Ranger Conclave: Dragoon

@Jovasvision

Sky Warriors

A warrior bedecked in armor approaches a young dragon wyrmling. She sees the young drake for what it truly is, that is, unlimited potential. The wyrmling takes flight to escape the obviously powerful knight but she jumps and so she lands perfectly on it. The drake bucks and does rolls to throw her off of it but she holds strong and tames the beast in mere hours. The warrior smiles and takes the drake on her journeys and is an unstoppable force in battle, evermore.


Dragoon Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Dragoon Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you can know.


Jump

At 3rd level, you can cast the jump spell on yourself spell as if it were a cantrip. You do not take fall damage if you have used the jump spell this or last round.

Perfect Landing

Starting at 7th level, you gain proficiency with polearms (spear, pike, quarterstaff, glaive, halberd) and lances and when landing from the jump spell, or on a flying mount, you can ready an attack action to land on a creature or construct dealing an additional 1d12 damage upon landing.

Dragon Rider

At 11th level you can tame wyrmlings (such as a red dragon wyrmling) and fly upon them as a mount. It takes 1d20 days* to train the wyrmling and convince it to be in your service.

Soul Bonded

Beginning at 17th level, the bond between you and your Wyrmling is increased and you can connect magically with it to communicate psychically up to 100 miles. Your Wyrmling always knows where you are and you always know where your Wyrmling is as long as you are both on the same plane of existence.


*An alternate rule set for this feature is to have it take (1d10 minus your Wisdom modifier (minimum 1)) hours to train and convince your wyrmling. This is so it can be done with brevity if the DM so wishes.

Homebrewery Link

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