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Where most dragoons developed their skills to counter the awesome powers of the great beasts. But some see them not as beasts, and instead fight with them, side by side. The dragons they fight beside are not pets, or even servants, but their companions, and in return for fighting by their side the dragoon teaches them how to be strong. Not relying on hundreds of years of growth and experience, but the brashness and ingenuity of youth.

The dragon knight is an archetype of the dragoon class. This archetype attempts to replicate features from the dragoon class in Final Fantasy XI.

Archetype Main Ability Scores:
The dragon knight mainly focuses on STR/DEX for martial combat and CON for their class features.

Archetype Feature Replacements:
1st Limit BreaksPole Fighting. 4th – Elusive Jump5th – Dragon’s Breath6th – Wyrmkiller. 8thTail Sweep. 10th – Ride the Wind11th – Dragon Sight. 13th – Multi-Jump. 17th – Stardiver.

Limit Break (Su)

At 1st level, the dragon knight receives the Limit Break (Draconic Fury).

Draconic Fury (Su): This Limit Break causes the dragon knight and his dragon companions to go into a draconic fury. For the duration of 1 round + 1 round per four dragoon levels after 1st, the dragon knight and his companion are granted a +2 circumstance bonus to Strength and Constitution plus an additional +2 circumstance bonus to Strength and Constitution per four dragoon levels after 1st. In addition, the dragon knight and his companion are also granted an extra attack at their highest base attack bonus if they make a full attack. This limit break requires only a swift action.

This ability replaces the Limit Break (Bahamut Leaps).

Wyrmling Companion (Ex)

Beginning at 1st level, a dragon knight gains the friendship of an intelligent young wyrmling to assist him in battle. This dragon functions as a beastmaster’s animal companion, using the dragoon’s level as his effective beastmaster level. A dragon knight’s companion does not gain the shared senses special ability but gains the Dragon creature type (gaining d12 HD, full BAB, all good saves, skills, and traits). The dragon knight can use the following starting statistics for his dragon companion.

Wyrmling

Starting Statistics

Size: Small; Speed: 40 ft., Fly 40 ft. (Good); AC: +2 natural armor; Attack: bite (1d6), 2 claws (1d4); Ability Scores: Str 12, Dex 14, Con 13, Int 10, Wis 6, Cha 12; Special Qualities: Dragon Senses, Immunity to Sleep and Disable Status effects, Elemental Affinity.

4th-level advancement

AC: +1 natural armor; Ability Scores: +2 Str, +2 Dex, +2 Con; Special Attacks: Breath Weapon (1d6/HD).

A dragon knight’s bond with his companion is strong, with the pair learning to anticipate each other’s moods and moves. Should a dragon knight’s companion die, the dragon knight may find another dragon to serve him after 1 week of mourning. This new companion does not gain the link, evasion, devotion, improved evasion, or blood bond special abilities until the next time the dragon knight gains a level.

Dragon Companion Special Attacks

Breath Weapon (Su): Using a breath weapon is a standard action. Once a dragon companion breathes, it can’t breathe again until 1d4 rounds later. A blast from a breath weapon always starts at any intersection adjacent to the dragon companion and extends in a direction of the dragon’s choice. Creatures caught in the area can attempt Reflex saves to take half damage; The save DC against a breath weapon is 10 + half of the dragon companion’s HD + the dragon’s Constitution modifier. The breath weapon can be either a line or a cone, and the dragon knight can change which whenever his dragon would advance a stage. The line is 5 feet for every HD the companion has, and the cone is 5 feet for every 2 HD the companion has (rounded down).

Power Dive (Ex): When a dragon companion with this ability charges from at least 50 ft. above the target, the dragon’s attack deals double damage.

Dragon Companion Special Qualities

Dragon Senses (Ex): Dragon companions have darkvision 120 ft. and blindsense 60 ft. They see four times as well as a hume in dim light and twice as well in normal light.

Elemental Affinity (Su): A dragon companion has an elemental affinity (Earth, Fire, Ice, Lightning, Water, or Wind), which determines what kind of damage its breath weapon deals, and giving it the ability to absorb one element, resist another, but also increases the damage it takes from yet another. The dragon knight can change his dragon companion’s elemental affinity whenever his dragon would advance a stage. See the Elements chart for more information.

Immunities (Ex): A dragon companion has immunity to sleep and disable status effects.

This ability replaces pole fighting, elusive jump, ride the wind, and multi-jump.

Spirit Surge (Ex)

Starting at 5th level, by spending 1 point of dragon blood as a swift action, the dragon knight can merge the spirit of his wyrmling companion with his own to gain a surge of physical power. The dragon knight gains a +4 circumstance bonus to his Strength, Dexterity, and Constitution for 1 minute, increasing by an additional +2 for every fifth level after 5th.

The dragon knight’s wyrmling companion is Banished while this ability is in effect. The dragon knight and his wyrmling companion must be within 30 feet of each other for this ability to function.

This ability replaces dragon’s breath.

Dragon Killer (Ex)

At 6th level, the dragon knight becomes adept in slaying dragons, and is greatly feared by his prey. He gains a +2 bonus to attack and damage rolls when attacking dragons or creatures with the dragon subtype, these bonuses increasing by an additional +1 for every 3rd level after 6th. Additionally, when the dragon knight is struck by an ability or attack dealt by a dragon or a creature with the dragon subtype, that creature becomes Shaken for 1 minute (this has no effect on creatures that possess double or more hit dice than the dragon knight).

This ability replaces wyrmkiller.

At 8th level, the dragon knight’s bond with his wyrmling companion grows. As an immediate action that expends 1 dragon blood point, the dragon knight can sacrifice a number of his hit points (up to where the dragon knight may have 1 hit point leftover) to heal his wyrmling companion equal to twice the amount of hit points sacrificed.

This ability replaces tail sweep.

Ancient Circle (Ex)

At 11th level, as a standard action that expends 1 dragon blood point, the dragon knight can impart the benefits of his Dragon Killer class feature to all allies within 30 feet of him. This effect has a duration of 1 minute.

This ability replaces dragon sight.

Spirit Jump (Ex)

At 17th level, as a swift action that expends 1 dragon blood point, the dragon knight can empower his next long jump attack that deals Deadly Lancer damage to deal an extra 1d6 damage per every two dragoon levels he possesses. Additionally, after a successful strike with this ability, the dragon knight may teleport his wyrmling companion to an open square adjacent to his target (this movement does not provoke attacks of opportunity).

The dragon knight’s wyrmling companion must be alive (not Banished by Spirit Surge) and be within 100 feet of the target in order for the dragoon to receive the benefits of this ability. This effect lasts until the end of the dragon knight’s turn.

This ability replaces stardiver.

Dragon Knight