artimus261
2017-02-11, 11:02 PM
So this class I'm about to present is something I got inspired to do by Freya from Final Fantasy IX and the FF dragoon class. They are skilled monster hunters, though they lack the rangers ability to track and locate the beasts and the toughness of other more heavily armored combatants. They also have something I'm sure will make some people confused and that's spells that are considered divine and arcane. In most ways this only helps in allowing them to qualify for prestige classes. In the end this class is meant to offer interesting mobility options, techniques to bypass the defenses of monsters, create weaknesses within them, or even helpfully heal and remove statuses from her allies. Anyway, you all can read for yourselves, hope this intrigues some people. Would love some feedback how it worked out if anyone bothers using it <3
HD: d8
Base Attack Bonus: Good
Fort: Good
Ref: Poor
Will: Good
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int
Class Skills: Balance, Climb, Concentration, Craft, Intimidate, Jump, Knowledge(arcana), Knowledge(dungeoneering), Knowledge(nature), Knowledge(religion), Knowledge(the planes), Ride, Spellcraft, Spot, Swim, Tumble
Weapon and Armor Proficiency: The Dragoon gains proficiency with the following weapons: dagger, club, shortspear, longspear, spear, greatspear(CmpWar), heavy poleaxe(CmpWar), duom(Arms&EqG), javelin, shortsword, glaive, guisarme, ransuer, halberd, and trident. The dragoon is also proficient with all light and medium armors but no shields except buckler.
Polearm Expert(Ex): The Dragoon is highly skilled in all uses of polearm weapons and as such has uses with it that others couldn’t muster. The following weapons gain a range increment of 10ft which allows her to hurl these weapons with deadly precision: longspear, greatspear, duom, glaive, guisarme, ranseur, heavy poleaxe, and halberd. This increases to a 20ft range increment at 5th level and a 30ft range increment at 8th level. This distance is added to the range increments of the following weapons: javelin, shortspear, spear, trident.
Additionally the Dragoon can pick up an unattended weapon with which she is proficient with as a free action.
Skill Focus(jump): At 1st level the Dragoon gains Skill Focus(jump) as a bonus feat.
The Bigger They Are(Ex): The Dragoon is especially capable of fighting larger beasts and creatures, dealing grievous blows and avoiding their blows in turn. Beginning at 1st level the Dragoon gains a +2 bonus on weapon damage rolls made against non-humanoid creatures larger than medium and to his AC and Reflex saves against attacks made by creatures larger than medium. This bonus increases as the Dragoon gains levels, increasing to +3 at 7th, +4 at 13th, and +5 at 19th.
Slow Fall(Ex): The dragoon is highly trained in combat involving leaping strikes and falling attacks. Due to this they are able to treat falls as far shorter distances and avoid injuring themselves. At 4th level they can reduce the distance fallen by 25ft to determine falling damage. This increases to 50ft at 7th level, and finally at 11th level the Dragoon can ignore any fall from any height as if she was always under the effect of the feather fall spell.
Powerful Bounds(Ex): Due to the dragoon’s training they are capable of amazing jumps and leaps. All of the Dragoon’s jump checks are made as if is she had a running start. Additionally the distance a dragoon can high jump is now equal to ½ of her jump check instead of ¼. Finally if the Dragoon moves at least 10ft in a round she gains a bonus to a jump check made in the same round equal to ½ her class level. At 6th level the Dragoon is able to always take 10 on her jump checks. Finally at 12th level the Dragoon can make her jump checks as a move action. If the Dragoon is in heavy armor or carrying a heavy loud she loses the benefit of this ability.
Short Hop(Ex): Beginning at 2nd level the Dragoon has learned to move a short distance in a swift motion fluidly. As a swift action the dragoon can move 10ft in any direction a quick dash. This movement ignores difficult terrain but provokes attacks of opportunity as normal. At 8th level the dragoon can perform this movement as an immediate action that no longer provokes attacks of opportunity. The Dragoon can use this ability to hop up onto branches within reach or onto ledges, though some might require balance checks to remain on them. For instance the Dragoon could leap up to land on a branch ten feet above her without making a jump check. The Dragoon can only perform this ability once every 1d4 rounds.
