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Dragoon Duelist

Origins

Born from the sacred alliance between the sky-dwelling dragons and the bravest of Alavir's warriors, the Dragoon Duelists are the sworn protectors of the heavens. Trained in the art of the polearm by the ancient sky dragons themselves, these elite fighters are the realm's first line of defense against aerial threats.

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History

The Dragoon Duelists owe their existence to a pact forged ages ago between the sky dragons and a chosen few. Gifted with the secrets of aerial combat, these warriors have since been the guardians of Alavir's skies, their legacy intertwined with the dragons who trained them.


Bonds

The bond between a Dragoon Duelist and their sky dragon mentor is unbreakable, symbolized by their sacred polearms, each containing a shard of a sky dragon's scale. This eternal connection fuels their commitment to safeguarding Alavir and its celestial realms.


Role in Alavir

In Alavir, Dragoon Duelists are more than just warriors; they are skyward knights. Adorned in dragon-emblazoned armor, they patrol the heavens, their eyes ever watchful for signs of danger. When threats arise, they strike with the force of a thunderbolt, their polearms surging with elemental energy, to restore peace and protect the realm.


Thought-Provoking Questions

  1. Skyward Responsibility: How do Dragoon Duelists balance their earthly duties with their celestial obligations?
  2. Nature of the Pact: What is the true essence of the Dragoon Duelists' relationship with the sky dragons? Is it one of mutual respect, servitude, or perhaps a complex blend of both?
  3. Elemental Polearms: Given their connection to sky dragons, what unique magical properties might the Dragoon Duelists' polearms possess?

Dragoon Duelist Features

Level 1

Conjured Claw

At the 1st level, you can wield great weapons as one handed simple weapon with a 30 foot thrown range.

You know the Arcane Hand cantrip. As an action, you can cast Arcane Hand to make a weapon attack on a creature within 30 feet of you. Throw your weapon and either pull yourself to the weapon or the weapon back to you as part of the casting. You cannot use this special attack with the bonus action casting of this spell.


When you cast a spell, you can make an Athletics skill check (once per round).

Level 3

Aerial Ace

At 3rd level, you have a flying speed equal to your walking speed. While flying and fighting another flying creature, you have advantage on attack rolls against that creature.

In addition, your weapon attacks can do wind or lightning damage instead of bludgeoning, slashing, or piercing. Choose the alternate damage type when you gain this feature.

Level 7

Evasive Maneuvers

At 7th level, once per round, when you are hit by an attack, you can use your dragoon training to quickly evade the attack. Roll an Athletics skill check (DC equal to the attack's roll). On a success, you take no damage from the attack.

Level 11

Aerial Dash

At 11th level, if you move at least 20 feet while flying or falling, your next melee attack deals an extra 5d6 damage.


This feature’s damage increases by 5d6 when you reach 14th level (10d6), and 18th level (15d6).

Level 15

Grand Skyfall

At 15th level, once every 3 rounds on your turn, You leap up to 200 feet in the air and, as you descend, a storm of crackling lightning surrounds you. Upon landing, release a powerful shockwave in a 30-foot radius, dealing lightning damage to all creatures in the area. The damage is 10d10 lightning damage and 10d10 wind damage. Affected creatures must make a Dexterity saving throw against your Fighting DC, taking half damage on a success.

You take no fall damage.

Standard Gear

Optional Starting Equipment

Standard Starting Class Equipment

2 health potions.

A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.


1 Uncommon Item.

Choose 1 armor and 1 accessory that your class is proficient in.

Choose 2 weapons your class is proficient in.

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