at the 7th level, your link with your dragon grows stronger enabling you to transfer your spirtual essence into it and its essence to you. On your turn, you can expend a hit dice as a bonus action to have your companion regain hit points equal to 1d10+ its level. This effect may be used twice per long rest or short rest. You are granted an ability listed in Apendix B based on the type of dragon companion you have. You may use this ability, as an action, once per long rest or short rest as an action. Dragoons Best Friend: At 11th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

All Grown-up: At 17th level, Your dragon companion has grown up, Describe it. You are now able to use it as a mount and it is able to use its breath weapon 2 additional times Dragon's Soul A Dragoon who has chosen to enchance 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 devestating effects of their strikes to overpower their enemies. Dragon 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. Dragons' Soul Dragon Damage Type Black Acid Blue Lightning Brass Fire Bronze Lightning Copper Acid Gold Fire Green Poison Red Fire Silver Cold White Cold Quick Jump: After continuous training, you have mastered the ability to High Jump indoors. Using the walls and ceiling you are able to boost your speed to inflict damage and pass over enemies. Starting at 3rd level, as a bonus action, you may Quick Jump causing you to leap 15ft horizontally, landing in an unoccupied space. During the long jump, you are able to move through an enemies territory as if you were flying above them. You may also use Aerial Assault after Quick Jump, the bonus damage is considered t be as if you fell from your High Jump max height for your dragoon level up to a maximum of 50ft. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Penta Thrust At 7th level You strike all creatures in a 15ft wide cone in front of you. Each creature in the targeted area must make a DC dexterity saving throw. On a failed save the creature takes 5d6. On a successful save the target takes half damage. This damage is increased to 5d8 at 15th level. You may use this ability once per long or short rest. Super Jump Starting at 11th level, As your skills are honed you increase the height of your high jump and distance you can move horizontally during a high jump by an additional 10ft. Also the bonus damage from Aerial Assault type changes to your dragon souls damage type. Whenever you use your Aerial Assault feature, you choose one of the following additional effects: (choosing the additional effect before the attack roll is made): The target must succeed on a Strength saving throw or be knocked prone.

or be The target must succeed on a Dexterity saving throw or be disarmed.

or be The target must succeed on a Constitution saving throw or the next attack made against them has advantage. Most of these additional effects require your target to make a saving throw to resist the effect of the strike. The saving throw DC is calculated as follows: Aerial Assault save DC = 8 + your proficiency bonus + your Strength modifier Death from Above 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. Upon reach 17th level, your weapon attacks score a critical hit on a roll of 19 or 20. When you use your Aerial Assault ability you add your bonus damage to the next 2 attacks. 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. Dragon Blood 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.

Dragons' Blood Dragon Damage Type Black Acid Blue Lightning Brass Fire Bronze Lightning Copper Acid Gold Fire Green Poison Red Fire Silver Cold White Cold Spellcasting When you reach 3rd level, you drink the blood of a dragon to gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and Apendix C for the Dragoon spell list. Cantrips You learn two cantrips of your choice from the dragoon spell list. You learn an additional dragoon cantrip of your choice at 10th level. Spell Slots The Dragoon 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 dragoon spells of your choice. The Spells Known column of the Dragoon Spellcasting table shows when you learn more dragoon 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 dragoon spells you know with another spell of your choice from the dragoon 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 the memories you recieve from the dragons blood. You 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 Dragoon Level Cantrips Known 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 Elemental Affinity Starting at 5th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Intelligence modifier to that damage. Dragon Magic Beginning at 7th level, when you use your action to attack, you can cast a cantrip as a bonus action. Flight of the Dragoon Beginning at the 13th level, you are able to expend two available Aerial Assault uses to cast the fly spell on yourself. When you do so, an ethereal pair of dragon's wings sprout from your back. When you choose to use Aerial Assault while your wings are available, your fly spell does not end. You may cast the Fly spell once per long rest. Blood Aura Beginning at 17th level, you can channel the dread presence of your dragons blood, causing those around you to become awestruck or Frightened. As an action, you draw on this power and exude an aura of awe or fear (your choice) to a distance of 30 feet. For 5 rounds or until you lose your Concentration (as if you were casting a Concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be Charmed (if you chose awe) or Frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Appendix A: Dragon Wyrmlings Black wyrmling Medium Dragon, aligned with dragoon Armor Class 13 (natural armor)

13 (natural armor) Hit Points 17 (3d8 + 3)

