Different take on the Dragoon

Verision

First Post
Alright, so half the reason that I starting writing up this class is because I saw the other Dragoon on this site and I didn't like the way it was done (no offense meant to the person who wrote it); there's something about getting to take additional actions after a charge that I don't like.
So, here's my take on the Dragoon. It's a work in progress and it's also the first class I've ever tried to homebrew (not just in 4e, but the first overall). Conserns, critisms and outright "Dear God, NO!!!"s are all appreciated; just don't say "Stupid FFFanboy" and we'll be good.

Also, I'm not the best when it come to "Fluff". I'm really not very attached to any of the names/descriptions for the powers.


*EDIT*

I decided that generalhenry was right; the way I'm trying to make the Dragoon powers work is a little awkward and needlessly complex. I've rethought the design and reworked it. I'll post the new design and the new powers I've added. Please tell me what you think.
 
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(no offense meant to the person who wrote it)

none taken.

Special: Make a long jump as if you had a running start and rolled a 10 on your Athletics check. Shift up to this many squares and roll the attack. (Maximum Distance that can be jumped = Running Distance {Movement + 2})

I had mine work the same way at first, but decided it was a bit awkward.


Over all good work. Though I do have to ask, why dex on the javelin powers, they're heavy thrown?
 


Dragoon Class Traits

Dragoon v2

Class Traits

Role: Striker
Power Source: Martial
Key Abilities: Strength, Constitution
Armour Proficiencies: Chainmail
Weapon Proficiencies: Simple Melee, Martial Melee, Simple Thrown
Bonus to Defenses: +1 Fortitude, +1 Reflex

Healing Points at 1st Level: 12 + Constitution
Healing Points Gained per Level: 5
Healing Surges: 6 + Constitution Modifier

Trained Skills: Athletics (Str). From the class skills list below, choose 2 more trained skills:
Dungeoneering (Wis), Endurance (Con), Intimidate (Cha), Perception (Wis)

Dragoon Builds

Javelin Dragoon:
You are a master of the Javelin. You prefer to pelt your enemies with javelins from a distance and you make incredible leaps, straight up into the air, to gain distance on your throws.
Suggested At-Wills: Throw, Toss

Spear Dragoon:
You are a master of the spear. You make incredible long jumps and land on your enemies, devastating them with a thrust from your spear.
Suggested At-Wills: Leap, Lunge

Dragoon Class Features

Ruthless Spears:
Once per round, when making an attack with the "Spear" or " Javelin" keyword, you can use your vast knowledge of spears to inflict a serious wound. This extra damage is based off of your level; see below.
Note: You can use this ability with powers that hit multiple targets, but the extra damage is only applied to one target.

1st - 10th: +1d6
11th- 20th: +2d6
21st- 30th: +3d6


Dragoon Jump:
A Dragoon can make a long jump of a distance up to half their movement without making an Athletics check. This jump can be a standing long jump or a running long jump.
Increase the jumping distance to 2/3 movement at 11th level and full movement at 21st level.
Javelin Dragoon: You can add your Dragoon Jump distance to the distance you can throw a javelin. This extra distance is applied to both the short and long range of the weapon (10/20). Powers with a range of “Javelin” benefit from this extra thrown distance. Note: The Dragoon does not jump the Dragoon Jump distance while using one of these powers. The Dragoon actually does a standing high jump to get this extra distance (no athletics check required, the jump is simply fluff).
(Spear Dragoons can still use ranged powers with a range of “Javelin”, but they don’t benefit from the extra thrown distance.)
Spear Dragoon: You can shift up to your Dragoon Jump distance when using any power with a range of “Dragoon Jump”. Unless otherwise noted, the attack is a melee attack made at the end of the shift (Ex: A power with a range of “Dragoon Jump Burst 1” is a Burst 1 done at the end of the Dragoon Jump distance).
(Javelin Dragoons can still move their Dragoon Jump distance when using powers that have a range of “Dragoon Jump”, but this movement provokes AoO)


Key Words
Spear: You must wield a spear to use this power.
Javelin: You must wield a javelin to use this power.
Spear or Javelin: You must wield a spear or a javelin to use this power.
 
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Role: Striker
Power Source: Martial
Key Abilities: Strength, Constitution
Armour Proficiencies: Plate, Scale
Weapon Proficiencies: Simple Melee, Martial Melee, Simple Thrown
Bonus to Defenses: +1 Fortitude, +1 Reflex

Just a thought about mechanics:

I think there is a reason that only one class is immediately proficient with plate, and the paladin is a defender.