Death from Above(Ex): A dragoon is highly adept at striking her foes far beneath her as she plummets down to the ground, striking deep into her prey. Beginning at 3rd level as a full-round action the Dragoon makes a jump check to perform a high jump. At the peak of this jump the Dragoon selects a single non-humanoid enemy that is at least 10ft away from her starting point but within a distance of her starting point equal to 2 x her landspeed. Upon descent she makes a single attack at her full-base attack bonus with a polearm against that target. This attack automatically threatens a critical hit and ignores an amount of DR equal to the Dragoon’s Class level. Additionally if the attack hits the Dragoon gains a bonus on the attack roll to confirm the critical hit. The bonus is +1 for every 5ft the Dragoon leapt upwards. The Dragoon lands on top of her target and is able to knock it prone as long as it is of an equal or smaller size category. At 6th level the Dragoon can knock a target that is up to one size category larger than herself down with this attack. This increases to two size categories larger at 12th level and three size categories larger at 18th level. Performing this attack makes the Dragoon fatigued for the remainder of the encounter and she’s unable to perform this attack while she is fatigued or exhausted.
Armor Mastery(Ex): Dragoon’s are expertly trained in the use of Medium armor. Beginning at 3rd level they do not suffer any speed penalties from wearing medium armor and do not take the normal armor check penalties to their Jump checks.
Spells: Beginning at 4th level the Dragoon has learned the secrets to a select few mystical secrets that help further her martial prowess. She gains spells per day as a Paladin. The Dragoon uses her Wisdom as the basis of her spells. She requires 10 + the spell’s level in Wisdom to cast her spells. The DCs of her spells are 10 + the spell level + the Dragoon’s Wisdom modifier. Unlike Paladins and Rangers the Dragoon learns a small list of spells that she need not prepare but can cast from freely. The spells known and her list are at the bottom. These spells are derived not only from her faith and devotion to her cause but also her innate magical ability. As such her spells are treated as being arcane and divine.
Dragoon’s Charm(Su): Beginning at 5th level the dragoon has learned how to enchant a polearm she wields in both hands with various elemental powers. As a standard action the dragoon can enchant a polearm with magic and make it deal 1d6 points of one of the following energy types: cold, electricity, fire. The dragoon can keep this ability active indefinitely and can dismiss it as a free action. At 11th level the dragoon’s weapon begins to deal 1d8 points of the selected energy type and at 17th level it increases to 2d6.
The damage added by this ability stacks with all other bonus damage or damage die added to the attacks of the Dragoon.
Polearm Defense(Ex): The dragoon is extremely well trained in the use of polearms and has learned to use them to protect himself from all forms of attack. At 7th level the Dragoon gains a +1 deflection bonus to her AC. This bonus increases to +2 at 14th level. This deflection bonus is lost against attacks the Dragoon is unaware of.
Creature Attunement(Ex): The Dragoon is extremely skilled at targeting creatures by type with her magic. Beginning at 8th level any spell that designates a creature type in it’s effect can now be cast as a full-round action and have the creature type changed to any other non-humanoid creature type. For instance Hold Animal can be cast as a full-round action to be altered to Hold Undead, or Spear of Valarian can be made as a spear with bane against Giants. Creatures that are normally immune to the effects of these spells due to their type are affected as if they were not, although creatures that are explicitly immune to the effect remains so. For instance in the example above the Dragoon’s Hold Undead spell would indeed paralyze its target despite undead normally being immune to paralysis. However a creature that is listed to be immune to paralysis outside of it’s type would keep that immunity. Additionally this does not cause creatures to be harmed by damage types they would normally be healed by. For instance Cure Light Wounds or Invest Light Protection couldn’t be used to inflict damage in other living creatures.
