4e dragoon class

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Dragoon ] “I and my mount are one. You may be able to evade my aim, but not our resolve.” Class Traits Role: Striker. You wheel around the battlefield, shouting and assaulting your foe with a constant barrage of attacks. Your powers have potent control effects which make Controller your secondary role, but some powers can also allow you to double as a leader and assist your allies. Power Source: Primal. You call upon the spirits of your ancestors, the world around you, and evoke the hidden strength of your noble steed. Key Abilities: Dexterity, Constitution, Charisma Armor Proficiencies: Cloth, Leather, Hide, Chainmail, Light Shield Weapon Proficiencies: Simple melee, one-handed Military melee, Military polearms, Simple ranged, military ranged. Implements: Bows, Ancestral Weapon Bonus to Defense: +1 Reflex, +1 Will Hit Points at 1st Level: 15 + Constitution score Hit Points per level gained: 5 Healing Surges/day: 6 + Constitution modifier. Trained Skills: Nature. Choose three more trained skills at 1 st level from this list. Class Skills: Athletics (Str), Perception (Wis), Intimidate (Cha), Bluff (Cha), Diplomacy (Cha), History (Int), Nature (Wis), Insight (Wis), Religion (Int), Arcana (Int), Thievery (Dex). Build Options: Cavalier Dragoon, Valiant Dragoon Class Features: Noble Steed, Dragoon’s Bond, Champion’s Boon. The Dragoon is a special type of warrior who rides into battle on a noble stallion, and is trained to fight as one with their mount to create a fighting force which unites the talents of beast and man. Dragoons surpass other characters who merely ride their mount; your Noble Steed is not just a beast that gets you from place to place, it is a creature to whom you share a mystical connection which links your souls. You may be a knight from a distant realm who’s sworn to protect your lord with your very life, or you could be a simple nomad setting out on your own to win glory for your people. You could be a simple farmer from the country who has been drawn into a conflict you know little about, but in which your natural talent with handling animals can win you success and admiration from other men-at-arms. Regardless of your past, all Dragoons are united by their quest for honor and glory, and their prowess with the art of war. Whether they seek to uphold their honor, or merely to win

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This is a Primal class I made for Dungeons and Dragons. It's a Striker with heavy Controller elements, and is based around the archetype of the mounted cavalrymen. With this class you can create such characters as Commanche Warriors, Mongol Raiders, Bedouin Nomads, and similar mounted fighters.An update to add a Samurai build may be added in the future.

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Page 1: 4E Dragoon Class

Dragoon ]“I and my mount are one. You may be able to evade my aim, but not our resolve.”

Class TraitsRole: Striker. You wheel around the battlefield, shouting and assaulting your foe with a constant barrage of attacks. Your powers have potent control effects which make Controller your secondary role, but some powers can also allow you to double as a leader and assist your allies.Power Source: Primal. You call upon the spirits of your ancestors, the world around you, and evoke the hidden strength of your noble steed.Key Abilities: Dexterity, Constitution, Charisma

Armor Proficiencies: Cloth, Leather, Hide, Chainmail, Light ShieldWeapon Proficiencies: Simple melee, one-handed Military melee, Military polearms, Simple ranged, military ranged.Implements: Bows, Ancestral WeaponBonus to Defense: +1 Reflex, +1 Will

Hit Points at 1st Level: 15 + Constitution scoreHit Points per level gained: 5Healing Surges/day: 6 + Constitution modifier.

Trained Skills: Nature. Choose three more trained skills at 1st level from this list.Class Skills: Athletics (Str), Perception (Wis), Intimidate (Cha), Bluff (Cha), Diplomacy (Cha), History (Int), Nature (Wis), Insight (Wis), Religion (Int), Arcana (Int), Thievery (Dex).

Build Options: Cavalier Dragoon, Valiant DragoonClass Features: Noble Steed, Dragoon’s Bond, Champion’s Boon.

The Dragoon is a special type of warrior who rides into battle on a noble stallion, and is trained to fight as one with their mount to create a fighting force which unites the talents of beast and man. Dragoons surpass other characters who merely ride their mount; your Noble Steed is not just a beast that gets you from place to place, it is a creature to whom you share a mystical connection which links your souls. You may be a knight from a distant realm who’s sworn to protect your lord with your very life, or you could be a simple nomad setting out on your own to win glory for your people. You could be a simple farmer from the country who has been drawn into a conflict you know little about, but in which your natural talent with handling animals can win you success and

admiration from other men-at-arms. Regardless of your past, all Dragoons are united by their quest for honor and glory, and their prowess with the art of war. Whether they seek to uphold their honor, or merely to win personal fame and fortune by defeating strong opponents, Dragoons and their mounts are a force to be reckoned with.

Creating a Dragoon You may choose any of the builds detailed below when making your Dragoon.

Cavalier DragoonAs a warrior you are headstrong and rely on your natural talent with your steed to get you through a battle. You focus on powers that will confuse and control the enemy, pinning them down and forcing them in circles while your allies tear them apart in your wake. Your Dexterity should be top notch, and your bond with your Mount is of paramount importance, so make sure you also have a relatively high Charisma score. Suggested Class Feature: Bond of Rivalry Suggested Feat: Distant Advantage Suggested Skills: Athletics, Insight, Perception Suggested At-Will Powers: Call to the Verdant Screen, Spirit of the Rebuking Wind Suggested Encounter Power: Rider’s Fusillade Suggested Daily Power: Call to the Storm’s Song

Valiant DragoonA Valiant Dragoon perseveres to show his courage and vigor to all who oppose him. You are never far from the lines of battle, ripping among your enemies and cleaving into them left and right. Your Dexterity should still be your top score, as your attacks all key off it. Your success depends on your ability to take hits in battle, so you r next best score should be Constitution. Suggested Class Feature: Bond of Loyalty Suggested Feat: Toughness Suggested Skills: Intimidate, Bluff, Athletics Suggested At-Will Powers: Whirling Assault, Turnabout Strike Suggested Encounter Power: Whooping Charge Suggested Daily Power: Thundering Hooves

Dragoon Class FeaturesAll Dragoons have the following Class Features.

Noble Steed Unlike other characters who merely ride a creature into battle, you and your mount share a preternatural link that allows your Noble Steed more power than a mere beast of burden. With this class feature, you gain a Noble Steed;

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choose any Mount of your level or lower which your DM agrees would be available to you. That creature is now your Noble Steed until you dismiss it, or until it is irrevocably slain. You may use any of that creature's Mount abilities, as if you had the Mounted Combat feat. Regardless of the creature's original level, once it becomes your Noble Steed it instantly gains the same level as you, and levels up with you when you gain a level. Your Noble Steed's hit points, defenses, and attack bonus scales with its level. In addition, a Noble Steed gains a +1 to two ability scores of your choice at 4th, 8th, 14th, 18th, and 24th levels, and a +1 to all ability scores at levels 11 and 21 (if your mount is 4th level or higher, add these bonuses immediately upon that creature becoming your Noble Steed). Your Noble Steed has 1 healing surge per tier, and a healing surge value of 1/4th of its maximum hit points. It may use the Second Wind power once per encounter. In addition, your Noble Steed understands one language which you know and can speak for each point of its intelligence modifier, but cannot speak itself unless creatures of its type normally could. When your Noble Steed enters combat, it rolls initiative as normal. If you are mounted on your Noble Steed, you and it take your turns simultaneously, acting on either initiative count you prefer (you make this choice once, and it lasts for as long as you are mounted, or until the end of the encounter). On your combined turn, you and your Noble Steed may each spend a Standard Action and a Minor Action, but may only take one Move Action between you. Each of you may also take immediate actions and make opportunity attacks as normal. Your bond with your mount echoes across the boundaries of space and time. At any time during your turn, as a Standard Action, you may summon your Noble Steed to your side, regardless of the distance between you, as long as you are on the same plane. Your Steed arrives on the beginning of your next turn and may act in the next round or that one, depending on its Initiative count. This ability functions regardless of terrain or any other practical concerns, and your Noble Steed appears without fail, even if there's no conceivable way it could've traversed the intervening distance (such as if you are in the middle of the ocean, or in an Underdark cavern full of pitfalls). If you use a ritual or some other method of communicating with your Noble Steed, it cannot express in concrete terms how

exactly it got to your location. Depending on its personality, it may try to describe the experience, or merely give an intentionally ambiguous answer (such as “I walked”). If you wish to dismiss your Noble Steed, you may do so at any time. When you do this, you gain the Mounted Combat feat as a Bonus Feat, and may trade this feat in at a later time to gain another Noble Steed. Gaining a Noble Steed, however, is not merely as simple as "I don't like this one anymore, I'll try that one instead.” Your bond with your Noble Steed is a deep and spiritual connection, and so your DM may require you to go on a small quest to find a suitable replacement for your Noble Steed. If your Noble Steed is slain, you may raise it from the dead using the Raise Dead Ritual, except that the component cost for the ritual is reduced to 50gp for a Heroic tier mount, 500gp for a Paragon tier, and 5,000gp for an Epic tier mount. Your Noble Steed counts as an ally, can flank targets, and may be targeted by powers. If a power would allow your Noble Steed to spend a healing surge, you may choose to spend one instead. Your Noble Steed gains the benefit of the power as normal, and you are unaffected.

Dragoon’s BondYou may choose either the Bond of Rivalry or Bond of Loyalty feature when making your Dragoon. Both features work like a power.

Bond of Rivalry ]] You and your ally compete to see who is superior.Encounter◊ PrimalMinor Action Close Burst 10Target: One ally in burstEffect: Your ally is affected by your Bond of Rivalry until you or that ally is reduced to 0 hit points or fewer (at which point you regain the use of this power). An ally can only be affected by one Dragoon’s Bond at once, and a new Bond supersedes a previous one. As long as an ally is affected by your Bond of Rivalry, when that ally makes an attack within 10 squares of you, chose one target of that attack. You and your bonded ally may add your Charisma modifier as a power bonus to the damage roll the next time you hit that enemy before the end of your next turn.

Bond of Loyalty ]] You and your allies form close bonds, and you work as a team to lure your foes to their doom.Encounter◊ Primal

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Minor Action Close Burst 10Target: One ally in burstEffect: Your ally is affected by your Bond of Loyalty until you or that ally is reduced to 0 hit points or fewer (at which point you regain the use of this power). An ally can only be affected by one Dragoon’s Bond at once, and a new Bond supersedes a previous one. As long as an ally is affected by your Bond of Loyalty, when that ally makes an attack within 10 squares of you, choose one target of that attack. The next time you or your bonded ally hits with an attack against that target before the end of your next turn, you may slide it 1 square and then you or your ally may shift 1 square.

