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Class record

Dragoon

Striker

Tier
3
Difficulty
3 / 5
Main role
Striker
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Lancer mastered. 10 Points in the Athletics (Jumping) expertise skill or be a Jiangshi.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on Athletics, Riding, Intimidation, Perception, Common Knowledge or a relevant Expert Knowledge skill (By DM Approval). You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 Fitness.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 Focus or Power.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Dragoons are a high mobility class that can fight at great heights without risk.

Tactical guidance

Playing Dragoon

Dragoons excel at fighting at heights. They do not need to worry about fall damage when using their dragoon abilities and can turn it into damage for them by using Skydive. When not fighting on an airship or something else that flies, Dragoons can use buildings or trees to gain the height advantage.

If there is nothing else around, Jump can be used. It is a decent initiation option, though Jump is often better used to reposition or escape from a bad situation than pure initiation.

Dragonfire Dive is a powerful AoE tool that puts you in range to follow up with more attacks right after.

Jump Back is an ability that allows the dragoon to perform hit and run attacks. You can engage, then jump back to force enemies to waste their movement in coming to you. When fighting in the air, you can jump on an enemy, kill it, then jump back to your airship. There's a lot of possibilities, just keep in mind that it has to be used directly after a Jump ability. Don't stick around for too long, or you aren't able to get back.

Their Secret Art: Dragonslaying Jump is what makes them masters of aerial combat. It is effectively a guaranteed heavy hit on a flying target that forces them to the ground. Against a target that is flying high above the ground, this last part can easily be fatal.

Dragoon

Class features

Abilities unlocked

Complete rules for every ability granted by Dragoon.

Key ability

Jump

Class feature

Benefit 1

When using an ability with the Jump keyword, you do not take fall damage.

Benefit 2

You may use Jump.

Ability

Skydive

2 AP
Range
Special
Keywords
Jump

You target an enemy below you, no more than 5ft away from you horizontally. You then immediately dive down to that target, making a Heavy Attack against them. You deal an additional point of damage for every 10ft you fell before making the attack, up to 10 extra damage.

Requirements

Must be airborne, polearm only.

2 AP2 MP
Range
40ft
Keywords
Fire,Jump,Blanketing

You jump to the target, not provoking any attacks of opportunity, and attacking the target plus all other creatures within 5ft of the target for Heavy Fire Damage.

Requirements

Polearm only.

Ability

Jump Back

0 AP
Range
120ft
Keywords
Jump,Quick

You Jump Back to your previous location. This movement does not provoke any attacks of opportunity.

Requirements

Previous action had the jump keyword.
4 AP2 MP
Range
120ft

You Jump up to the target, not provoking any attacks of opportunity, and make a Heavy Attack against it. On damage, the target plummets to the ground taking falling damage as normal. Overcharge: You may spend additional AP on this ability to increase the range by 60ft for every extra AP spent. If this increases the AP cost to more than what you currently have, it gains the Setup keyword.

Requirements

Target must be airborne, polearm only.