Driving Throw(Ex): The Dragoon’s skill with hurling a polearm has become such that the force of her blows send her targets reeling backwards. Beginning at 9th level the Dragoon can make a single throwing attack with a weapon she is proficient with through the virtue of her class as a full-round action. On a successful hit she makes a special bull rush check that uses the damage she dealt with the attack as a bonus on the check in place of her strength. If the target is pushed back by more than 10 feet the target must succeed on a Reflex save or Strength check against the damage dealt or fall prone at the end of the distance they were moved. At 15th level the Dragoon can use this ability as a standard action. However she can use this as a full-round action and change it into a line effect that travels to the farthest reach of her weapons throwing range and inflicts the effects of Driving Throw on each target in the line.
Polearm Mastery(Ex): At 10th level the Dragoon becomes a powerful combatant with her preferred arsenal. The following weapons all have their threat multiplier increased by one: shortspear, longspear, spear, greatspear, heavy poleaxe, duom, javelin, glaive, guisarme, ransuer, halberd, and trident. At 20th level they are increased again by another one multiplier.
Killer Instinct(Su): The dragoon is adept at selecting her targets and slaying them with chilling ease. Beginning at 13th level the Dragoon can, a number of times a day equal to 1 + the Dragoon’s Wisdom modifier, select a non-humanoid creature type as a free action. The next attack they make with a polearm in the same round against a creature of the selected type gains a bonus on the attack roll equal to the Dragoon’s Wisdom modifier and inflicts an additional 5d6 points of damage. Additionally this ability allows the Dragoon’s attack to be a critical hit even against creatures who are normally immune such as undead or constructs. On a successful strike the target of the attack takes a penalty to its Damage Reduction, Spell Resistance, Energy Resistance, and Fast Healing equal to 5 x the Dragoon’s Wisdom modifier. This penalty lasts for a number of rounds equal to her Wisdom modifier.
Spells Known:
Spell Level
Level 1st 2nd 3rd 4th
1st - - - -
2nd - - - -
3rd - - - -
4th 2* - -
5th 2* - - -
6th 3 - - -
7th 3 - - -
8th 4 2* - -
9th 4 2* - -
10th 4 3 - -
11th 4 3 2* -
12th 4 4 3 -
13th 4 4 3 -
14th 4 4 4 2*
15th 4 4 4 3
16th 4 4 4 3
17th 5 4 4 4
18th 5 5 4 4
19th 5 5 5 4
20th 5 5 5 5
*: If the Dragoon has enough Wisdom to have bonus spells
Spell List:
1st: Balancing Lorecall(SpCmp), Bless, Detect Poison, Detect Undead, Invest Light Protection(PHBII), Jump, Know Greatest Enemy(MofFae), Lesser Celerity(PHBII), Lesser Deflect(PHBII), Lesser Energy Surge(PHBII), Lesser Orb of Acid(SpCmp), Lesser Orb of Cold(SpCmp), Lesser Orb of Electricity(SpCmp), Lesser Orb of Fire(SpCmp), Lesser Orb of Sound(SpCmp), Lesser Vigor(SpCmp), Magic Weapon, Remove Fear, Rhino’s Rush(SpCmp), Rooftop Strider(RofDest), Scale Weakening(SpCmp), Shield of Faith, Silvered Weapon(BofExD), Strategic Charge(SpCmp), Stretch Weapon(PHBII), Suppress Breath Weapon(SpCmp), Surefoot(MofFae), Sure Strike(PHBII), Whispering Wind