Champion’s BoonSome see the arts of war as grim and serious, while others revel in the bloodshed. You were taught to straddle the line between these two; to you, war is a grisly sport where the strongest and most skilled are the ones who claim the glory. For each non-minion enemy you reduce to 0 hit points or fewer, you gain 1 point. For each minion you reduce to 0 hit points or fewer, you gain ¼ a point (do not round). You can store a number of points up to a maximum of your Charisma modifier, but your point total resets to 0 at the end of a short rest or an extended rest. If an enemy is reduced to 0 hit points because of an effect caused by you (such as ongoing damage or a zone effect) rather than direct damage, you still gain a point for that enemy. At any time during your turn, when you use a Dragoon power or Paragon Path power, you may spend any number of points you have in stock to gain a specified benefit on that power. These benefits are detailed in the power’s description, under the heading “x Champion Point(s)”; with x being the number of points you must expend to gain the described benefit. Some benefits require a certain situation to occur before you are allowed to augment that power (such as scoring a critical hit). In these cases you may decide to spend the necessary points after the triggering event has occurred, unless the power’s description explicitly states otherwise.

Implements Dragoons are raised from birth to know their weapons inside and out, and to use them as if they were an extension of their own body, rather than an inert piece of metal, wood, or stone. As a Dragoon, you may use any Bow as an implement; you may add its enhancement bonus to attack and damage rolls for Dragoon powers

and paragon path powers with the Implement keyword. In addition, you may choose any one melee weapon with which you are proficient; this weapon is your Ancestral Weapon. This is an item given to you by your family, or otherwise connected deeply to your heritage. This weapon is so much a part of you that you may use it as an Implement for your powers, as described above. As with bows, you do not add the weapon’s proficiency bonus to attack rolls when using your Ancestral Weapon as an implement. Once you’ve chosen an Ancestral Weapon, only that particular weapon may be used as an Implement using this class feature. Your DM may allow you to change your Ancestral Weapon to a different one by meditating with it, and praying to the spirits of your ancestors during an extended rest, asking them to instill their blessing in a different item. Keep in mind, though, that doing this may very well offend your ancestors, if the weapon itself has some special significance to them. At your DM’s discretion, changing your Ancestral Weapon might impose a temporary penalty on you, due to the spirits being angered.

Dragoon Powers Your powers are called Evocations, because they revolve around summoning up spiritual strength from within you or your Noble Steed. Some powers may be better for a particular type of Dragoon, so you may want to focus on those which match your style. However, you are free to choose any powers you wish.

Level 1 At-Will Evocations

Whirling Assault ]] With a graceful twirl of your weapon, you cut into the enemies who have gathered around you.At-Will◊ Primal, WeaponStandard Action Melee WeaponTarget: one creatureAttack: Dexterity vs. ACHit: 1[W] + Dexterity modifier damage.Level 21: 2[W] + Dexterity modifier damageEffect: Each enemy adjacent to you other than the target takes damage equal to your Dexterity modifier. 1 Champion Point: If the attack hits, push each creature adjacent to you 1 square.Bond of Rivalry: If your bonded ally is adjacent to an enemy adjacent to the target, it takes extra damage equal to your Charisma modifier.

Call to the Verdant Screen ]]

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Your chant summons a burst of flying leaves and foliage which obscures your enemies’ vision.At-Will◊ Primal, Implement, ZoneStandard Action Area Burst 1 within Weapon Target: One creature in burstAttack: Charisma vs. ReflexHit: 1[W] + Charisma modifier damage. Effect: The burst creates a zone of fluttering leaves which lasts until the end of your next turn. You and each ally in the zone has concealment.Special: You may use this power in place of a ranged basic attack.

Twinned Soul Strike ]] You and your Noble Steed carve into the enemy.At-Will◊ Primal, Weapon, MountStandard Action Melee 1Target: One creatureAttack: Dexterity +2 or Strength +2 vs. AC; if you are charging, add a +2 bonus to both attack rolls rather than the normal +1 bonus; two attacks (you and your Mount).Hit: 1[W] damage (your attack) or 1[M] damage (mount’s attack) per attack, or 2[W] (your attack) or 2[M] (mount’s attack) at 21st level . Special: You may use this power in place of a melee basic attack when you charge.Bond of Loyalty: If your Noble Steed is your bonded ally, you may shift 1 square before the second attack, or after both attacks.

Turnabout Strike ]] You hit your foe on the run, and then slip away. At-Will◊ Primal, WeaponStandard Action Melee or Ranged WeaponTarget: One creatureEffect: You move up to ½ your speed, and make the following attack at any point during that move. You do not provoke opportunity attacks when moving away from the target.Attack: Dexterity vs. ReflexHit: 1[W] + Dexterity modifier damage. The damage increases to 2[W] + Dexterity modifier damage at 21st level. 1 Champion Point: If you make this attack as a ranged attack while adjacent to your bonded ally, the attack doesn’t provoke opportunity attacks.

Spirit of the Rebuking Wind ]] The wind spirits banish your foes from your sight.At-Will◊ Primal, ImplementStandard Action Close Blast 3 Target: Each creature in burstAttack: Charisma vs. Fortitude

Hit: 1d8 + Charisma modifier damage and you push the target 1 square or knock it prone.Effect: If the target moves closer to you on its next turn, you may knock it prone as soon as it leaves the first square.

Level 1 Encounter Evocations

Spirit of the Raven Circling ]] You and your mount wheel around the enemy like carrion birds, and your haunting visage prompts the enemy to flee from your sight.Encounter◊ Primal, Weapon, Mount, Psychic, FearStandard Action Ranged or Melee WeaponTarget: One creatureAttack: Dexterity vs. AC; two attacks (you and your mount); your mount has a +2 attack bonus.Effect: If you are adjacent to the target, you may shift to any other square adjacent to the target. If your mount is adjacent to the target, it may also shift to any other square adjacent to the target.Hit: 1[W] + Dexterity modifier damage (your attack), or 1[M] + strength or dexterity modifier damage (mount’s attack) per attack. If the target doesn’t move at least 2 squares away from you or your mount on its next turn, it psychic damage equal to your Charisma modifier.Bond of Loyalty: If your Noble Steed is your bonded ally, you may add its Charisma modifier to the psychic damage the target takes.

Call to the Piercing Earth ]] Blades of rock shred your enemy’s defenses and litter the ground, making movement precarious.Encounter◊ Primal, Implement, ZoneStandard Action Melee WeaponPrimary Target: One CreatureAttack: Charisma vs. FortitudeHit: 1d8 + Charisma modifier damage and the target takes a -2 penalty to AC and fortitude defense until the end of your next turn. Effect: You generate a zone of rocky difficult terrain in a close burst 1, centered on the target. Any creature which falls prone in the zone takes 5 damage, and any creature that enters or moves within the zone must succeed on an Athletics check (DC = 15 + your Level) or fall prone. The zone lasts until the end of your next turn.

Mount Keyword: Powers that have the Mount keyword can only be used when your Noble Steed is present and conscious during the encounter. In addition, many mount powers require that you be mounted to use that power. In these cases, “mounted” refers only to riding your Noble Steed, and doesn’t apply to other mounts.

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If a power allows your mount to attack, you do not apply your attack or damage bonuses unless a power specifically says to, but you do apply any bonuses which apply to your mount (such as magic items or power effects). In such powers, [M] is used to refer to the base damage of your Mount’s basic attack, without damage bonuses (for example, for a Riding Horse [M] = 1d6).

Your Speed: Keep in mind that when you are mounted on any creature (such as your Noble Steed) your speed is actually your Mount’s speed. Therefore, when a power effects your speed in some way (such as allowing you to move or shift “your speed”), you use your Mount’s speed for that effect as long as you are mounted, unless a power specifically says otherwise.

Whooping Charge ]] You charge headlong at your foe, bellowing a shrill war cry which leaves them terrified. Encounter◊ Primal, Fear, Rattling, WeaponStandard Action Melee WeaponPrimary Target: One CreatureAttack: Dexterity vs. ACHit: 1[W] + Dexterity modifier damage.Effect: Make a secondary implement attack in a close burst 2, centered on the primary target.Secondary Target: Each enemy in the burst.Secondary Attack: Charisma vs. WillHit: Charisma modifier psychic damage and you push the target 2 squares. The target can’t enter a square within 2 squares of you until the end of your next turn.Special: You may use this power in place of a melee basic attack when you charge.Bond of Rivalry: If your bonded ally is adjacent to a secondary target at the end of the push, that target grants combat advantage to your bonded ally until the end of his or her next turn.

Rider’s Fusillade ]] You ride around the enemy formation and throw them into confusion with a barrage of arrows.Encounter◊ Primal, WeaponStandard Action Close Blast 3Effect: You may shift 3 squares before or after the attack. You may split this move into parts, but still move the same total distance.Target: Each enemy in burstAttack: Dexterity vs. ReflexHit: 1[W] + Dexterity modifier damage and you have combat advantage for your next attack against the target before the end of your next turn.

2 Champion Points: Your bonded ally has combat advantage for his or her next attack against the target before the end of your next turn.

Level 1 Daily Evocations

Guerrilla War ]] Your enemies expect a fair fight, but you won’t give them the benefit of a pitched battle.Daily◊ Primal, Weapon, RattlingStandard Action Ranged or Melee WeaponTarget: One creatureAttack: Dexterity vs. ACHit: 2[W] + Dexterity modifier damage, and you shift 2 squares.Miss: Half damage, and you shift 1 square.Effect: Until the end of the encounter, each time the target hits or misses you with an attack, you may shift 1 square as a free action.Bond of Loyalty: Until the end of the encounter, each time the target hits or misses your bonded ally, he or she may shift 1 square as a free action.

Call to the Storm’s Song ]] You pray to the spirit of the storm clouds, and the arrow within your enemy’s chest explodes with crackling bolts of thunder and lightning.Daily◊ Primal, Implement, Lightning, ThunderStandard Action Ranged WeaponTarget: One creatureAttack: Dexterity vs. ReflexHit: 2[W] + Dexterity modifier lightning damage, and ongoing 5 Thunder (save ends) damage. Each time the target takes this ongoing damage, each enemy adjacent to it also takes 5 thunder damage and is knocked prone.2 Champion Points: Enemies adjacent to the target when it takes the ongoing damage are also deafened until the end of their next turn. Miss: Half damage and each creature adjacent to the target takes 5 thunder damage.

Dismounting Assault ]] You flip off your mount with a flourish, and deliver a blow to your enemy as you land.Daily◊ Primal, Weapon, MountStandard Action Melee WeaponRequirement: You must be mountedTarget: One creatureEffect: You dismount your Noble Steed and land in an adjacent square. Make an acrobatics check with a +5 bonus, then make the following attack.Attack: Dexterity vs. ReflexHit: 2[W] + Dexterity modifier damage. If your Acrobatics check result exceeded the target’s

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Reflex defense, you also knock the target prone and you or your mount may shift 1 square.Miss: Half Damage, and you shift 1 square.

Trampling Hooves ]] With a whooping cry, you ride roughshod over your foes, and leave them sprawled in the dirt.Daily◊ Primal, MountStandard Action PersonalRequirement: You must be mountedEffect: Move your mount’s speed. You may pass through a space occupied by an enemy, but you must end your move in a legal space. Target: Each enemy whose space you entered.Attack: Dexterity +2 vs. FortidueHit: 2[M] + your Dexterity modifier damage and the target is knocked prone. If the target took an opportunity attack against you during your move, it is also dazed until the end of your next turn.Miss: The target shifts 1 square and falls prone.Bond of Rivalry: Your bonded ally gains combat advantage against any target you miss.