I would make chainmail the most AC the Dragoon could get, simply because it balances the high damage he's likely to do, and it makes more sense rp'ing wise too.

I mean how could you make such great leaps while wearing a full set of plate?

Just my 2 cents
 

At-Will Powers and Heroic Teir Exploits

At-Will Exploits

Leap
You Leap through the air and land on your enemy, ramming your spear down his gullet.
At-Will Martial, Spear
Standard Action Range: Dragoon Jump
Target: One Enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength Modifier damage
Increase damage to 2[W] + Strength Modifier damage at 21st level.


Lunge
You extend your entire body and jab a distant foe with your spear.
At-Will Martial, Spear or Javelin
Standard Action Range: Melee (Special)
Special: You gain reach 2 with the spear for this attack.
Target: One Enemy
Attack: Strength vs. AC
Hit: 1[W]
Increase to 2[W] at 21st Level.


Throw
You leap straight up into the air and throw your javelin at a distant enemy.
At-Will Martial, Javelin
Standard Action Range: Javelin
Target: One Enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage
Increase to 2[W] + Strength modifier damage at 21st level


Toss
You hop backwards and toss a javelin at a near enemy.
At-Will Martial, Javelin
Standard Action Range: Ranged 2
Special: Shift one square away from the target before making the attack. This attack does not provoke AoO from the target (in the case of threatening reach).
Target: One Enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage
Increase to 2[W] + Strength modifier damage at 21st level.



Level 1 Encounter Exploits

Butt Sweep
You sweep your enemy off his feet with the butt of you spear.
Encounter Martial, Spear
Standard Action Range: Melee
Target: One Enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and the target is knocked prone


Butt Smash
You fake a thrust from your spear, then twist to smash the butt of you spear into your enemies face.
Encounter Martial, Spear
Standard Action Range: Melee
Target: One Enemy
Attack: Strength vs. Fort
Hit: 1[W] + Strength modifier damage and the target is dazed until the end of your next turn.


Double Throw
You leap into the air and throw two spears at two of your enemies.
Encounter Martial, Javelin
Standard Action Range: Javelin
Target: One or Two Enemies
Attack: Strength vs. AC (one for each thrown javelin)
Hit: 1[W] + Strength modifier damage


Staggering Throw
You leap into the air and throw a javelin at you enemy's legs.
Encounter Martial, Javelin
Standard Action Range: Javelin
Target: One Enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and one ally of your choosing gains combat advantage against the target until the end of your next turn.

Level 1 Daily Exploits

Thrust
You hop forward and thrust your spear into your enemy with all the force you can muster.
Daily Martial, Spear
Standard Action Range: Melee
Target: One Enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage
Special: You can shift one square before making the attack.


Repelling Strike
You strike your enemy with your spear and push them back.
Daily Martial, Spear
Standard Action Range: Melee
Target: One Enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and the target is pushed 1 square.


Double Throw
You make two small hops while throwing two javelins.
Daily Martial, Javelin
Standard Action Range: Javelin
Target: One or Two enemies
Attack: Strength vs. AC, one attack per throw
Hit: 1[W] + Strength Modifier damage
Special: You can shift two squares while using this power. You can shift before or after any attack and you can split the shift. (Ex1: Shift, throw, throw, shift. Ex2: Throw, shift, throw, shift.)


Healing Strike
You strike your enemy while calling on your backup reserves.
Daily Martial, Spear or Javelin
Standard Action Range: Melee or Javelin
Target: One Enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and you can spend a healing surge.


Level 2 Utility Exploits

Long Jump
You use your superior jumping power to leave your enemies behind.
Encounter Martial
Move Range: Personal
Effect: Make a long jump as if you had a running start and rolled a 10 on your Athletics check. You may shift this many squares.


Escaping Jump
You use your superior jumping power to leap out of the way of an attack at the last moment
Encounter Martial
Immediate Interrupt Range: Personal
Trigger: An enemy makes a melee or ranged attack that targets only you and hits.
Effect: Shift one square and take half damage from the attack that hit you (round down).


Dragoon Roar
You thrust your spear into the air and bellow your war cry, bringing your adrenaline to the boiling point.
Daily Healing
Minor Range: Personal
Effect: Gain 2d6 + con modifier temporary hit points.