17 (3d8 + 3) Speed 30ft., fly 45ft. swim 30 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 8 (-1) 9 (-1) 10 (+0) Proficencies Perception, Stealth

Perception, Stealth Damage Immunities acid

acid Senses blindsight 10 ft., darkvision 60ft., passive Perception 14

blindsight 10 ft., darkvision 60ft., passive Perception 14 Languages Draconic

Draconic Challenge 1/2 (100 XP) Amphibious: The dragon can breathe air and water. Actions Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage. Blue wyrmling Medium Dragon, aligned with dragoon Armor Class 13 (natural armor)

13 (natural armor) Hit Points 17 (3d8 + 3)

17 (3d8 + 3) Speed 30ft., burrow 15ft., fly 45ft. STR DEX CON INT WIS CHA 15 (+2) 8 (-1) 13 (+1) 10 (0) 9 (-1) 11 (+1) Proficencies Perception, Stealth

Perception, Stealth Damage Immunities Lightning

Lightning Senses blindsight 10 ft., darkvision 60ft., passive Perception 14

blindsight 10 ft., darkvision 60ft., passive Perception 14 Languages Draconic

Draconic Challenge 1/2 (100 XP) Actions Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage. Brass wyrmling Medium Dragon, aligned with dragoon Armor Class 13 (natural armor)

13 (natural armor) Hit Points 17 (3d8 + 3)

17 (3d8 + 3) Speed 30ft., burrow 15ft., fly 45ft. STR DEX CON INT WIS CHA 14 (+2) 9 (-1) 13 (+1) 9 (-1) 10 (+0) 12 (+1) Proficencies Perception, Stealth

Perception, Stealth Damage Immunities fire

fire Senses blindsight 10 ft., darkvision 60ft., passive Perception 14

blindsight 10 ft., darkvision 60ft., passive Perception 14 Languages Draconic

Draconic Challenge 1/2 (100 XP) Actions Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage. Bronze wyrmling Medium Dragon, aligned with dragoon Armor Class 13 (natural armor)

13 (natural armor) Hit Points 17 (3d8 + 3)

17 (3d8 + 3) Speed 30ft., fly 45ft., swim 30ft. STR DEX CON INT WIS CHA 15 (+2) 8 (-1) 13 (+1) 10 (+0) 9 (-1) 13 (+1) Proficencies Perception, Stealth

Perception, Stealth Damage Immunities Lightning

Lightning Senses blindsight 10 ft., darkvision 60ft., passive Perception 14

blindsight 10 ft., darkvision 60ft., passive Perception 14 Languages Draconic

Draconic Challenge 1/2 (100 XP) Amphibious: The dragon can breathe air and water. Actions Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.

Copper wyrmling Medium Dragon, aligned with dragoon Armor Class 13 (natural armor)

13 (natural armor) Hit Points 17 (3d8 + 3)

17 (3d8 + 3) Speed 30ft., climb 30ft., fly 45ft. STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 12 (+1) 13(+1) 8 (-1) 11 (+0) Proficencies Perception, Stealth

Perception, Stealth Damage Immunities acid

acid Senses blindsight 10 ft., darkvision 60ft., passive Perception 14

blindsight 10 ft., darkvision 60ft., passive Perception 14 Languages Draconic

Draconic Challenge 1/2 (100 XP) Actions Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage. Gold wyrmling Medium Dragon, aligned with dragoon Armor Class 13 (natural armor)

13 (natural armor) Hit Points 17 (3d8 + 6)

17 (3d8 + 6) Speed 30ft., fly 45ft., swim 30ft. STR DEX CON INT WIS CHA 15 (+2) 9 (-1) 14 (+2) 9 (-1) 7 (-2) 12 (+1) Proficencies Perception, Stealth

Perception, Stealth Damage Immunities fire

fire Senses blindsight 10 ft., darkvision 60ft., passive Perception 14

blindsight 10 ft., darkvision 60ft., passive Perception 14 Languages Draconic

Draconic Challenge 1/2 (100 XP) Amphibious: The dragon can breathe air and water. Actions Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage. Green wyrmling Medium Dragon, aligned with dragoon Armor Class 13 (natural armor)

13 (natural armor) Hit Points 17 (3d8 + 0)

17 (3d8 + 0) Speed 30ft., fly 45ft., swim 30ft. STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 11 (+0) 12 (+1) 9 (-1) 11 (+0) Proficencies Perception, Stealth