Level 2 Utility Evocations

Dance of the Monsoon’s Wrath] You perform a ritual to call for driving rain.Daily◊ Primal, Stance, ZoneStandard Action PersonalEffect: Until the stance ends, a storm of wind and rain buffets the area. Enemies who enter or begin their turn in a zone of difficult terrain created by one of your primal powers are slowed until they exit the zone. This effect also applies to flying enemies who are above such a zone.

Dance of the Vigilant Harrier ]] Your dance primes your mind and body, so you can always stay one step ahead of your prey.Daily◊ Primal, StanceMinor Action PersonalEffect: Until the stance ends, you may shift 1 square each time you hit or miss with an attack. In addition, you gain a +1 bonus to AC and Reflex defense against opportunity attacks.Champion Points: You may spend any number of points to increase the bonus to AC and Reflex, up to a maximum of your Constitution modifier.

Ancestral Knowledge ] ] The wisdom of your elders has passed to you.Encounter◊ PrimalImmediate Reaction Close Burst 5Trigger: You or an ally in the burst makes a skill check using a skill you are trained in.Target: You or an ally

Effect: If the target dislikes the result, he or she may reroll the check with a +5 power bonus.

Dance of Subtle Leopard ] Your dance surrounds you in shadows, and you glide soundlessly through the underbrush.Daily◊ Primal, StanceMinor Action PersonalEffect: Until the stance ends, you gain a +2 bonus to stealth checks. You do not receive penalties to stealth checks for walking or running, and cannot be detected by Blind sight or Tremor sense. If a creature has no other way of detecting you, you are considered invisible to that creature.

Level 3 Encounter Evocations

Unbalancing Smite ]] You deliver a darting assault when your foe least expects it, leaving it unbalanced for a while.Encounter◊ Primal, WeaponStandard Action Melee or Ranged WeaponTarget: One creatureAttack: Dexterity vs. FortitudeHit: 2[W] + Dexterity modifier damage and if the target makes an attack roll before the end of your next turn, it immediately falls prone. Effect: You shift 3 squares.Bond of Loyalty: If your bonded ally attacks the target on his or her next turn, that attack knocks the target prone after the attack is resolved.

Call to Autumn’s Embrace ]] Your whispers travel to the spirits of the falling leaves, and they channel their sorrow to your foe.Encounter◊ Primal, Charm, Cold, ImplementStandard Action Area Burst 1 within 10Target: One creatureAttack: Charisma vs. WillHit: 1d6 + Charisma modifier cold damage and the target takes a penalty to attack rolls until the end of its next turn equal to your Charisma modifier. If it misses with an attack during this time, it is weakened until the end of its next turn.

Spirit of Venomous Love ]] You fire two arrows of hissing green light which entwine your foes together like courting serpents.Encounter◊ Primal, Implement, Poison, CharmStandard Action Ranged WeaponTarget: Two adjacent creaturesAttack: Dexterity vs. AC; make two attack rolls and apply the higher result to both targets.

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Hit: 2[W] + Dexterity modifier poison damage, and if either target moves further away from the other on its next turn, it takes poison damage equal to 5 + your Charisma modifier.Bond of Rivalry: If one of the targets is your bonded ally, you may forgo dealing damage to him or her. The next attack he or she makes against the other target before the end of your next turn deals additional poison damage equal to 5 + your Charisma modifier.

Run to Ground ]] You doggedly pursue a foe wherever it runs.Encounter◊ Primal, WeaponStandard Action Melee or Ranged WeaponTarget: One creatureAttack: Dexterity vs. ACHit: 2[W] + Dexterity modifier damage. Effect: If the target takes a move action before the end of your next turn and ends its movement further away from you, you may shift a number of squares equal to your Constitution modifier as a free action, but must end closer to the target.2 Champion Points: If the target travels more than 3 squares when it moves away, you may make a charge attack against it as an immediate reaction, and may shift 1 square after your attack.

Level 5 Daily Evocations

Spirit of the Punishing Sun ]] Your whispers travel to the Great Sun Spirit, who scorches your foes with light and fire. If the enemy is fool enough to ignore the Sun Spirit’s admonishment, they are punished once again.Daily◊ Primal, Fire, Radiant, ImplementStandard Action Ranged WeaponTarget: One creatureAttack: Charisma vs. ReflexHit: 2d10 + Charisma modifier radiant and fire damage. If the target hits you or your allies with an attack before the end of your next turn it takes ongoing 5 radiant and fire damage (save ends).2 Champion Points: If the target hits you or your allies with an attack before the end of your next turn, it takes ongoing 5 radiant and fire damage and the target is blinded (save ends both).

Call to the Grasping Earth ]] Your song echoes in your foe’s ears, and he or she witnesses shining tentacles of spiritual force emerging from the ground to tie him down.Daily◊ Primal, Implement, Force, ZoneStandard Action Area Burst 2 within 10Target: One creature in burst

Attack: Charisma vs. FortitudeHit: 2d8+ Charisma modifier force damage and the target is restrained (save ends).Effect: The burst creates a zone which lasts until the end of your next turn. Any enemy which enters the zone or starts its turn there is slowed and cannot shift until the end of their next turn. Sustain Minor: The zone persists, and the target takes 5 force damage. You cannot sustain the zone once the target is no longer restrained.

Bonding Exercise ]] You and your ally strike as a team, driving your foe before you and limiting its movement options.Daily◊ Primal, WeaponStandard Action Melee WeaponTarget: One creatureAttack: Dexterity vs. ReflexHit: 2[W] + Dexterity modifier damage, and you slide the target 3 squares. Effect: If the target is adjacent to your bonded ally after the attack, that ally may make a melee basic attack against the target as a free action. On a hit, the target suffers an additional effect depending on your Dragoon’s Bond:Bond of Rivalry: The target is immobilized until the end of its turn each time it begins its turn adjacent to your bonded ally (save ends).Bond of Loyalty: The target takes a -2 penalty to attack rolls and a penalty to damage rolls against your bonded ally equal to your Constitution modifier (save ends).

Noble Steed’s Resolve ]] Even when you’re on the verge of collapsing, the unwavering trust of your Mount emboldens you.Daily◊ Primal, Healing, MountStandard Action Melee 1Requirement: You must be bloodied.Target: One creatureAttack: Your Noble Steed makes the attack; Strength or Dexterity + 2 vs. AC.Hit: 2[M] + Strength modifier damage.Miss: Half damage.Effect: Your mount may spend a healing surge and both of you regain hit points equal to your surge value + your mount’s Charisma modifier.

Level 6 Utility Evocations

Cavalry Rush ] ] You rush into battle before the enemy can react.Encounter◊ Primal, MountMove Action PersonalRequirement: You must be mountedEffect: Move twice your mount’s speed.

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Dance of the Stalwart Warrior ]] The spirit of ancient warriors who fought to their last breath empowers you to fight in spite of pain.Daily◊ Primal, StanceMinor Action PersonalEffect: Until the stance ends you gain Resist 5 to all damage. If you are reduced to 0 hit points or fewer, you remain conscious and standing, but you are still considered to be dying.2 Champion Points: Until the stance ends you gain Resistance to all damage equal to 5 + your Constitution modifier. However, you also grant combat advantage until the stance ends.

Call to the Wind’s Wings ] Your reverent song calls to the spirit of the East Wind, urging it to lend you its speed and agility.Daily◊ PrimalNo Action Ranged SightTarget: One creature in rangeEffect: Choose one creature within range, and swap your position in the initiative order with it.

Dance of the Cleansing River ]] The serene spirit of a mighty river responds to your chant, and your injuries slowly melt away.Daily◊ Primal, StanceMinor Action PersonalEffect: You gain Regeneration equal to your Constitution modifier. This regeneration is suppressed when you are not bloodied. You may end the stance as a free action to make a saving throw against any effect a save can end with a bonus equal to your Constitution modifier.

Glorious Wound ]] Your hit strikes a powerful enemy in a vulnerable spot, and your allies cheer your lethal accuracy.Daily◊ PrimalFree Action PersonalTrigger: You score a critical hit and it doesn’t reduce the target to 0 hit points or fewer.Effect: You gain 2 Champion Points. Level 16: You gain 3 Champion Points.Level 22: You gain 4 Champion Points.Special: If you have this power or gain it when you reach any of the above levels, its effect is changed to the effect listed for that level.

Level 7 Encounter Evocations

Call to the Soothing Mist ]] The spirits of the misty river flow through you, lending tranquility to your mind and body.Encounter◊ Primal, Implement, Cold, HealingStandard Action Area Burst 1 within weapon

Target: One creatureAttack: Charisma vs. ACHit: 2d8 + Charisma modifier cold damage, and until the end of your next turn, you cannot be weakened, dazed, immobilized, or slowed. Effect: If you have any of the above effects on you which can be ended by a save, you may make a saving throw against one of those effects.2 Champion Points: If you score a critical hit with this attack, you may end all of the above effects on you that a save can end.

Spirit of the Soaring Osprey ]] The spirit of a noble raptor imbues your eyes with supernatural sight to strike down your foes.Encounter◊ Primal, WeaponStandard Action Ranged WeaponTarget: One creatureAttack: Dexterity +2 vs. Reflex; this attack ignores cover and concealment, but not total concealment or superior cover.Hit: 2[W] + Dexterity modifier damage. Until the end of your next turn, your attacks against the target ignore cover and concealment, but not total concealment or superior cover. Bond of Loyalty: Your bonded ally gains this power’s benefit until the end of its next turn.

Luring Withdrawl ]] You draw your enemy in by pretending to flee, then turn and attack as they run after you.Encounter◊ Primal, WeaponStandard Action Melee or Ranged WeaponTarget: One creatureAttack: Dexterity vs. ACEffect: Move your speed and make the following attack at any point during this movement. Hit: 2[W] + Dexterity modifier damage and you pull the target up to ½ your speed. If the target took an opportunity attack against you, you deal an extra 1[W] damage and the target falls prone.

Pinning Rundown ]] You charge at your foe at full kilter, ready to run it to the ground and pin it with your weapon.Encounter◊ Primal, Weapon, MountStandard Action Melee WeaponRequirement: you must be mountedTarget: One creatureAttack: Dexterity vs. ReflexHit: 2[W] + Dexterity modifier damage and the target is knocked prone. If the target is adjacent to you at the start of its next turn, then the target is immobilized until the end of your next turn, or until you are no longer adjacent to it.

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2 Champion Points: You grab the target, and it is restrained (until escape). Each time you sustain the grab, deal damage to the target equal to your Constitution modifier.Special: You may use this power in place of a melee basic attack when charging.