2nd: Accelerated Movement(CmpAdv), Antidragon Aura(SpCmp), Arcane Eye, Bladestorm(SpCmp), Blessing of Bahamut(CmpDiv), Blindsight(SpCmp), Camouflage(SpCmp), Close Wounds(SpCmp), Critical Strike(CmpAdv), Darkvision, Deafening Clang(MofFae), Delay Poison, Energy Aegis(PHBII), Fell the Greatest Foe(SpCmp), Gust of Wind, Hold Animal, Know Opponent(SpCmp), Low-light Vision(CmpArc), Mystic Surge(PHBII), Resist Energy, Vigor(SpCmp), Weapon of Energy(SpCmp), Zeal(CmpDiv)
3rd: Celerity(PHBII), Deflect(PHBII), Dragon Breath[Metallic or Chromatic only](CmpDiv), Energy Surge(PHBII), Energy Vulnerability(PHBII), Invest Moderate Protection(PHBII), Keen Edge, Know Vulnerabilities(SpCmp), Mass Lesser Vigor(SpCmp), Orb of Acid(SpCmp), Orb of Cold(SpCmp), Orb of Electricity(SpCmp), Orb of Fire(SpCmp), Orb of Sound(SpCmp), Prayer, Protection from Energy, Prying Eyes, Remove Paralysis, Repel Vermin, Returning Weapon(RofWild), See Invisibility, Spell Vulnerability(SpCmp), Swift Fly(CmpAdv), Touch of Adamantine(BofExD), True Strike, Wind Wall
4th: Condemnation(PHBII), Dolorous Blow(SpCmp), Fire Shield, Freedom of Movement, Greater Blindsight(SpCmp), Greater Energy Surge(PHBII), Greater Prying Eyes, Greater Vigor(SpCmp), Invest Heavy Protection(PHBII), Know Protection, Mass Resist Energy(SpCmp), Meteoric Strike(PHBII), Neutralize Poison, Panacea(SpCmp), Righteous Might, Spear of Valarian(BofExD), Superior Darkvision(UnArc), Whirlwind, Wild Instincts(RofEb)
Non-humanoid: This is only refers to creatures that have a humanoid type but does not include monstrous humanoids.
Dragoons and Spring Attack: The Dragoon is a class meant to be capable of attacking during movement, although this is meant to be during their spectacular jumps. If a Dragoon has Spring Attack they can make a single jump check as a full-round action and attack during it as if using Spring Attack. This also applies to the feats based on Spring Attack such as Bounding Assault and Rapid Blitz.
PHBII: Player's Handbook II
UnArc: Unearthed Arcana
PGFae: Player's Guide to Faerun
MofFae: Magic of Faerun
BofExD: Book of Exalted Deeds
RofEb: Races of Eberron
RofDest: Races of Destiny
CmpAdv: Complete Adventurer
CmpArc: Complete Arcane
CmpDiv: Complete Divine
SpCmp: Spell Compendium
HD: d8
Base Attack Bonus: Good
Fort: Good
Ref: Poor
Will: Good
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int
Class Skills: Balance, Climb, Concentration, Craft, Intimidate, Jump, Knowledge(arcana), Knowledge(dungeoneering), Knowledge(nature), Knowledge(religion), Knowledge(the planes), Ride, Spellcraft, Spot, Swim, Tumble
Weapon and Armor Proficiency: The Dragoon gains proficiency with the following weapons: dagger, club, shortspear, longspear, spear, greatspear(CmpWar), heavy poleaxe(CmpWar), duom(Arms&EqG), javelin, shortsword, glaive, guisarme, ransuer, halberd, and trident. The dragoon is also proficient with all light and medium armors but no shields except buckler.
Polearm Expert(Ex): The Dragoon is highly skilled in all uses of polearm weapons and as such has uses with it that others couldn’t muster. The following weapons gain a range increment of 10ft which allows her to hurl these weapons with deadly precision: longspear, greatspear, duom, glaive, guisarme, ranseur, heavy poleaxe, and halberd. This increases to a 20ft range increment at 5th level and a 30ft range increment at 8th level. This distance is added to the range increments of the following weapons: javelin, shortspear, spear, trident.
Additionally the Dragoon can pick up an unattended weapon with which she is proficient with as a free action.
Skill Focus(jump): At 1st level the Dragoon gains Skill Focus(jump) as a bonus feat.