Level 3 Encounter Exploits

Storm of Stabs
You repeatedly thrust your spear into your enemy.
Encounter Martial, Spear
Standard Action Range: Melee
Target: One Enemy
Attack: Strength-2 vs. AC, three attacks
Hit: 1[W] damage per attack.


Spinning Spear
You spin your spear in your hands, fending off your foes.
Encounter Martial, Spear or Javelin
Standard Action Range: Close Burst 1
Target: All enemies in range.
Attack: Strength vs. Fort
Hit: Strength modifier damage
Effect: You gain a power bonus to your AC and Ref defenses equal to your Strength modifier until the end of your next turn.


Spinning Javelin
You spin quickly in a circle and send your javelin spinning off towards your enemy.
Encounter Martial, Javelin
Standard Action Range: Ranged 5
Target: One enemy in range
Attack: Strength vs. Ref
Hit: 1[W] + Strength modifier damage and the target is knocked prone.


Level 5 Daily Exploits

Leaping Blast
You leap towards your enemies and blast the ground around you when you strike
Daily Martial, Spear
Standard Action Range: Dragoon Jump Burst 1
Target: All targets in burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage
Note: If you use 'Ruthless Spears' with this attack, the extra damage only applies to one target.


Leaping Throw
You leap into the air and loose your javelin. 8 phantom javelins split from the primary and pelts your enemies.
Daily Martial, Javelin
Standard Action Area: Burst 1 within 10 squares
Target: All targets in burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage
Note: If you use 'Ruthless Spears' with this attack, the extra damage only applies to one target.


Spear Kata
You start walking through the forms of katas you were taught, oh so long ago. Your thrusts and blocks are so perfectly timed it looks like they were planned out in advance.
Daily Stance, Martial
Minor Action Personal
Effect: Until the end of the encounter, you gain an aura 1. All enemies in the aura take a -2 penalty to attack rolls and all enemies starting their turn in the aura take Strength modifier damage.

Level 6 Utility Exploits

Jumpy Mother
Your senses are finely tuned to the point that you jump into battle before you know that trouble is about.
Daily Martial, Spear or Martial, Javelin
Free Action
Effect: If, at the start of a battle, there is an enemy within range of one of your At-Will powers, then you can use that At-Will power as if you had a surprise round.


Spear Block
You raise your spear in front of your face at the last second, trying to block an oncoming attack.
Daily Martial, Spear
Immediate Interrupt Personal
Trigger: You are hit by an attack.
Effect: You gain a +4 power bonus to the defense targeted by the triggering attack. If the attack would no longer hit you, then you take no damage. Otherwise, you take half damage from the attack.


Spear Vault
You use your spear to aid your already superior jumping abilities.
Encounter Martial, Spear
Move Action Personal
Effect: Make a long jump as if you had a running start and rolled a 15 on your Athletics check; you can shift this number of squares. If you take a running start, then make the long jump as if you had rolled a 20 on your Athletics check.


Level 7 Encounter Exploits

Knee Strike
You stab you enemy with your spear and then whip the butt of your spear against your enemy's knee.
Encounter Martial, Spear
Standard Action Range: Melee
Target: One Enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and the target is immobilized until the end of your next turn.
Aftereffect: Target is slowed (save ends).


Armour Strike
You throw your javelin with all the precision you can muster and embed the javelin in a weak spot in your enemy's armour.
Encounter Martial, Javelin
Standard Action Range: Javelin
Target: One Enemy
Attack: Strength vs. Ref
Hit: 1[W] + Strength modifier damage and the target takes a penalty to AC and Ref equal to your Strength modifier (save ends).


Twisting Strike
You stab your spear into your enemy and twist the haft, ripping the wound open.
Encounter Martial, Spear
Standard Action Range: Melee
Target: One Enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and make a secondary attack.
Secondary Attack: Strength vs. Fort
Hit: The target takes ongoing 5 bleed damage (save ends).


Heavy Throw
You throw a javelin with all you power.
Encounter Martial, Javelin
Standard Action Range: Ranged 10
Target: One Enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and the target is pushed 1 square.

Level 9 Daily Exploits

Bounding Throw
You leap through the air, throwing javelins as you go.
Daily Martial, Javelin
Standard Action Range: Javelin
Target: One or Two Enemies
Attack: Strength vs. Ac, two attacks
Hit: 2[W] + Strength modifier damage per attack
Special: You can move a number of squares equal to your Dragoon Jump distance. The attack can be made at any point during the movement.