Level 9 Daily Evocations

Strafing Fusillade ]] Your mount rides circles around your foes, and you cut loose with shot after shot at their flanks.Daily◊ Primal, Implement, MountStandard Action Close Blast 5Effect: You may shift up to ½ your mount’s speed before or after the attack.Target: Each enemy in blastAttack: Dexterity vs. ReflexHit: 2[W] + Dexterity modifier damage.Miss: Half damage.2 Champion Points: You may split the shift allowed by this power into parts (before and after the attack), but still move the same total distance.

Call to the Reaper’s Rain ]] With grim whispers you fire a single shot into the clouds, and soon a torrent of black rain pours down on your foes, sowing fear and panic.Daily◊ Primal, Acid, Necrotic, Implement, FearStandard Action Area Burst 1 within 10Target: Each creature in burstAttack: Charisma vs. WillHit: 2d10 + Charisma modifier acid and necrotic damage and the target is affected by Reaper’s Rain (save ends). While affected by Reaper’s Rain, the target takes a -2 penalty to attack rolls and damage rolls, and each time it fails a saving throw against this effect, it takes a cumulative -1 penalty to Fortitude defense. A successful save removes the entire penalty. Miss: Half damage and the target takes a -2 penalty to attack rolls, damage rolls, and Fortitude defense until the end of your next turn.

Mountain Soul Strike ]] With a burst of primal energy, your body fills with the resolve of the everlasting mountains, and your ally yearns to surpass your example .Daily◊ Primal, Implement, ForceStandard Action Close Burst 1Requirement: You must not be bloodied.Target: Each creature in burstAttack: Constitution vs. FortitudeHit: 3d8 + Constitution modifier force damage, and you gain Resistance to all damage equal to your Constitution modifier. This effect lasts until

the end of the encounter, or until you’re bloodied.Miss: Half damage and you gain resist 5 to all damage until the end of your next turn.Bond of Rivalry: If your bonded ally attacks the target on his or her next turn, that attack ignores any resistance the target has; up to the value of the resistance you gained through this power.

Savage Blood Frenzy ]] As your wounds multiply you feel the fury of the Spirit of War lending strength to your blows.Daily◊ Primal, Weapon, Healing, RattlingStandard Action Melee or Ranged WeaponRequirement: You must be bloodiedTarget: One creatureAttack: Dexterity vs. ACHit: 3[W] + Dexterity modifier damage, and you gain a number of temporary hit points equal to twice your Constitution modifier.Bond of Loyalty: If your bonded ally is within 10 squares of you, you may choose to split the temporary hit points gained from this power between you and your bonded ally. You may divide them any way you choose.

Level 10 Utility Evocations

Dance of the Fleet Strider ]] Spirits awaken to your dance and fly about your feet, allowing you to travel wherever you will.Daily◊ Primal, StanceMinor Action PersonalEffect: Until the stance ends you gain a +2 bonus to speed and may travel across liquids or over empty air as if it were normal terrain, as long as you begin and end your movement on a solid surface which can support you. 2 Champion Points: You also ignore difficult terrain as a result of natural features (such as forests, mountains, swamps, and the like).

Dance of the Savage Destroyer ]] You call on dark spirits of destruction and havoc, seeking to bring a swift end to your foes.Daily◊ Primal, StanceMinor Action PersonalEffect: Until the stance ends you gain ongoing 5 psychic damage (no save allowed), which can’t be reduced or avoided in any way. As long as you are taking this ongoing damage, you may reroll any damage roll which is less than half of the maximum result (for example, 3 on a d6).

Noble Steed’s Resiliance ]] Your mount’s stubborn strength boosts your flagging resolve, allowing you to shake off pain.

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Encounter◊ Primal, MountMove Action PersonalTarget: You or your Noble SteedEffect: You or your mount may spend a healing surge to regain hit points equal to you or your mount’s surge value (your choice, no matter who spent the surge), and gain additional hit points equal to your mount’s Constitution modifier.

Fox Spirit’s Chicanery ] ] A mischievous fox spirit distracts your enemy for a moment, allowing you to slip away unnoticed.Daily◊ Primal, Charm, ConjurationImmediate Interrupt Close Burst 5Trigger: An enemy hits you with a melee attackEffect: Shift 1 square and conjure a fox spirit in an unoccupied space in the burst. The triggering enemy is immobilized while adjacent to the fox spirit, and if it is not adjacent, it must spend a move action on its turn to move adjacent to it. The spirit lasts until the end of your next turn.

Level 13 Encounter Evocations

Confounding Roundabout ]] Your mount distracts the enemy, allowing you to maneuver in and get in a strike at its flanks.Encounter◊ Primal, MountStandard Action Melee 1 (mount)Primary Target: One creaturePrimary Attack: Your mount makes the attack; Strength +2 or Dexterity +2 vs. ACHit: 1[M] + Strength or Dexterity modifier damage. You shift 2 squares and make a secondary ranged or melee weapon attack.Secondary Target: One creatureSecondary Attack: Dexterity vs. ACHit: 2[W] + Dexterity modifier damage and the target grants combat advantage to you and your allies until the end of your next turn.Bond of Rivalry: If you or your mount scores a critical hit with this power, your bonded ally’s next attack against the target before the end of your next turn can score a critical hit on an 18-20.

Call to the Rose’s Regret ]] Every rose has its thorns. Your enemy is sure to realize this if they try to make a careless move.Encounter◊ Primal, Implement, Poison, ZoneStandard Action Close Blast 3Target: Each creature in blastAttack: Charisma vs. ReflexHit: 4d6 + Charisma modifier damage.Effect: Your attack generates a zone of tangled thorny bushes in the blast which lasts until the end of your next turn. Any creature takes poison

damage equal to your Constitution modifier each time they enter or leave a square within the zone.Bond of Loyalty: You may exclude your bonded ally from the blast, and that ally is unaffected by the zone this power generates.

Fluttering Ghost Strike ]] Darting from the shadows, you strike your foe before vanishing into the darkness once more.Encounter◊ Primal, Weapon, RattlingStandard Action Melee or Ranged WeaponTarget: One creatureAttack: Dexterity vs. ACEffect: Shift a number of squares equal to your Constitution modifier (minimum 1), and make the following attack at any point during the shift. If you are hidden from the target when you make the attack, and have cover or concealment at the end of your move, you remain hidden.Hit: 3[W] + Dexterity modifier damage.3 Champion Point: You gain a +5 power bonus to Stealth checks until the end of your next turn.

Cascading Blades ]] Your unrelenting assault pounds your foe with the grace and fury of an unceasing waterfall.Encounter◊ Primal, Implement, ColdStandard Action Melee WeaponTarget: One, two, or three CreaturesAttack: Dexterity vs. Reflex; three attacksHit: 1[W] + Dexterity modifier cold damage per attack and you may shift 1 square. Effect: If two attacks hit the same target, the target is slowed until the end of your next turn. If all three attacks hit the same target, it is immobilized until the end of your next turn.Bond of Rivalry: While a target is slowed or immobilized by this power, your bonded ally deals an extra 1d6 cold damage to the target when he or she hits with a melee or ranged attack.

Level 15 Daily Evocations

Blazing Takedown ]] You gallop at your foe as your whispers rise to the spirit of the Firebird, empowering your steed with a fiery visage that leaves flames in its wake.Daily◊ Primal, Fire, Mount, ImplementStandard Action Melee WeaponEffect: Move up to 10 squares, and make the following attack at any point during the movement. Your mount leaves a trail of fire behind in each square it leaves, which last until the end of the encounter or until a creature enters that square. A creature who enters a fiery square for any reason takes 2d6 fire damage and

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ongoing 10 fire damage (save ends). When a creature enters a square of fire and takes this damage, the fire in that square is extinguished.Target: One creatureAttack: Dexterity vs. ReflexHit: 3[W] + dexterity modifier fire damage, ongoing 10 fire damage (save ends). Miss: The target shifts 1 square and falls prone. 3 Champion Points: The fiery squares block line of sight, and each lasts until the end of the encounter, even if a creature enters that square.

Lurking Spirit’s Betrayal ]] Your shot awakens a vengeful spirit in the enemy, which coaxes your foe to hurt its allies.Daily◊ Primal, Weapon, Psychic, CharmStandard Action Melee or Ranged WeaponTarget: One creatureAttack: Dexterity vs. ReflexHit: 2[W] + Dexterity psychic damage.Miss: Half damage.Effect: The target is possessed by a lurking spirit (save ends). As long as it is possessed, when the target makes an attack which hits you or an ally by 3 or less (e.g. an attack roll of 23 against AC 20), that target may swap places with an adjacent enemy, who then becomes the target of the attack. Bond of Loyalty: If the target redirects an attack against your bonded ally because of this power, the target is dazed (save ends) after it is resolved.

Call to the Ensnaring Tempest ]] Thunder peals as gray clouds mask the sky, and your chant sends lightning to entangle your foes, binding each one together in a crackling net.Daily◊ Primal, Lightning, Implement, ZoneStandard Action Close Burst 3Target: Each creature in burstAttack: Charisma vs. FortitudeHit: 3d8 + Charisma modifier lightning damage, and the target is slowed and takes ongoing 10 lightning (save ends both). Miss: Half damage, the target takes ongoing 5 lightning damage (save ends).Effect: Until the target saves against the ongoing damage, if the target takes a move action and is not within 3 squares of another target still taking ongoing damage at any point during that move action, the target takes lightning damage equal to 5 + your Charisma modifier after it moves. Bond of Rivalry: If your bonded ally hits a target which is taking ongoing damage from this attack, that ally’s next attack before the end of his or her next turn does 1d6 extra lightning

damage and slows (save ends) that attack’s target.

Night and Day Strikes ]] You and your Bonded ally strike in a concerted attack, showcasing the differences in your styles.Daily◊ Primal, Weapon, Radiant, NecroticStandard Action Melee or Ranged WeaponTarget: One creature which is within weapon range of both you and your bonded ally.Attack: Dexterity vs. ACHit: 3[W] + Dexterity modifier radiant or necrotic damage (your choice), and the target grants combat advantage for your ally’s attack.Miss: Half damage.Effect: Your bonded ally makes a basic attack against the target. On a hit, it deals radiant or necrotic damage (ally’s choice) instead of its normal damage type (if any), and an additional effect depending on its damage type:Radiant: The target is blinded (save ends).Necrotic: The target is weakened (save ends).

Level 16 Utility Evocations

Dance of the Ghostly Khan ] ] Your channeling brings forth the spirit of a great warlord, who imbues you with a ghostly visage.Daily◊ Primal, StanceMinor Action PersonalEffect: You are Insubstantial, and gain a +5 bonus to intimidate checks. If you are mounted on or adjacent to your Noble Steed, it also gains these benefits as well.3 Champion Points: You also gain Phasing.

Dance of Grasping Creepers ]] Your ritualized dance invokes the help of the plants and trees around you, which agree to act as extensions of yourself to impede your enemies.Daily◊ Primal, StanceMinor Action PersonalEffect: Until the stance ends, you melee reach increases by 1, and you gain threatening reach. In addition, each time you hit an enemy with an opportunity attack, you may slide them 1 square, knock them prone, or restrain them (save ends). You choose which effect to apply to each target after making the attack roll.3 Champion Points: You may choose to inflict all three of the above effects on a single target when you hit them with an opportunity attack.