The Bigger They Are(Ex): The Dragoon is especially capable of fighting larger beasts and creatures, dealing grievous blows and avoiding their blows in turn. Beginning at 1st level the Dragoon gains a +2 bonus on weapon damage rolls made against non-humanoid creatures larger than medium and to his AC and Reflex saves against attacks made by creatures larger than medium. This bonus increases as the Dragoon gains levels, increasing to +3 at 7th, +4 at 13th, and +5 at 19th.
Slow Fall(Ex): The dragoon is highly trained in combat involving leaping strikes and falling attacks. Due to this they are able to treat falls as far shorter distances and avoid injuring themselves. At 4th level they can reduce the distance fallen by 25ft to determine falling damage. This increases to 50ft at 7th level, and finally at 11th level the Dragoon can ignore any fall from any height as if she was always under the effect of the feather fall spell.
Powerful Bounds(Ex): Due to the dragoon’s training they are capable of amazing jumps and leaps. All of the Dragoon’s jump checks are made as if is she had a running start. Additionally the distance a dragoon can high jump is now equal to ½ of her jump check instead of ¼. Finally if the Dragoon moves at least 10ft in a round she gains a bonus to a jump check made in the same round equal to ½ her class level. At 6th level the Dragoon is able to always take 10 on her jump checks. Finally at 12th level the Dragoon can make her jump checks as a move action. If the Dragoon is in heavy armor or carrying a heavy loud she loses the benefit of this ability.
Short Hop(Ex): Beginning at 2nd level the Dragoon has learned to move a short distance in a swift motion fluidly. As a swift action the dragoon can move 10ft in any direction a quick dash. This movement ignores difficult terrain but provokes attacks of opportunity as normal. At 8th level the dragoon can perform this movement as an immediate action that no longer provokes attacks of opportunity. The Dragoon can use this ability to hop up onto branches within reach or onto ledges, though some might require balance checks to remain on them. For instance the Dragoon could leap up to land on a branch ten feet above her without making a jump check. The Dragoon can only perform this ability once every 1d4 rounds.
Death from Above(Ex): A dragoon is highly adept at striking her foes far beneath her as she plummets down to the ground, striking deep into her prey. Beginning at 3rd level as a full-round action the Dragoon makes a jump check to perform a high jump. At the peak of this jump the Dragoon selects a single non-humanoid enemy that is at least 10ft away from her starting point but within a distance of her starting point equal to 2 x her landspeed. Upon descent she makes a single attack at her full-base attack bonus with a polearm against that target. This attack automatically threatens a critical hit and ignores an amount of DR equal to the Dragoon’s Class level. Additionally if the attack hits the Dragoon gains a bonus on the attack roll to confirm the critical hit. The bonus is +1 for every 5ft the Dragoon leapt upwards. The Dragoon lands on top of her target and is able to knock it prone as long as it is of an equal or smaller size category. At 6th level the Dragoon can knock a target that is up to one size category larger than herself down with this attack. This increases to two size categories larger at 12th level and three size categories larger at 18th level. Performing this attack makes the Dragoon fatigued for the remainder of the encounter and she’s unable to perform this attack while she is fatigued or exhausted.
Armor Mastery(Ex): Dragoon’s are expertly trained in the use of Medium armor. Beginning at 3rd level they do not suffer any speed penalties from wearing medium armor and do not take the normal armor check penalties to their Jump checks.
Spells: Beginning at 4th level the Dragoon has learned the secrets to a select few mystical secrets that help further her martial prowess. She gains spells per day as a Paladin. The Dragoon uses her Wisdom as the basis of her spells. She requires 10 + the spell’s level in Wisdom to cast her spells. The DCs of her spells are 10 + the spell level + the Dragoon’s Wisdom modifier. Unlike Paladins and Rangers the Dragoon learns a small list of spells that she need not prepare but can cast from freely. The spells known and her list are at the bottom. These spells are derived not only from her faith and devotion to her cause but also her innate magical ability. As such her spells are treated as being arcane and divine.