Get Outta My Face
You hurl your javelin down the gullet of an enemy who is standing in your face.
Daily Martial, Javelin
Standard Action Range: Ranged 1
Target: One Enemy
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and the target is pushed one square.
Special: You do not provoke AoO from the target on this attack.


Great Heave
You ram your spear into your enemy's gut and flip him over your head.
Daily Martial, Spear
Standard Action Range: Melee
Target: One Enemy
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and the enemy lands prone in the square on the opposite side of you from where it started.


Stab Spring
You ram your spear into your enemy's gut and flip yourself over his head.
Daily Martial, Spear
Move Action Range: Melee
Target: One Enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and you shift to any square adjacent to the target.

Level 10 Utility Exploits

Great Balance
You use your spear to help balance, like a tight rope walker using a pole.
Encounter Martial, Spear or Javelin
Move Action Personal
Effect: You automatically succeed on a balance (Acrobatics) check as long as you have 2' of free space on either side of you, and you can move at your normal speed.


Great Climb
You jump towards a wall, ram your spear into the wall, and swing up on top of it.
Encounter Martial, Spear or Javelin
Move Action Personal
Effect: You jump at a surface and ram your spear into that surface up to 15' in the air and climb on top of the spear.
Special: If you jump off of the spear, make the Athletics check as if you had a running start.
Special II: You can remove the spear from the surface as a move action. Treat the resulting fall as if it were 15' shorter than it was. (It takes a Strength check of 20 for anyone other than the Dragoon to remove the spear from the surface).


Quick Vault
You take a small hop and push yourself off of the ground with your spear.
Daily Martial, Spear or Martial, Javelin
Minor Action Personal
Effect: Shift 4 squares
 
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Paragon Teir Exploits

Level 13 Encounter Exploits


Redirecting Attack
You catch your enemy's attack on the haft of your spear and swing it back around into them.
Encounter Martial, Spear
Immediate Reaction Range: Melee
Trigger: An enemy hits you with an attack.
Effect: Apply the damage that you would have taken to the enemy that hit you instead. Resistances don't apply and any negative effects caused by the attack are applied to the enemy as well (so long as they are not immune).


Spinning Attack
You spin in a circle and attack all the enemies around you.
Encounter Martial, Spear
Standard Action Range: Burst 2
Target: Each enemy in Burst you can see.
Hit: 2[W] + Strength modifier damage.
Miss: Half damage


Trailing Javelin
You throw a javelin at an enemy and several phantom javelins trail the primary.
Encounter Martial, Javelin
Standard Action Range: Javelin
Target: One Enemy
Attack: Strength vs. AC, 3 attacks
Hit: 1[W] + Strength modifier damage per attack.


Level 15 Daily Exploits

Spear Cascade
Your spear becomes a blur as you repeatedly stab and slash your enemies.
Daily Martial, Spear
Standard Action Range: Melee
Target: One or More Enemies
Attack: Strength vs. AC. Keep making attacks until you miss. Each subsequent attack takes a -1 penalty. (First attack = Strength vs. AC, second attack = Strength -1 vs. AC, third attack = Strength – 2 vs. AC, and so on)
Hit: 2[W] + Strength modifier damage per attack.


Reaping Jump
You leap through the air, attacking all the enemies you can reach.
Daily Martial, Spear
Standard Action Range: Dragoon Jump
Target: Each enemy along the line of your Dragoon Jump that is within melee range.
Attack: Strength vs. AC, one attack per target
Hit: 2[W] + Strength modifier damage.


Artery Finder
You throw your javelin with precision at one of your enemy’s main arteries.
Daily Martial, Javelin
Standard Action Range: Javelin
Target: One Enemy
Attack: Strength vs. Fort
Hit: 2[W] + Strength modifier damage and the target takes ongoing 15 bleed damage (save ends).


Pinning Javelin
You hurl a javelin at your enemy and pin him to the ground
Daily Martial, Javelin
Standard Action Range: Javelin
Target: One Enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and make a secondary attack.
Secondary Attack: Strength vs. Fort
Hit: The target is knocked prone and pinned to the ground (save ends). (Pinned is the same as immobilized except that the target cannot stand from prone).


