Racial Traits:
Constructed Resilience
You were created to have remarkable fortitude, represented by the following benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don't need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.
Sentry's Rest
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Integrated Protection
Your body has built-in defensive layers, which can be enhanced with armor:
You gain a +1 bonus to Armor Class.
You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
While you live, the armor incorporated into your body can't be removed against your will.
Specialized Design
- Insight
- Thieve's tools
Origin features:
+1 Constitution
+1 to all saving throws
Proficiency in Martial and Investigation
Class features:
Dragoon's Trance
Beginning at the 1st level, you are able to fall into a special
trance as a bonus action. Your soul is filled with power from
your Dragoon forebears. While under the effects of this
trance, your jump height becomes a minimum of 30ft. and
your jump distance becomes a minimum of 15ft.
Your trance lasts for 1 minute. It ends early if you are
knocked unconscious or you may end your trance as a bonus
action. Some Dragoon abilities may cause your trance to end
early. Once you have entered a trance a number of times
shown for your dragoon level in the trances column for your
dragoon table you must finish a long rest before you can
enter a trance again.
Total current trances: 3
Jump
Also beginning at the 1st level, as an action you are able to
perform a jump attack. Through the power of your Dragoon
Trance you leap up to 30ft. into the air and land on a creature
within 15ft. of your starting position. The creature makes a
Dexterity saving throw against your Dive DC, taking your weapon damage and bonus damage on a failure and half as much on a success.
You may not use Jump on a creature who is higher than 30ft.
nor does not have at least 5ft. of space above their head. After
finishing your Jump, select an empty space adjacent to the
target creature to land on. If the creature's size is Huge or
larger, you may choose to attempt to land on the creature
instead by making a Dexterity saving throw of a difficulty
decided by the DM. You do not take fall damage as a result of
using the Jump feature.
Current bonus damage: +1d6
DC: 12 Dex save
Fighting Style: Defense
Lancet
beginning at 2nd level, while under the effects of
Dragoon's Trance, as an action you may make a melee
weapon attack that drains your target's vitality. You recover
hit points equal to half the damage of your weapon attack
rounded up. You can use this feature a number of times equal
to your Strength modifier (a minimum of once). You regain
any expended uses when you finish a short rest.
Dragoon Archetype: Dragon Heart
Breath of the Dragon
Beginning at the 3rd level, as a bonus action, you may expend
a use of your Dragoon's Trance in order to cast the Dragon's
Breath spell on yourself at the 2nd level. At 9th level you cast
this spell at the 3rd level, and at the 17th level you cast this
spell at the 4th level. Strength is your spellcasting ability for
this spell.
Starting feat: Medium Armor Master
Class/Racial Features & Traits