Dragoon’s Charm(Su): Beginning at 5th level the dragoon has learned how to enchant a polearm she wields in both hands with various elemental powers. As a standard action the dragoon can enchant a polearm with magic and make it deal 1d6 points of one of the following energy types: cold, electricity, fire. The dragoon can keep this ability active indefinitely and can dismiss it as a free action. At 11th level the dragoon’s weapon begins to deal 1d8 points of the selected energy type and at 17th level it increases to 2d6.
The damage added by this ability stacks with all other bonus damage or damage die added to the attacks of the Dragoon.
Polearm Defense(Ex): The dragoon is extremely well trained in the use of polearms and has learned to use them to protect himself from all forms of attack. At 7th level the Dragoon gains a +1 deflection bonus to her AC. This bonus increases to +2 at 14th level. This deflection bonus is lost against attacks the Dragoon is unaware of.
Creature Attunement(Ex): The Dragoon is extremely skilled at targeting creatures by type with her magic. Beginning at 8th level any spell that designates a creature type in it’s effect can now be cast as a full-round action and have the creature type changed to any other non-humanoid creature type. For instance Hold Animal can be cast as a full-round action to be altered to Hold Undead, or Spear of Valarian can be made as a spear with bane against Giants. Creatures that are normally immune to the effects of these spells due to their type are affected as if they were not, although creatures that are explicitly immune to the effect remains so. For instance in the example above the Dragoon’s Hold Undead spell would indeed paralyze its target despite undead normally being immune to paralysis. However a creature that is listed to be immune to paralysis outside of it’s type would keep that immunity. Additionally this does not cause creatures to be harmed by damage types they would normally be healed by. For instance Cure Light Wounds or Invest Light Protection couldn’t be used to inflict damage in other living creatures.
Driving Throw(Ex): The Dragoon’s skill with hurling a polearm has become such that the force of her blows send her targets reeling backwards. Beginning at 9th level the Dragoon can make a single throwing attack with a weapon she is proficient with through the virtue of her class as a full-round action. On a successful hit she makes a special bull rush check that uses the damage she dealt with the attack as a bonus on the check in place of her strength. If the target is pushed back by more than 10 feet the target must succeed on a Reflex save or Strength check against the damage dealt or fall prone at the end of the distance they were moved. At 15th level the Dragoon can use this ability as a standard action. However she can use this as a full-round action and change it into a line effect that travels to the farthest reach of her weapons throwing range and inflicts the effects of Driving Throw on each target in the line.
Polearm Mastery(Ex): At 10th level the Dragoon becomes a powerful combatant with her preferred arsenal. The following weapons all have their threat multiplier increased by one: shortspear, longspear, spear, greatspear, heavy poleaxe, duom, javelin, glaive, guisarme, ransuer, halberd, and trident. At 20th level they are increased again by another one multiplier.
Killer Instinct(Su): The dragoon is adept at selecting her targets and slaying them with chilling ease. Beginning at 13th level the Dragoon can, a number of times a day equal to 1 + the Dragoon’s Wisdom modifier, select a non-humanoid creature type as a free action. The next attack they make with a polearm in the same round against a creature of the selected type gains a bonus on the attack roll equal to the Dragoon’s Wisdom modifier and inflicts an additional 5d6 points of damage. Additionally this ability allows the Dragoon’s attack to be a critical hit even against creatures who are normally immune such as undead or constructs. On a successful strike the target of the attack takes a penalty to its Damage Reduction, Spell Resistance, Energy Resistance, and Fast Healing equal to 5 x the Dragoon’s Wisdom modifier. This penalty lasts for a number of rounds equal to her Wisdom modifier.