Distracting Withdrawal ]] You and an ally make way for each others’ escape by taking turns distracting the enemy.Encounter◊ Primal

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Immediate Interrupt Close Burst 5Trigger: You or your bonded ally is hit by an attack while within 5 squares of each other.Target: You and your bonded ally Effect: You and your bonded ally both shift a number of squares equal to your Charisma or Constitution modifier, and the triggering enemy grants combat advantage to both of you.

Noble Steed’s Deliverance ]] Bounding into the midst of your foes, your Noble Steed gives you or an ally a quick escape route.Encounter◊ Primal, MountMove Action PersonalTarget: One ally (if you are mounted), you and one ally, or two allies (if you are not mounted)Effect: Your Noble Steed moves up to its speed, and passes through the target’s square. As a free action the target may grab onto your Noble Steed and be carried along with it to its destination, to be deposited in an adjacent square at any point during your Noble Steed’s movement. Bond of Loyalty: If the targets include your bonded ally, the targets and your Noble Steed gain a +2 bonus to AC and reflex defense against opportunity attacks until the end of your turn.Bond of Rivalry: If the targets include your bonded ally, that target may make a basic attack against a target of his or her choice as a free action after your mount’s movement.

Level 17 Encounter Evocations

Call to the Searing Sirocco ]] Your chant whips up a ferocious dust devil to blind and burn your enemies with cutting sand.Encounter◊ Primal, Implement, Fire, ZoneStandard Action Area Burst 2 within WeaponTarget: Each creature in burstAttack: Charisma vs. ReflexHit: 1d10 damage + 1d10 + Charisma modifier fire damage. The target is blinded until the end of your next turn, and you may slide it 1 square. Effect: The burst creates a vortex of biting sand which lasts until the end of your next turn. Creatures which enter or begin their turn in the zone take 5fire damage and 5 untyped damage. All creatures have concealment from creatures in the zone while they are not adjacent to them. 3 Champion Points: Apply this aftereffect to all creatures that enter or begin their turn in the zone:Aftereffect: The creature takes a -2 penalty to attack rolls against all non-adjacent creatures until the end of its next turn.

Spirit of the Lunging Scorpion ]]

You evoke the Scorpion’s agile spirit, allowing you to strike just as your foe thinks he’s escaped.Encounter◊ Primal, Weapon, PoisonImmediate Reaction Melee or Ranged WeaponTrigger: Your bonded ally misses with an attack.Target: One target of the triggering attack.Attack: Dexterity vs. ACEffect: You may shift 2 squares.Hit: 3[W] + Dexterity modifier poison damage, and make a secondary attack against the target. Secondary Attack: Constitution vs. FortitudeHit: The target is weakened and immobilized until the end of your next turn. Aftereffect: The target is weakened and slowed until the end of your next turn.Aftereffect: The target is weakened until the end of your next turn.

Dance of Primal Blades ]] Each of your strikes leaves behind a mass of spiritual energy which cripples your enemy.Encounter◊ Primal, Weapon, ForceStandard Action Close Burst 2Target: Each creature in burstAttack: Dexterity vs. ACHit: 2[W] + Dexterity modifier force damage and the target is slowed until the end of your next turn. If the target moves more than 3 squares from where it began its turn, it falls prone in the next space it enters.Effect: You may shift 3 squares.Bond of Rivalry: If your bonded ally hits the target before the end of your next turn, the attack deals extra force damage equal to 5 + your Charisma modifier, and the target falls prone.

Carve a Bloody Swath ]] You and your Noble Steed charge into the enemy ranks, hewing at your foes with brutal fury.Encounter◊ Primal, Weapon, Mount, RattlingStandard Action Melee WeaponEffect: Move up to your mount’s speed, and make the following attack three times against three different targets at any point during the movement. You do not provoke opportunity attacks when moving away from the target.Target: One creatureAttack: Dexterity vs. ACHit: 2[W] + Dexterity modifier damage.Special: You may use this power in place of a melee basic attack when charging.Bond of Loyalty: If your Noble Steed is your bonded ally, you may add 1[M] to the damage of the attacks you make as part of this power.

Level 19 Daily Evocations

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Spirit of the Dragon’s Onslaught ]] You invoke the spirit of a raging dragon, gaining a breath weapon that brims with elemental fury.Daily◊ Primal, Implement, VariesStandard Action Close Blast 5Target: Each creature in blastAttack: Constitution vs. ReflexHit: 4d10 + Constitution modifier acid, fire, cold, lightning, or poison damage (your choice), and an additional effect based on the damage type.Fire: Ongoing 10 fire damage (save ends)Cold: Target is immobilized (save ends).Lightning: Target is dazed (save ends).Acid: Target is blinded (save ends).Poison: Target is weakened (save ends).Miss: Half damage, and no additional effect.3 Champion Points: You may choose two damage types from the above list, instead of one. The target takes damage and gains the ongoing effect (save ends both) of both types you chose.

Call to the Dazzling Aurora ]] Your chant awakens the spirits of the frozen north, creating a scintillating display in the air to lull your enemies and blunt their ferocity.Daily◊ Primal, Implement, Cold, Radiant, CharmStandard Action Area Burst 1 within 20Target: Each creature in burstAttack: Charisma vs. WillHit: 4d6+ Charisma modifier cold and radiant damage and the target is dazed (save ends). Effect: You generate a zone of shimmering light and color within the burst, which lasts until the end of your next turn. Creatures outside the zone have concealment from creatures which enter or begin their turns in the zone. Once during your turn, as a free action, you may end the zone effect to make the following secondary attack against all creatures in the zone.Secondary Attack: Charisma vs. Will Hit: 2d6 + Charisma modifier cold and radiant damage and the target is blinded (save ends) and stunned until the end of your next turn.Sustain Minor: The zone persists, and creatures within it take 1d6 cold and radiant damage. Once you make the secondary attack, the power ends, and you can no longer sustain the zone.

Bounding Lightning Assault ]] Your body is infused with the spirit of the storms, and you surge across the battlefield with a frenzy of thunderous strikes from all sides.Daily◊ Primal, Weapon, Teleportation, LightningStandard Action Melee Weapon

Effect: Before the attack, you may teleport 5 squares to a square adjacent to an enemy, then make the following attack against it.Target: One creatureAttack: Dexterity vs. ReflexHit: 2[W] + Dexterity modifier lightning damage, and you push the target 1 square.Effect: You may repeat the attack up to 3 times against 3 different targets. Between each attack you may teleport up to 5 squares, but must end your teleport adjacent to an enemy.Bond of Rivalry: If your bonded ally is adjacent to any of the targets of your attack, his or her attacks deal extra lightning damage equal to your Charisma modifier until the end of the encounter.Bond of Loyalty: If your bonded ally is adjacent to any of the targets of your attack, he or she gains resist lightning equal to your Constitution modifier until the end of the encounter.

Brutalizing Team Attack ]] Your Noble Steed knocks the enemy toward you, you bash it senseless, and then your mount charges in to kick the enemy when they’re down.Daily◊ Primal, Weapon, Mount, RattlingStandard Action Melee 1 (Mount)Target: One creatureAttack: Strength or Dexterity + 2 vs. AC Hit: 1[M] + Strength or Dexterity modifier damage and the target is slid into a space adjacent to you. You may make a secondary attack against the same target.Miss: Half damage and the target is slid 3 squares. You may make a secondary attack against the same target if it is within range.Secondary Attack: Dexterity vs. ACHit: 2[W] + Dexterity modifier damage and the target is pushed 1 square and knocked prone. Miss: Half damage.Effect: Your mount charges the same target and makes a melee basic attack against it as a free action. If it hits, the target can’t stand up from prone until the end of your next turn.

Level 22 Utility Evocations

Divide and Conquer ]] You take a diving leap off your Noble Steed, and the both of you maneuver into a better position.Encounter◊ Primal, MountImmediate Reaction PersonalTrigger: A ranged or melee attack misses you.Effect: You and your mount shift in different directions a number of squares equal to your Dexterity modifier. Both you and your mount gain combat advantage against the triggering creature until the end of your next turn.

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Dance of the Primal Predator ]] Your ritual evokes the power of the Primal Beast.Daily◊ Primal, Stance, PolymorphMinor Action PersonalEffect: Until the stance ends, you gain a +4 bonus to your speed (not your mount’s speed), and add your Charisma modifier to damage rolls.

Dance of the Dread Wendigo ]] Like a vengeful undead, you stalk your prey through shadows and light, intent on ending its life no matter how deep you sink into darkness.Daily◊ Primal, StanceMinor Action PersonalEffect: Until the end of your next turn you gain Resist 15 Necrotic, Vulnerable 10 Radiant, and ignore the effects of difficult terrain as long as you are adjacent to or moving toward an enemy under the effect of your Dragoon’s Bond.

Call to the Promised Death ]] You beseech the spirits of the world of the dead, guiding your strike to ensure a fatal conclusion.Daily◊ PrimalFree Action PersonalTrigger: You hit a target with a standard action attack on your turn, and it is not a critical hit.Effect: The attack becomes a critical hit.

Level 23 Encounter Evocations

Forceful Restriction ]] You land a blow which causes ethereal chains to rise from the ground and bind your enemies.Encounter◊ Primal, Weapon, ForceStandard Action Melee or Ranged WeaponTarget: One creatureAttack: Dexterity vs. FortitudeHit: 3[W] + Dexterity modifier force damage and the target and each enemy adjacent to you is immobilized until the end of your next turn.Bond of Rivalry: Enemies which begin their turn adjacent to a bonded ally are immobilized until the end of your bonded ally’s next turn.

Call to the Ancestral Hunger ]] Your chant invokes a spirit of a dreadful epoch where cannibalism darkened your tribe’s history.Encounter◊ Primal, Implement, Charm, PsychicStandard Action Area Burst 2 within WeaponTarget: Each creature in burstAttack: Charisma vs. WillHit: 4d6 + Charisma modifier psychic damage.Effect: The target is inhabited by a hungry ghost (save ends). While inhabited, the target must

attack the nearest bloodied creature on its turn, whether that creature is an ally or an enemy.

Storm of Screaming Steel ]] You fill the air before you with shrieking projectiles, leaving your foe no place to run.Encounter◊ Primal, Weapon, RattlingStandard Action Close Blast 5Target: Each creature in blastAttack: Dexterity vs. ACHit: 3[W] + Dexterity modifier damage.4 Champion Points: You may shift 5 squares before or after the attack.

Noble Steed’s Riposte ]] Your mount lashes out at a foe that harmed you.Encounter◊ Primal, MountImmediate Reaction Melee 1 (Mount)Trigger: You are bloodied or reduced to 0 hit points or fewer by an enemy’s attack.Target: The triggering creatureAttack: Strength or Dexterity +2 vs. ReflexHit: 3[M] + Strength or Dexterity modifier damage, and you regain hit points equal to your Noble Steed’s Constitution modifier.Bond of Loyalty: You instead regain hit points equal to your Constitution modifier + your Noble Steed’s Constitution modifier.