Level 16 Utility Exploits

Keen Edge
You run your hand along the blade of your spear, feeling the razor sharp edge.
Daily Martial
Minor Personal
Effect: On your next attack you can score a critical hit on a roll of 17-20.
Sustain Minor: If you do not score a critical on the attack, then you can sustain the Keen Edge until you do score a critical.


Leap Charge
You reach down into your soul, pulling out power and storing it in your legs.
Daily Martial
Minor Personal
Effect: The next time you use a power with a range of “Dragoon Jump” or “Javelin” you can add half your movement to the range. (The effects only last until the end of the encounter. If it is not used, then it is lost)


Improbable Hang Time
You leap into the air and seem to hang there for much longer than humanly possible.
Encounter Martial
Move Personal
Effect: You leap into the air and stall there until the end of your next turn. You cannot be attacked by melee attacks while in the air, except by flying enemies, and this movement does not provoke AoO. You can take standard actions and minor actions while stalled in the air, but not move actions. (You do not lose your move action, you can still use it as a minor action; you just can’t move).
Sustain Minor: You stay stalled in the air for an extra round. This power can only be sustained twice.


Level 17 Encounter Exploits

Jump into the Fray
You leap to your ally’s aid.
Encounter Martial, Spear
Immediate Reaction Range: Dragoon Jump
Trigger: An enemy moves into flanking position on one of your allies in range.
Target: The enemy that moved into flanking position.
Attack: Strength vs. Ref
Hit: 1[W] + Strength modifier damage
Effect: You land on the target and the target is knocked prone. You now occupy the target’s square.
Miss: Strength modifier damage and you land in the closest square to the enemy from the square you left (ala charge). If this square is occupied you land in the closest unoccupied square.


Butt Spin
You spin in a circle, sweeping all the enemies around you off their feet.
Encounter Martial, Spear
Standard Action Range: Burst 2
Target: All Enemies in Burst
Attack: Strength vs. Ref, one attack per enemy
Hit: Enemy is knocked prone and make a secondary attack.
Secondary Attack: Strength vs. AC
Hit: 1[W] damage


Sleepy Time
You slam the butt of your spear into your enemy’s temple, knocking them unconscious.
Encounter Martial, Spear or Javelin
Standard Action Range: Melee
Target: One Enemy
Attack: Strength vs. Fort
Hit: 1[W] + Strength modifier damage and the enemy is knocked unconscious (sleep) (save ends)
Aftereffect: Enemy is dazed and immobilized (save ends).


Triple Throw
You hurl three javelins in quick succession.
Encounter Martial, Javelin
Standard Action Range: Javelin
Target: One, Two, or Three Enemies in range
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.


Level 19 Daily Exploits

Great Stab
You stab your enemy with all your might and then thrust your spear into the air, roaring your pleasure at the sight of your enemy’s blood.
Daily Martial, Spear
Standard Action Range: Melee
Target: One Enemy
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage. Make a secondary attack.
Secondary Range: Burst 5
Secondary Target: All Enemies in Range
Secondary Attack: Strength vs. Will
Effect: Enemy moves its run speed away from the Dragoon. This movement provokes AoO.


Grab and Leap
You grab your enemy and leap into the air, carrying your enemy with you. When you land, your enemy cushions your fall.
Daily Martial
Standard Acton Range: Melee
Target: One Enemy
Special: The target must be one size category larger than you or smaller.
Attack: Strength vs. Fort
Effect: The target is grabbed and you move your Dragoon Jump distance. The target is prone in the square you finish your move in and the target takes 3d10 damage. The grab is over when you land.


Javelin Ram
You hurl your javelin with such force that your enemy is lifted off his feet.
Daily Martial, Javelin
Standard Action Range: Javelin
Target: One Enemy
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and the target is pushed a number of squares equal to your strength modifier and is knocked prone.
Miss: Strength modifier damage and the target is pushed one square and knocked prone.
 
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Just a thought about mechanics:

I think there is a reason that only one class is immediately proficient with plate, and the paladin is a defender.

I would make chainmail the most AC the Dragoon could get, simply because it balances the high damage he's likely to do, and it makes more sense rp'ing wise too.

I mean how could you make such great leaps while wearing a full set of plate?

Just my 2 cents


Good point. I was thinking about that yesterday (I.E. the fact that the other strikers don't get the better armour proficiencies and I was basically giving my striker access to the best armour right off the bat.)

I think I will change it to just be Chanmail.

Thanks for the help!
 


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