The Gith Dragoon build draws from the lore of Githyanki Dragon Riders and how they would likely use thrown weapons from that vantage to fight effectively without dismounting. It also pulls on the class fantasy of a similar class from the Final Fantasy series.
Origin: Gith Custom, Lae’zel
17Str 10Dex 14Con 8Int 16Wis 8Cha
Background: Outlander
Athletics*, Perception*, Survival, Insight
Party Role: Frontline, Lookout
- Fighter - Defense,Mage Hand(Gith)
- Fighter
- Fighter - Eldritch Knight - Blade Ward, Truestrike, Shield, Thunderwave, Find Familiar, Jump(Gith)
- Fighter - Tavern Brawler - Magic Missile, Longstrider(Thunderwave)
- Fighter - Misty Step(Gith)
- Fighter - +2 Str
- Fighter - Thunderwave
- Fighter - Sentinel - Enlarge/Reduce, Blur(Thunderwave)
- Rogue - Athletics*, Perception*, Animal Handling, Medicine
- Fighter
- Fighter - Thunderwave
- Fighter - Darkness, See Invisibility(Thunderwave)
Important Items:
- Weapons: Returning Pike, Nyrulna
- Hands: Gloves of Uninhibited Kushigo
- Ring: Ring of Flinging
- Heavy Armor: Chainmail at the start from Damon and upgraded as you go along. Don’t sell the Chainmail after upgrading as it still work incredibly well as a thrown weapon.
- Potions: Elixir of the Colossus, Elixir of Bloodlust, Potion of Speed
This is not a Solo run build. You will want a party Face at a minimum, a Haste caster would be nice too.
A standard first round for a Dragoon is to move to near the enemies but not in threatened range, then Throwing something at the enemies until they run out of actions. The bonus action is open so it may be used for Jumping or Potions/Poisons as needed. Subsequent rounds will likely include Throwing/Shoving enemies that have closed with you.
Defense Fighting Style since none of the others apply to Thrown Weapons. The Dragoon will always be wearing armor and extra AC is always nice.
Eldritch Knight for the Shield spell and Weapon Bond. This is the point where the build pretty much stops taking damage as long as it has spell slots thanks to Shield. Arcane Weapon Bond is pretty much required to make the build work outside of a few enchanted items as it allows you to recall your bonded weapon as free action.
Tavern Brawler is what breaks this build. +1 to Str rounding it up, but this also give you proficiency in and lets you apply your Str bonus to Attack and Damage rolls twice to Unarmed, Thrown, and Improvised Weapons. This means at lvl 4 you get +10 to thrown attacks and +8 to thrown damage.
Thrown Weapons work with Extra Attack and Improved Extra Attack.
+2 Str ASI after Tavern Brawler is effectively a +2 to Attack and Damage.
Sentinel for Advantage on Opportunity Attacks and to lock down enemies nearby for throwing.
Rogue lvl for Athletics Expertise. This is the point from which you will be able to Throw most enemies. This is pretty good since it effectively lets you either kill an enemy outright by tossing them off a stage or attack two enemies at once by tossing them into each other.
Eldritch Knight is limited to Abjuration and Evocation for most of their spell selections, but they get to select a few from any school. Also When you swap a spell out the new spell learned isn’t restricted to those two schools. That’s why the build takes and swaps Thunderwave so many times to gain access to the useful Transmutation and Illusion spells.