Level 25 Daily Evocations

Spirit of the Absolute Ice ] ] Your whispers carry to the spirit of the eternal blizzard, and his power freezes your foe solid.Daily◊ Primal, Implement, ColdStandard Action Melee or Ranged WeaponTarget: One creatureAttack: Charisma vs. FortitudeHit: The target is petrified (save ends). The target is frozen in ice, but otherwise mimics the effects of that condition, except that its resistance to damage excludes fire damage. If the target takes fire damage, it may immediately attempt a saving throw to end this effect.Aftereffect: 3d12 + Charisma modifier cold damage, and the target is slowed (save ends).Bond of Rivalry: If your bonded ally is adjacent to the target when you use this power, that ally takes cold damage equal to your Charisma modifier, but his or her attacks do that amount of extra cold damage until the end of the encounter.

Call to the Seven Sisters ]] A constellation of seven stars shine down on you, bathing you in warmth and smiting your enemies.Daily◊ Primal, Implement, Radiant, Zone

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Standard Action Area Burst 4 within 20Target: Each enemy in burstAttack: Charisma vs. WillHit: 3d8 + Charisma modifier radiant damage and the target is blinded (save ends).Miss: Half damage and the target takes a -2 penalty to attack rolls (save ends).Effect: The burst creates a zone of soft starlight which lasts until the end of your next turn. All squares within the zone are dimly lit, and you and all allies within the zone have concealment. Sustain Minor: The zone persists.4 Champion Points: Enemies in the zone take a penalty to damage rolls against you and your allies equal to 5 + your Charisma modifier.

Blood Brothers’ Retribution ]As your allies fall around you, you let loose a primal roar which emboldens your allies to struggle on, and strikes fear into your enemy.Daily◊ Primal, Weapon, Healing, RattlingStandard Action Melee or Ranged WeaponRequirement: At least one ally is dead or dying.Target: One creatureAttack: Dexterity vs. ACHit: 5[W] + Dexterity modifier damage, this power does an additional 5 damage for each dead, dying, or bloodied ally within 5 squares of you.Effect: You and each ally within 5 squares regain 5 hit points for each bloodied, dead, or dying ally within 5 squares of him or her.

Twin Meteor Assault ]] You and your mount charge at the enemy like comets, catching it between your fiery blasts.Daily◊ Primal, Implement, Fire, MountStandard Action Close Blast 5Effect: Before the attack, you and your mount move 5 squares. You may enter enemy spaces during this movement, and each enemy which takes an opportunity attack against you or your mount during the move takes 10 fire damage. Make the following attack at the end of the move; Your blasts must be oriented to hit the same targets in each blast; i.e. they must overlap.Target: Each creature other than you or your mount in the blast.Attack: Strength or Charisma vs. Reflex; two attacks (you and your mount each make one).Hit: 2[M] + Strength modifier fire damage (your Mount’s attack) or 2d10 + Charisma modifier fire damage (your attack) per attack. If a single target is hit by both you and your mount’s attack, it takes ongoing 10 fire damage (save ends).

Bond of Loyalty: If your bonded ally is in the blast, he or she is excluded from the blast, and gains Resist 10 fire until the end of the encounter.

Level 27 Encounter Evocations

Medicine Arrow Strike ]] Your weapon is surrounded by wispy spirits, and as you lash out, you feel peace wash over you.Encounter◊ Primal, Weapon, HealingStandard Action Ranged WeaponTarget: One creatureAttack: Dexterity vs. ReflexHit: 4[W] + Dexterity modifier damage, and you regain hit points equal to 10 + your Constitution modifier, and you may make a saving throw.Miss: Half damage, and you regain hit points equal to your Constitution modifier.Bond of Loyalty: You may choose not to make a saving throw, and instead allow your bonded ally within weapon range to make one instead.

Call to the Creeping Death ]] Your chant awakens the vermin lurking among the foliage, which arise as a swarming mass.Encounter◊ Primal, Implement, Poison, ZoneStandard Action Area Burst 4 within 20Target: Each creature in burstAttack: Charisma vs. FortitudeHit: 2d10 + Charisma modifier poison damage. The target takes a -2 penalty to attack rolls, and is weakened until the end of your next turn.Effect: The burst creates a zone of creeping spiders, centipedes, ants, and other vermin, which lasts until the end of your next turn. Each creature which enters the zone or begins its turn there is slowed and takes 10 poison damage. Creatures which fall prone within the zone also take 10 poison damage and can’t stand up from prone until the end of your next turn.

Spirit of the Pursuing Hound] ] Your strike evokes a hound spirit which gives you the agility to harry your enemy relentlessly.Encounter◊ Primal, WeaponStandard Action Melee WeaponTarget: One creatureAttack: Dexterity vs. WillHit: 3[W] + Dexterity modifier damage. Effect: Each time the target takes a move action before the end of your next turn, you may shift up to ½ your speed to a square which must be closer to the target than where you started, and you gain a +2 bonus to attack and damage rolls against the target while adjacent to it.

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Sustain Champion Point: You may spend 1 point on each of your turns to sustain this effect until the end of your next turn.

Ring of Thundering Blades ]] You ride around your foes and your mount and your blade roars with each punishing stroke.Encounter◊ Primal, Weapon, Mount, ThunderStandard Action Melee TouchEffect: Before the attack you shift your mount’s speed and may make the following attack against the target at any point during the shift. You must remain adjacent to the target during the shift.Target: One creatureAttack: Dexterity or Strength vs. AC; four attacks (you and your mount both attack twice)Hit: 1[W] + Dexterity modifier damage (your attack) or 1[M] + Strength or Dexterity modifier damage (your mount’s attack), plus an additional 1d8 thunder damage per attack.Bond of Rivalry: If your Noble Steed is your bonded ally, and either of you scores a critical hit with this power, either of you may score a critical hit on a natural roll of 18-20 on any attacks made before the end of you next turn.

Level 29 Daily Evocations

Call to the Haunting Legion ]] You sing an eerie tune, and the spirits of your ancestors rise around you like a ghostly army, their dreadful visages terrifying your enemies.Daily◊ Primal, Implement, Psychic, Necrotic, FearStandard Action Area Burst 5 within 20Target: Each enemy in burstAttack: Charisma vs. WillHit: 4d8 + Charisma modifier psychic damage and the target is weakened and immobilized and takes ongoing 10 necrotic (save ends all).Aftereffect: The target is weakened and slowed and takes ongoing 5 necrotic (save ends all).Aftereffect: The target is weakened and takes ongoing 5 necrotic damage (save ends both).Miss: The target is weakened and takes ongoing 5 necrotic damage (save ends both).Bond of Rivalry: Until the target is no longer taking any effect of this power that a save can end, your bonded ally gains a power bonus to his or her first damage roll each round against the target equal to your Charisma modifier.

Spirits of the Four Quarters ]] The spirits of Spring, Summer, Fall, and Winter rise among your foes, assaulting them with the full fury of nature’s elemental powers.Daily◊ Primal, Implement, VariesStandard Action Close Blast 5

Target: Each creature in blastAttack: Constitution vs. AC, Reflex, Will, and Fortitude; make one attack roll per target and compare the result to each of the target’s defenses. A target may be hit up to four times. Hit (AC): 1[W] + Constitution modifier Fire damage, and ongoing 10 fire damage (save ends).Hit (Fortitude): 1[W] + Constitution modifier thunder damage and the target is knocked prone.Hit (Reflex): 1[W] + Constitution modifier lightning damage and target is dazed (save ends).Hit (Will): 1[W] + Constitution modifier cold damage and the target is immobilized (save ends).Special: If the attack hits more than one of a target’s defenses, all conditions inflicted on the target by this power ends on the same save.

Primal Force Flurry ]] You unleash a relentless cascade of brutal blows against your enemy, binding nearby foes in place with spiritual tendrils of crushing force.Daily◊ Primal, Weapon, Force, ZoneStandard Action Melee WeaponTarget: One creatureAttack: Dexterity vs. AC; three attacksHit: 2[W] + Dexterity modifier force damage per attack. If two attacks hit the target, the target is slowed (save ends). If all attacks hit the target, the target is instead immobilized (save ends).Miss: Half damage.Effect: You generate a zone of grasping tendrils centered on the target, which moves when the target moves. The size of the zone’s burst is 1x the number of attacks which hit the target (max burst 3), and it lasts until the end of your next turn. All enemies which begin or end their turns in the zone are immobilized (save ends).4 Champion Points: The size of the zone’s burst is 2x the number of attacks that hit (max burst 6).Sustain Minor: The zone persists.

Noble Steed’s Devastation ]] Your mount tears across the battlefield while you wait in the wings to provide suppressing fire.Daily◊ Primal, MountStandard Action Melee Touch (mount)Target: One CreatureAttack: Strength +2 or Dexterity +2 vs. ACHit: 4[M] + Strength or Dexterity modifier damage and your mount may move up to half its speed and repeat the attack up to three times against three different targets at any point during the move. Your mount does not provoke

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opportunity attacks from leaving a square adjacent to any enemy hit by this attack.Effect: You may make a ranged basic attack against any enemy which makes an opportunity attack against your Noble Steed during its move. You do not provoke opportunity attacks for doing so while adjacent to an enemy.Bond of Loyalty: If your Noble Steed is your bonded ally, it gains a power bonus to AC and reflex defense equal to your Constitution modifier against opportunity attacks provoked by the movement this power allows.

Honorable Chieftain“My people respect me not only for my deeds, but also because I’ve always stood with them.”

Prerequisites: Bond of Loyalty

Some Dragoons fight for honor, others for glory. Some consider the thrill of the hunt and the respect of their companions to be the only things worth fighting for, but you are different. Perhaps you’re a veteran of tribal warfare, or a war leader who’s consoled one too many grieving widows. You’ve learned that honor and glory in battle is nothing if none of your braves make it out alive to tell about it. Where other Dragoons prefer to strike out alone and hunt like lone wolves, you prefer the solidarity of the group, and watch out for your allies while you fight your enemies. In your past battles you’ve sought to hone your skills, and grown accustomed to leading from the front. You still revel in victory, and the looks of terror on your enemies’ faces, but you have also learned to be cautious of that same look on your own allies, and to be ready to pull them out of the fire if they’re in too deep.

Honorable Chieftain Path Features

Chieftain’s Action (Level 11): When you spend an action point while adjacent to your bonded ally, you and your bonded ally gain a bonus to damage rolls equal to your Constitution modifier until the end of your next turn.Brave Companion (Level 11): Once per encounter, when your bonded ally is hit by an enemy under the effect of your Bond of Loyalty, you may end the effect on that enemy and slide your ally 1 square as an immediate interrupt.Loyalty’s Reward (Level 16): When your bonded ally reduces an enemy to 0 hit points, that ally gains a number of temporary hit points equal to 5 + your Constitution modifier.