Perception, Stealth Damage Immunities poison

poison Condition Immunities poisoned

poisoned Senses blindsight 10 ft., darkvision 60ft., passive Perception 14

blindsight 10 ft., darkvision 60ft., passive Perception 14 Languages Draconic

Draconic Challenge 1/2 (100 XP) Amphibious: The dragon can breathe air and water. Actions Bite Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage. Red wyrmling Medium Dragon, aligned with dragoon Armor Class 13 (natural armor)

13 (natural armor) Hit Points 17 (3d8 + 6)

17 (3d8 + 6) Speed 30ft., climb 30ft., fly 45ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 14 (+2) 10 (+0) 9 (-1) 11 (+0) Proficencies Perception, Stealth

Perception, Stealth Damage Immunities fire

fire Senses blindsight 10 ft., darkvision 60ft., passive Perception 14

blindsight 10 ft., darkvision 60ft., passive Perception 14 Languages Draconic

Draconic Challenge 1/2 (100 XP) Actions Bite Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.

Silver wyrmling Medium Dragon, aligned with dragoon Armor Class 13 (natural armor)

13 (natural armor) Hit Points 17 (3d8 + 6)

17 (3d8 + 6) Speed 30ft., fly 45ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 14 (+2) 10 (+0) 9 (-1) 11 (+0) Proficencies Perception, Stealth

Perception, Stealth Damage Immunities fire

fire Senses blindsight 10 ft., darkvision 60ft., passive Perception 14

blindsight 10 ft., darkvision 60ft., passive Perception 14 Languages Draconic

Draconic Challenge 1/2 (100 XP) Actions Bite Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage. White wyrmling Medium Dragon, aligned with dragoon Armor Class 13 (natural armor)

13 (natural armor) Hit Points 17 (3d8 + 6)

17 (3d8 + 6) Speed 30ft., burrow 15ft., fly 45ft., swim 30ft. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 15 (+2) 6 (-3) 10 (+0) 11 (+0) Proficencies Perception, Stealth

Perception, Stealth Damage Immunities cold

cold Senses blindsight 10 ft., darkvision 60ft., passive Perception 14

blindsight 10 ft., darkvision 60ft., passive Perception 14 Languages Draconic

Draconic Challenge 1/2 (100 XP) Actions Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage. Appendix B: Soul Link Abilities Black Dragon Wyrmling Magical Darkness 6th-level ability Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

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. Blue Dragon Wyrmling Lightning Arc 6th-level ability Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous Lightning arcs, forming a 5-foot-wide line between two solid surfaces that the dragoon can see. They must be within 60 feet of the dragoon and 60 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or they are stunned. Brass Dragon Wyrmling Dust Devil 6th-level ability Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous A cloud of sand swirls about in a 10-foot-radius sphere centered on a point the dragoon can see within 60 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 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. Bronze Dragon Wyrmling Repulsion Breath 6th-level ability Casting Time: 1 action

1 action Range: self 15-foot cone

self 15-foot cone Components: V, S

V, S Duration: Instantaneous The Dragoon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 14 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the Dragoon.

Copper Dragon Wyrmling Deep Mud 6th-level ability Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous The Dragoon chooses a 10-foot-square area on the ground that it can see within 60 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 14 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 14 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. At the start of the Dragoon's next turn the mud hardens, and the Strength DC to work free increases to 18. Gold Dragon Wyrmling Weakening Breath 6th-level ability Casting Time: 1 action

1 action Range: self 15-foot cone

self 15-foot cone Components: V, S

V, S Duration: Instantaneous The dragoon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 17 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. Green Dragon Wyrmling Grasping roots 6th-level ability Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: concentration, up to 1 minute Grasping roots and vines erupt in a 10-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 DC 15 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 DC 15 Strength check and succeeds. Red Dragon Wyrmling Tremors 6th-level ability Casting Time: 1 action

1 action Range: self 30-foot radius

self 30-foot radius Components: S, V

S, V 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 DC 15 Dexterity saving throw or be knocked prone. Silver Dragon Wyrmling Paralyzing Breath 6th-level ability Casting Time: 1 action

1 action Range: self (15-foot cone)

self (15-foot cone) Components: V

V Duration: Instantaneous The Dragoon exhale a paralyzing gas in a 15- foot cone. Each creature in that area must succeed on a DC 15 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. White Dragon Wyrmling Wall of Ice 6th-level ability Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: S, V

S, V 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 upto 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 uses this lair action again or when the dragon dies.