Homebrew:Dragoon: Difference between revisions

From Campaigns
Jump to navigation Jump to search
Created page with "{{subst:homebrew:circle of seasons}}"
 
mNo edit summary
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
{{ooc note|This is an implementation of the Circle of Seasons subclass from [[Xanathar's Lost Notes to Everything Else]]}}
[[file:dragoon.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Xanathar's Lost Notes to Everything Else]]}}
__NOTOC__
__NOTOC__
{{base class|druid|blockquotestyle=width:100%}}
{{base class|fighter|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
Druids of the Circle of Seasons learn early in their trials that all things are transient. All things that live must die, and those things that don't live are worn away by the wind and rain.
Dragoons are elite combatants, selected from the ranks of standard cavalry soldiers for their prowess in battle and exceptional mounted dexterity. Their specialized training focuses as much on scouting and survival as it does advanced unit tactics, creating warriors who are just as effective on their own as with the main body of an army.


As a druid of the seasons, you embody nature’s invisible hand. Whether through famine or pestilence, flood or fire, you revere the world’s natural cycle of destruction and rebirth. Your connection to the natural cycles of life and death allows you to burn nature’s enemies and renew your allies.
A dragoon’s effectiveness comes from seamlessly weaving a variety of weapons into mounted tactics in order to control the ebb and flow of the battlefield and halt any retreat. The refined techniques of the dragoon are typically employed in armies of humans, elves, and dwarves, but regimented goblinoid armies are known to use these cavalry tactics, as well.


== Bonus Cantrip ==
== Cavalry Weapons: Haft or Hilt ==
Starting at 2nd level, you learn one additional druid cantrip of your choice.
Issued upon the entrance to training, sabers are the typical dragoon’s weapon of choice. A cavalry weapon can be any one-handed weapon that deals bludgeoning, piercing, or slashing damage and doesn’t have the light or finesse properties. When you choose this archetype at 3rd level, your cavalry weapon deals 1d8 damage, regardless of its damage die.


== Shroud of Seasons ==
== Elevated Control ==
Starting at 2nd level, you can expend one use of your Wild Shape to embrace friend or foe under nature’s shroud. As an action, choose one creature you can see within 60 feet of you that has at least 1 hit point. That creature must make a Constitution saving throw; a creature can choose to fail this saving throw if it wishes.
While cavalry traditionally refers to a mounted soldier on horseback, many armies cultivate whatever animal is best suited to the purpose in that region. While unusual, it isn’t unheard of for camels, elephants, or even giant reptiles to serve such a purpose in wartime. When you choose this archetype at 3rd level, you have advantage on Wisdom ({{animal handling}}) checks made to influence any beast with the capacity to be used as a mount.


If a creature fails its saving throw, choose one of the following options, which takes effect at the start of the creature’s next turn and lasts 1 minute, or until you lose your concentration (as if you were concentrating on a spell). For the duration, you can use your bonus action to cause nature to focus directly on the creature to greater effect.
== Versatile Combatant ==
At 3rd level, you exchange the protection of heavy armor for maneuverability and precision. When you aren’t wearing heavy armor, you add double your Strength modifier to damage rolls with your cavalry weapon and your speed increases by 5 feet. When you aren’t wearing medium or heavy armor, your proficiency bonus is also doubled for attack rolls you make with your cavalry weapons, and your speed increases by an additional 5 feet, to a total of 10. While you are mounted and aren’t incapacitated, the speed of your mount also increases in this way.


;Deep Winter’s Freeze.
Additionally, when you use the Attack action to attack with a cavalry weapon, you can use a bonus action to attack with a loaded one-handed ranged weapon you are holding. Being within 5 feet of a hostile creature doesn’t impose disadvantage on this ranged attack.
:Frost covers the target’s skin. Its movement speed is reduced by 10 feet. Using your bonus action, it takes cold damage equal to 1d4 + your Wisdom modifier.
;Fade Rot.
:A creature is afflicted with pestilence and disease, causing it to suffer one level of exhaustion, and regains only half the normal healing from spells and effects. Using your bonus action, it takes necrotic damage equal to your Wisdom modifier (minimum of 1 damage).
;Harvestide.
:The season of harvest reaps the bounty and readies the land for renewal. A creature under the shroud can use its bonus action on its turn to be showered in radiant energy, and regains hit points equal to 1d4 + your Wisdom modifier.
;Wildflame.
:As a bonus action, you cause flames to flash across the target dealing 1d6 fire damage, and causes the target to ignite in flames. At the start of each of its turns, or until the shroud ends, the target takes fire damage equal to your Wisdom modifier (minimum of 1) and sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The target or a creature within 5 feet of it can use an action to put out the flames, or some other effect can douse the flames (such as being submerged in water).


== Ashes of Life ==
== Line Breaker ==
At 6th level, when the target creature of your shroud dies, you can use your reaction to reclaim some of its life force and instantly use it heal yourself or another creature within 60 feet of you a number of hit points equal to your druid level.
At 7th level, you have learned to identify the break points in the enemy’s line and can clear the way for your allies to follow. If you move least 20 feet in a straight line, you can use your action to shove or trample enemies in your way. When you do so, each creature in your path must make a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, a creature is pushed 5 feet in a direction of your choice and falls prone.