Honorable Chieftain Evocations

Arrow of Inspiration ]] You give a whooping shout as you set loose your arrow, and your presence gives your allies heart.Encounter◊ Primal, Weapon, HealingStandard Action Ranged WeaponTarget: One creatureAttack: Dexterity vs. ACHit: 3[W] + Dexterity modifier damage.Effect: Each ally within 2 squares of you or the target may choose to spend a healing surge to gain temporary hit points equal to his or her surge value, or to make a saving throw against one condition affecting them that a save can end.

Dance of the Towering Redwoods ] Your primal call evokes the strength of the tallest of all trees, bolstering you and your allies with the resilience of the world’s ancient forests.Daily◊ Primal, StanceMinor Action Close Burst 5Target: You and all allies in burstEffect: Until the stance ends, the target gains resist 10 to all damage, and a bonus to AC equal to your Constitution modifier. Each time the target takes damage both bonuses decrease by 2. This power ends if the bonus is reduced to 0.

Hail to the Chief ]] You lay into your enemies, proving to them and all around you who is really in charge here.Daily◊ Primal, Weapon, CharmStandard Action Melee or Ranged WeaponTarget: One creatureAttack: Constitution vs. WillHit: 4[W] + Constitution modifier damage.Miss: Half damageEffect: Until the end of the encounter, allies who can see you gain a +1 bonus to attack rolls and all defenses, and enemies who can see you take a -1 penalty to attack rolls and all defenses.3 Champion Points: Your allies who can see you also gain a +2 bonus to damage rolls until the end of the encounter.

King of Braves“You haven’t truly been alive unless you’ve felt the wind in your hair, and your enemy’s dying heart pumping its last beat in your hands.”

Prerequisites: Bond of Rivalry

Before the world was split up into monarchies and fiefdoms, before petty nobles squabbled over land rights and territories, and before so-called civilization settled into the routine of finding new and ever more inventive ways to kill each

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other without ever looking another soldier in the eye first, there have been leaders like you. You are no noble scion or landed lord. You’ve acquired the respect and leadership of your peers the old fashioned way; through being the first one to charge into the fray, and the last one to wipe your foes’ blood off your axe blade. Through your example, your allies have been shaped into a fighting force the likes of which the world has scarcely seen. But still, you haven’t grown haughty or complacent. You know that your allies follow you only as far as you can bring them victory and glory. If your strength fails you, or you come to treat them as your own personal army to do with as you wish, you know the next scalp you’ll be picking up off the blood-sodden grass is your own. Still, you don’t falter in your resolve. You’ve sworn to carry your peoples’ honor like a banner until you draw your last breath. When you howl and dive into a mass of foes, you feel young and full of vigor again, and all the cares of “civilized” folk flow away in pools of your enemy’s blood.

King of Braves Path Features

Back for More (Level 11): When you use your second wind while bloodied, you may charge the creature that bloodied you as a move action.Rival’s Action (Level 11): When you spend an action point to take an extra action, your bonded ally may make a melee basic attack, and add the extra damage from your Bond of Rivalry to the damage roll, even if the target is not under the effect of your Bond of Rivalry, or if your ally has already applied the extra damage this round.Bloody Rivalry (Level 16): When your bonded ally scores a critical hit against a target under the effect of your Bond of Rivalry, your next hit against that target before the end of your bonded ally’s next turn deals maximum normal damage. If your next attack is also a critical hit, it deals maximum extra critical hit damage.

King of Braves Evocations

Retributive Turnabout ]] You whirl around your enemy and strike, taking vengeance against him for an earlier slight.Encounter◊ Primal, Weapon, MountStandard Action Melee WeaponTarget: One creatureAttack: Dexterity vs. ACEffect: You may move up to your mount’s speed, and make the following attack at any

point during the move. You don’t provoke attacks of opportunity for moving away from the target.Hit: 2[W] + Dexterity modifier damage. If the target hit you since the end of your last turn, deal extra damage equal to your Charisma modifier.Bond of Rivalry: The first time your bonded ally hits the target on his or her next turn, add your Charisma modifier to the damage roll.Special: You may use this power in place of a melee basic attack while charging.

Counting Coup ]] You courageously ride close enough to your foe that you can reach out and touch their body.Daily (special) ◊ PrimalMinor Action Melee TouchTarget: One living enemyEffect: You gain one Champion point.Special: You may use this power a number of times per day equal to your Charisma modifier, but no more than once per round. You may only use this power three times in a single encounter.

Once More into the Breech ]] You shore up your flagging courage and charge, determined to give the enemy one last scar.Encounter◊ Primal, Weapon, Healing, RattlingImmediate Interrupt Melee WeaponTarget: One creatureTrigger: You drop to 0 hit points or fewerAttack: Dexterity vs. ACEffect: Before the attack, you may charge an enemy and make the attack instead of a melee basic attack at the end of your charge. You don’t provoke opportunity attacks during this charge.Hit: 5[W] + Dexterity modifier damage.3 Champion Points: If you roll a death saving throw on your next turn and get a 15 or higher, you regain 5 hit points and may spend a healing surge to gain temporary hit points equal to your healing surge value + your Charisma modifier.

Knight of the Wild Lands“My armor may be forged by man, but you’d be a fool to doubt that I have the favor of the spirits.”

Prerequisite: Proficiency with Heavy Armor.

Some primal characters consider the forging of steel and the wearing of metal armor as an abomination; a corruption of the natural order. However, you don’t follow this belief. You point out that the forging of steel into armor isn’t any more unnatural than tanning and boiling leather or hide, but rather a process of refining what

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nature provides into a more useful shape; similar to carving a tree limb into a magic staff. Further; iron, copper, and tin are born naturally and sleep within the earth, and have their own primal spirits, so you don’t see how utilizing them is any worse than using wood, bone, or obsidian. You are a rare warrior who seeks to blend the traditional and the modern, the primal spirits and martial techniques. You use the weapons and armor of the civilized lands to defend those who would use that civilization to despoil the natural world. You are committed to finding a way to reconcile your ancient beliefs and customs with the fickle and often overweening nature of the modern world. Though other practitioners of primal power may view you with suspicion, you hold out hope that one day, the opposing forces of nature and civilization can reach a stable balance.

Knight of the Wild Lands Path Features

Armored Cavalry (Level 11): You gain proficiency with scale armor, and the Armor Specialization (Scale) feat as a bonus feat. In addition, while you are not bloodied and are wearing heavy armor, you gain resist 5 to all damage against creatures marked by you. Marked Bond Action (Level 11): When you spend an action point to make an attack against a target marked by you, you may place that target under the effect of your Dragoon’s Bond until the end of your next turn.Mobile Armor (Level 16): When wearing heavy armor you may add a +2 bonus to your speed, and your armor’s weight doesn’t count toward the encumbrance load of you or your mount.

Knight of the Wild Land Evocations

Challenge of Bloody Steel ]] You single out a worthy opponent, and make it clear that one of you won’t be making it home.Encounter◊ Primal, WeaponStandard Action Melee WeaponTarget: One creatureAttack: Constitution vs. ACHit: 2[W] + Constitution modifier damage and you mark the target until the end of your next turn. While marked, if the target makes an attack which doesn’t include you, slide it 3 squares and make a basic attack against it as a free action.3 Champion Points: If the target is adjacent to your bonded ally at the end of the slide, your ally may also make a basic attack against the target as a free action after you make your attack.

Spirit of the Bronze Barrier ] You awaken the spirits in your ally’s equipment, giving it increased resilience against your foes.Daily ◊ PrimalMinor Action Close Burst 10Target: One creature in burst Effect: The target is marked (save ends). While it is marked, whenever it makes an attack which doesn’t include you as a target, the targets of its attack gain Resist 5 to all damage of the attack.

Call to the Iron Betrayer ]] You let out a plaintive wail that awakens the primal spirits which reside in your foes’ armor, causing them to turn on your enemy and weaken it if dares to bring harm to your friends.Encounter◊ Primal, WeaponStandard Close Blast 5Target: Each enemy in blastAttack: Charisma vs. ACHit: 3[W] + Charisma modifier damageMiss: Half damageEffect: The target is marked by you (save ends). While marked, if the target makes an attack that doesn’t include you as a target, the target takes a penalty to all defenses until the end of your next turn equal to your Charisma modifier.

Rider of the Four Winds“I ride where the winds take me, and cut down any foe which tries to end my travels.”

Prerequisite: 11th Level

You embody the spirit of the wanderer. You are a roamer, a vagabond, without anything to tie you down, or keep you from exploring to your heart’s content. All you need is a sky above your head, and your loyal mount beneath you and you can face any opposition. Perhaps you are a tribal outcast who’s learned to enjoy your exile, or maybe you were always one to take to the road and leave your cares to drift away in the wind. Common folk may keep to familiar places for fear of the savage beasts which inhabit the wild places, but you have no such fear, because you are one with those beasts. You wander where you will, and leave when you feel like it. Nothing can tie you down except your own decisions. You are as free as the wind.

Rider of the Four Winds Path Features

Wind Rider Action (11th Level): When you spend an action point to take an extra action, your mount gains a fly speed equal to its speed until the end of your next turn. If it doesn’t end

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its turns on a solid surface, it floats safely to the ground and takes no falling damage.Swift Wind (11th Level): You gain a bonus to initiative checks equal to your Dexterity modifier, and you do not grant combat advantage to your enemies during a surprise round.Free as the Wind (16th Level): While mounted on your Noble Steed, you ignore the effects of difficult terrain, and whenever you are subject to an effect which would immobilize or restrain you, you may immediately make a saving throw to negate that effect (even if the effect would not normally end on a save).

Call to the Twilight Zephyr ] Your chanting awakens the spirit of the night winds, which flow from your arrows and fills enemies with visions of dread and foreboding.Encounter◊ Primal, Implement, Fear, PsychicStandard Action Area Burst 4 within WeaponTarget: Each creature in burstAttack: Dexterity vs. ACHit: 2[W] + Dexterity modifier psychic damage and the target takes a -2 penalty to attack rolls and saving throws until the end of your next turn. Effect: Push the target 3 squares. 3 Champion Points: The target also takes a -2 penalty to Will, Reflex, and Fortitude defenses until the end of your next turn.

Dance of the Rover’s Wind ]] The free spirits of the four winds lift you up and carry you across the land on a jet stream.Encounter◊ Primal, StanceMinor Action PersonalEffect: Until the stance ends, you gain a fly speed equal to your speed. If you are mounted on your Noble Steed, it also gains this benefit.