Spells Known:
Spell Level
Level 1st 2nd 3rd 4th
1st - - - -
2nd - - - -
3rd - - - -
4th 2* - -
5th 2* - - -
6th 3 - - -
7th 3 - - -
8th 4 2* - -
9th 4 2* - -
10th 4 3 - -
11th 4 3 2* -
12th 4 4 3 -
13th 4 4 3 -
14th 4 4 4 2*
15th 4 4 4 3
16th 4 4 4 3
17th 5 4 4 4
18th 5 5 4 4
19th 5 5 5 4
20th 5 5 5 5
*: If the Dragoon has enough Wisdom to have bonus spells
Spell List:
1st: Balancing Lorecall(SpCmp), Bless, Detect Poison, Detect Undead, Invest Light Protection(PHBII), Jump, Know Greatest Enemy(MofFae), Lesser Celerity(PHBII), Lesser Deflect(PHBII), Lesser Energy Surge(PHBII), Lesser Orb of Acid(SpCmp), Lesser Orb of Cold(SpCmp), Lesser Orb of Electricity(SpCmp), Lesser Orb of Fire(SpCmp), Lesser Orb of Sound(SpCmp), Lesser Vigor(SpCmp), Magic Weapon, Remove Fear, Rhino’s Rush(SpCmp), Rooftop Strider(RofDest), Scale Weakening(SpCmp), Shield of Faith, Silvered Weapon(BofExD), Strategic Charge(SpCmp), Stretch Weapon(PHBII), Suppress Breath Weapon(SpCmp), Surefoot(MofFae), Sure Strike(PHBII), Whispering Wind
2nd: Accelerated Movement(CmpAdv), Antidragon Aura(SpCmp), Arcane Eye, Bladestorm(SpCmp), Blessing of Bahamut(CmpDiv), Blindsight(SpCmp), Camouflage(SpCmp), Close Wounds(SpCmp), Critical Strike(CmpAdv), Darkvision, Deafening Clang(MofFae), Delay Poison, Energy Aegis(PHBII), Fell the Greatest Foe(SpCmp), Gust of Wind, Hold Animal, Know Opponent(SpCmp), Low-light Vision(CmpArc), Mystic Surge(PHBII), Resist Energy, Vigor(SpCmp), Weapon of Energy(SpCmp), Zeal(CmpDiv)
3rd: Celerity(PHBII), Deflect(PHBII), Dragon Breath[Metallic or Chromatic only](CmpDiv), Energy Surge(PHBII), Energy Vulnerability(PHBII), Invest Moderate Protection(PHBII), Keen Edge, Know Vulnerabilities(SpCmp), Mass Lesser Vigor(SpCmp), Orb of Acid(SpCmp), Orb of Cold(SpCmp), Orb of Electricity(SpCmp), Orb of Fire(SpCmp), Orb of Sound(SpCmp), Prayer, Protection from Energy, Prying Eyes, Remove Paralysis, Repel Vermin, Returning Weapon(RofWild), See Invisibility, Spell Vulnerability(SpCmp), Swift Fly(CmpAdv), Touch of Adamantine(BofExD), True Strike, Wind Wall
4th: Condemnation(PHBII), Dolorous Blow(SpCmp), Fire Shield, Freedom of Movement, Greater Blindsight(SpCmp), Greater Energy Surge(PHBII), Greater Prying Eyes, Greater Vigor(SpCmp), Invest Heavy Protection(PHBII), Know Protection, Mass Resist Energy(SpCmp), Meteoric Strike(PHBII), Neutralize Poison, Panacea(SpCmp), Righteous Might, Spear of Valarian(BofExD), Superior Darkvision(UnArc), Whirlwind, Wild Instincts(RofEb)
Non-humanoid: This is only refers to creatures that have a humanoid type but does not include monstrous humanoids.
Dragoons and Spring Attack: The Dragoon is a class meant to be capable of attacking during movement, although this is meant to be during their spectacular jumps. If a Dragoon has Spring Attack they can make a single jump check as a full-round action and attack during it as if using Spring Attack. This also applies to the feats based on Spring Attack such as Bounding Assault and Rapid Blitz.
PHBII: Player's Handbook II
UnArc: Unearthed Arcana
PGFae: Player's Guide to Faerun
MofFae: Magic of Faerun
BofExD: Book of Exalted Deeds
RofEb: Races of Eberron
RofDest: Races of Destiny
CmpAdv: Complete Adventurer
CmpArc: Complete Arcane
CmpDiv: Complete Divine
SpCmp: Spell Compendium