== Child of Change ==
Creatures have disadvantage on this saving throw if you are mounted.
At 10th level, your Shroud of Seasons feature grows to stalk your target and each creature that you can see within 5 feet of it. Each creature that starts its turn under the shroud, or moves there for the first time, must succeed on a Constitution saving throw or be affected by its current season.


Additionally, while you concentrate on your shroud, you gain resistance to the damage type of the season in effect.
== Flanking Maneuvers ==
At 10th level, your battlefield awareness allows you to sense a retreat and cut it off as it happens. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack as part of the same reaction. This movement doesn’t provoke opportunity attacks.


== Natural Duality ==
Starting at 18th level, if you make a melee attack against a creature, that creature can’t make an opportunity attack against you for the rest of your turn.
Starting at 14th level, you can expend two uses of Wild Shape to cause your shroud to affect all creatures within 15 feet of your target. Additionally, the damage and healing caused by your shroud is doubled.


While you concentrate on your shroud, you can cast a concentration spell at the same time. The first time you would fail a saving throw to maintain concentration, the spell fails and the shroud remains.
== Strategic Stride ==
[[category:homebrew druid subclasses|Seasons]]
Starting at 15th level, moving through difficult terrain costs you, or your mount, no extra movement. You can also pass through nonmagical plants and natural terrain without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
 
While traveling for an hour or more while mounted, you gain the following benefits:
 
* Difficult terrain doesn’t slow your group’s travel.
* Your group can’t become lost except by magical means.
* Even when you're engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
* If you are traveling alone, or with up to nine other mounted creatures, you can move stealthily at a normal pace.
* While tracking other creatures, you also learn their exact numbers, their sizes and how long ago they passed through the area.
[[category:homebrew fighter subclasses|Dragoon]]

Latest revision as of 17:20, 26 July 2025

(OOC: This is an implementation of the Dragoon subclass from Xanathar's Lost Notes to Everything Else)

Base Class: Fighter

Dragoons are elite combatants, selected from the ranks of standard cavalry soldiers for their prowess in battle and exceptional mounted dexterity. Their specialized training focuses as much on scouting and survival as it does advanced unit tactics, creating warriors who are just as effective on their own as with the main body of an army.

A dragoon’s effectiveness comes from seamlessly weaving a variety of weapons into mounted tactics in order to control the ebb and flow of the battlefield and halt any retreat. The refined techniques of the dragoon are typically employed in armies of humans, elves, and dwarves, but regimented goblinoid armies are known to use these cavalry tactics, as well.

Cavalry Weapons: Haft or Hilt

Issued upon the entrance to training, sabers are the typical dragoon’s weapon of choice. A cavalry weapon can be any one-handed weapon that deals bludgeoning, piercing, or slashing damage and doesn’t have the light or finesse properties. When you choose this archetype at 3rd level, your cavalry weapon deals 1d8 damage, regardless of its damage die.

Elevated Control

While cavalry traditionally refers to a mounted soldier on horseback, many armies cultivate whatever animal is best suited to the purpose in that region. While unusual, it isn’t unheard of for camels, elephants, or even giant reptiles to serve such a purpose in wartime. When you choose this archetype at 3rd level, you have advantage on Wisdom (Animal HandlingWisdom (Animal Handling)skillWhen there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the DM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.) checks made to influence any beast with the capacity to be used as a mount.

Versatile Combatant

At 3rd level, you exchange the protection of heavy armor for maneuverability and precision. When you aren’t wearing heavy armor, you add double your Strength modifier to damage rolls with your cavalry weapon and your speed increases by 5 feet. When you aren’t wearing medium or heavy armor, your proficiency bonus is also doubled for attack rolls you make with your cavalry weapons, and your speed increases by an additional 5 feet, to a total of 10. While you are mounted and aren’t incapacitated, the speed of your mount also increases in this way.

Additionally, when you use the Attack action to attack with a cavalry weapon, you can use a bonus action to attack with a loaded one-handed ranged weapon you are holding. Being within 5 feet of a hostile creature doesn’t impose disadvantage on this ranged attack.

Line Breaker

At 7th level, you have learned to identify the break points in the enemy’s line and can clear the way for your allies to follow. If you move least 20 feet in a straight line, you can use your action to shove or trample enemies in your way. When you do so, each creature in your path must make a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, a creature is pushed 5 feet in a direction of your choice and falls prone.

Creatures have disadvantage on this saving throw if you are mounted.

Flanking Maneuvers

At 10th level, your battlefield awareness allows you to sense a retreat and cut it off as it happens. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack as part of the same reaction. This movement doesn’t provoke opportunity attacks.

Starting at 18th level, if you make a melee attack against a creature, that creature can’t make an opportunity attack against you for the rest of your turn.

Strategic Stride

Starting at 15th level, moving through difficult terrain costs you, or your mount, no extra movement. You can also pass through nonmagical plants and natural terrain without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

While traveling for an hour or more while mounted, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you're engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, or with up to nine other mounted creatures, you can move stealthily at a normal pace.
  • While tracking other creatures, you also learn their exact numbers, their sizes and how long ago they passed through the area.