Dervish of the Four Winds ]] The primal spirits of the four winds flow into you, and your mount, turning you into a whirlwind of blood and death to ravage your enemies.Encounter◊ Primal, MountStandard Melee WeaponRequirement: You must be mountedEffect: Before the attack, your mount moves its speed. You and your mount are insubstantial and may move through enemies’ spaces during this move, but must end in a legal space. You make the following attack against any creature whose space your mount enters during its move.Attack: Dexterity vs. ACHit: 2[W] + Dexterity modifier damage, slide the target to any square adjacent to your mount and knock it prone. The target is dazed (save

ends) and cannot attempt a saving throw against this effect while it is prone.Miss: Half damage and the target shifts 1 square.Effect: Until the end of the encounter your body is imbued with primal winds. Each time you hit an enemy, you may knock it prone. If you score a critical hit with a primal power, you may fly a number of squares equal to your Dexterity modifier after the attack. Your flight does not provoke opportunity attacks from the target, and you must end your turn on a solid surface.

Heroic tier FeatsGlory HoundPrerequisite: Champion’s Boon, Cha 13Benefit: When you reduce a minion to 0 hit points or fewer, you gain ½ a champion point (do not round). In addition, when you are the first PC to reduce an enemy to 0 hit points or fewer during an encounter, you gain 1 additional Champion Point for that kill.

Superior SteedPrerequisite: Noble SteedBenefit: Your Noble Steed gains a +1 feat bonus to attack rolls, speed, and all defenses. The bonus increases to +2 at 11th level, and +3 at 21st level.

Distracting RivalryPrerequisite: Bond of Rivalry, Cha 13Benefit: When your bonded ally hits an enemy which is under the effect of your Bond of Rivalry, the enemy grants combat advantage to you and that ally until the end of his or her next turn.

Deadly LoyaltyPrerequisite: Bond of Loyalty, Con 13Benefit: When you slide an enemy under the effect of your Bond of Loyalty, that enemy gains Vulnerable 5 to all damage from your bonded ally until the end of your next turn.

Fey Step CavalierPrerequisite: EladrinBenefit: When you use your Fey Step racial power to teleport while mounted on or adjacent to your Noble Steed, you may teleport your Noble Steed the same number of squares to a square which must be adjacent to you.

Little Rider, Big HorsePrerequisite: Halfling

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Benefit: When you are adjacent to your Noble Steed, but not mounted, you have cover from ranged or melee attacks made against you.

Stubborn CourserPrerequisite: Dwarf, Con 13Benefit: When your Noble Steed would be subject to a push, pull, or slide, you may reduce the distance of that forced movement by 1 square. In addition, your Noble Steed may make a saving throw to avoid being knocked prone.

Hell’s RidePrerequisite: TieflingBenefit: Your Noble Steed gains Resist 5 fire (Resist 10 at 11th level, and Resist 15 at 21st level). In addition, it does extra fire damage equal to your Charisma modifier until the end of your next turn when you use Infernal Wrath.

Underdark ChargerPrerequisite: DrowBenefit: Your Noble Steed gains Darkvision and is unaffected by your Cloud of Darkness racial power. In addition, it has a +2 bonus to Stealth checks, increasing to +4 when you are mounted. If you are mounted on your Noble Steed, you also gain this bonus to your Stealth checks.

Tempest TrailblazerPrerequisite: GenasiBenefit: Your Noble Steed gets one of the following benefits, depending on your current Elemental Manifestation. If you are manifesting more than one element, choose one of them. Earthsoul: Your Noble Steed cannot be affected by forced movement while you are mounted and using the Earthsoul manifestation. Firesoul: Your Noble Steed has resist 5 fire. The resistance increases to resist 10 fire at 11th level, and to resist 15 fire at 21st level. Windsoul: Once per encounter, your Noble Steed can fly its speed as a move action, but must end its move on solid ground. Watersoul: Your Noble Steed can breathe underwater, and can move across liquid surfaces as if they were solid, as long as it begins and ends its move on a surface which can support it. Stormsoul: When your Noble Steed hits a target with a charge attack, it can deal an additional 1d6 thunder damage, and knock the target prone.

Dragon RiderPrerequisite: DragonbornBenefit: When you use your Dragon Breath racial power while mounted or adjacent to your Noble Steed, its next successful attack before the

end of your next turn does extra damage equal to your Charisma modifier, of the same damage type as your Dragon Breath.

Celestial MountPrerequisite: DevaBenefit: Your Noble Steed gains resist 5 radiant and resist 5 necrotic. At 11th level, both resistances increase to 10, and your Noble Steed gains a +1 bonus to all defenses against bloodied targets. At 21st level, both resistances increase to 15, and your Noble Steed gains the Immortal keyword, if it didn’t already have that keyword.

Shifting LoyaltiesPrerequisite: Shifter, Bond of LoyaltyBenefit: When you first become bloodied during an encounter, you may use a free action to switch your Bond of Loyalty to a different ally.

Shadowy RivalPrerequisite: Gnome, Bond of RivalryBenefit: When you use your Fade Away racial power to turn invisible, your bonded ally may also become invisible until the end of his or her next turn, or until he or she attacks.

Hunter of the Mountain PassPrerequisite: GoliathBenefit: While you are mounted, your Noble Steed ignores difficult terrain as a result of rubble, loose earth or rock, earthen construction, and similar terrain (earth walk). In addition, you take no penalty to your base overland speed when traveling through mountainous terrain, hills, natural caves, or similar terrain.

Unshakable BondPrerequisite: Half-ElfBenefit: You may choose not to have the effect of your Dragoon’s Bond end when you or your bonded ally is reduced to 0 hit points or fewer. If so, that ally remains your bonded ally until the end of the encounter, or until you choose to end the effect the next time it would normally end.

Strategic WithdrawalPrerequisite: Elf, Dex 13Benefit: When you use Elven Accuracy to reroll an attack roll and you still miss, you may shift 1 square after that attack as a free action.

Reckless RiderPrerequisite: Human, Dex 13Benefit: When you spend an action point to take an extra action, you may take a -2 penalty to your AC to gain a +2 bonus to attack rolls and damage rolls until the end of your next turn.

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Loyal ConstructPrerequisite: WarforgedBenefit: When you use your Warforged Resolve racial power, you may choose to have your bonded ally also gain the benefits of that power.

Clever CavalierPrerequisite: ChangelingBenefit: When you use your Changeling Trick racial power to gain combat advantage, you may also shift your Noble Steed 3 squares as long as you are not mounted. Your Noble Steed also has combat advantage until the end of your next turn.

Rider of the DreamscapePrerequisite: KalashtarBenefit: Your mount gains Resist 5 Psychic (Resist 10 at 11th level and Resist 15 at 21st level). In addition, you and up to one other person may travel through the Realm of Dreams by riding on your Noble Steed. Travel in this way allows you to reach any spot in the mortal world in 1/10th the time it would normally take. However, you are not necessarily safe from attack while traveling through the Realm of Dreams in this way.

Brutal SteedPrerequisite: Half-OrcBenefit: When your Noble Steed rolls damage for a basic attack, a Dragoon power, or Dragoon paragon path power, it may reroll any 1s or 2s.

Paragon tier FeatsPersistent BoonPrerequisite: Champion’s Boon, Cha 15Benefit: Your Champion point total resets to 1 instead of 0 after a short rest or an extended rest. At 21st level, your Champion point total instead resets to 2 after a short rest or extended rest.

Improved Bond of RivalryPrerequisite: Bond of Rivalry, Cha 15Benefit: When your bonded ally hits a target under the effect of your Bond of Rivalry, he or she has a +2 power bonus to the attack roll. The bonus increases to +3 at 21st level.

Improved Bond of LoyaltyPrerequisite: Bond of Loyalty, Con 15Benefit: When your bonded ally hits a target under the effect of your Bond of Loyalty, your bonded ally may mark the target until the end of your ally’s next turn. This does not affect your bonded ally’s ability to mark other creatures.

Living WeaponPrerequisite: Superior Steed featBenefit: Your Noble Steed gains a +2 proficiency bonus with any natural weapons it possesses (such as horns or claws), and does +1d6 damage per plus when it scores a critical hit with its natural weapon(s). You may enchant your Noble Steed’s natural weapon like a normal weapon of its type (see below). If your Noble Steed has multiple weapons (such as horns and claws), you may enchant them each separately, but each weapon in a set (such as four claws or two horns) must share the same enchantment. In such cases, make sure to note which weapon is its “main” weapon, and which are its “off-hand” weapons. Consult the following table for the weapon group of natural weapons, or consult your DM for additional options or rulings.

Natural Weapon -----------Weapon TypeClaws -------------------------- Heavy BladeBite ---------------------------- Light BladeHorns/tusks ------------------- Pick or Light BladeTail ---------------------------- Flail Tail (bladed) ----------------- Axe or Heavy BladeTail (Heavy) ----------------- MaceHooves ------------------------ MaceSpikes ------------------------ Pick or Light Blade

Double BondPrerequisite: Dragoon’s BondBenefit: When you use your Dragoon’s Bond power, you may target one or two allies in the burst. Each becomes your bonded ally until you or that ally drops to 0 hit points or fewer. You do not regain the use of Dragoon’s Bond until both targets are no longer your bonded ally.

Epic tier Feats Devastating RivalryPrerequisite: Bond of Rivalry, Cha 19Benefit: When your bonded ally scores a critical hit against a target under the effect of your Bond of Rivalry, your first successful attack against that target before the end of your next turn deals maximum damage as if it were a critical hit. If the attack is actually a critical hit, the extra critical hit damage is maximized.

Undying LoyaltyPrerequisite: Bond of Loyalty, Con 19Benefit: When your bonded ally scores a critical hit against a target under the effect of your Bond of Rivalry, your ally gains temporary hit points equal to his or her healing surge value.

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Eternal FamePrerequisite: Champion’s Boon, Cha 19Benefit: Your Champion Point total resets only after an extended rest, not after a short rest.

Unbreakable BondPrerequisite: Dragoon’s BondBenefit: When you or your bonded ally is reduced to 0 hit points or fewer, you may choose not to end the effect of your Dragoon’s Bond. If so, you do not regain the use of Dragoon’s Bond.

Multiclass FeatsBonds of Friendship [Dragoon]Prerequisite: Dex 13, Cha or Con 13Benefit: Choose a Dragoon’s Bond power. You may use that power once per encounter, but you do not regain the use of your Dragoon’s Bond when you or your bonded ally are reduced to 0 hit points. In addition, you may use one weapon you are proficient with as an Implement. You may retrain this feat to choose another weapon.

Mounted Cavalry [Dragoon]Prerequisite: Dex 15Benefit: You may use your Mount’s mount ability as if you had the Mounted Combat feat, and any mount you ride gains a +1 feat bonus to attack rolls, speed, and all defenses. This bonus increases to +2 at 11th level, and +3 at 21st level. In addition, you may use a bow as an implement.

Courageous Champion [Dragoon]Prerequisite: Any class specific multiclass feat, paragon multiclassing as a Dragoon.Benefit: When you reduce a non-minion enemy to 0 hit points, you gain 1 Champion Point. You may accumulate any number of Champion points, but your total resets to 0 at the end of a short rest or extended rest. As a free action, you may spend the required number of points to gain a specified benefit on certain Dragoon powers and paragon path powers. You are considered to have the Champion’s Boon class feature with respect to qualifying for feats or paragon paths.