Threre are quite a few Dragoon homebrew classes Ive read over the years.

From wiki - www.dandwiki.com/wiki/Dragoon_(4e_Class)

There is also this from GitP

Quote:
Dragoon
"I cannot allow you to ransack the village, O powerful Tynofygeon. If you wantonly eat the villagers they will never learn to respect you and you will never learn to respect them. They've done nothing to you and if you continue to prey upon them, my comrades and I will have to put you down. I would hate to see such a magnifiscent red dragon be lost because he couldn't listen to reason. Remember, I'm only here to help..." - Kyrin Longspear, Dragoon



Somewhere, secluded and tucked away from the toils of humanity, is a Dragonwright temple run by humanoids. It is in this temple that the Dragoon order was formed and where new members are trained. The location of the temple is secret and no Dragoon or Dragonwright cleric will willingly give up the information to anyone other than a surefire recruit. Even then, the Dragoon will accompany the recruit to the temple to avoid giving directions that could end up in the wrong hands.

The Dragoons are a religious order with much in common with monks, based around worship of dragons as the pinacle of mortal existence. A Dragoon reveres all dragons: metallic, chromatic, or otherwise. Dragoons take a binding oath never to needlessly cause harm to any dragon, which is a fact known and respected by the vast majority of dragonkind. As such, Dragoons are often used as mediators and go-betweens between the human world and the draconic world.

Adventures: Dragoons adventure for many different reasons. Some are recruiters and missionaries, bringing people the truth of the Dragonwright. Such characters often multiclass as Dragonwright clerics. Some are protectors, working not only to shield young and defenseless dragons from the spears and axes of others but also to protect others from the claws and breath weapons of rampaging dragons through attempts at peaceful resolution, and failing that, destruction. Others are mediators, acting to further the status of dragons amongst humanoids and teach both sides the intricacies of the other in order to help dragons and humans get along. There are, of course, those just in it for the experience, the money, and/or the chance to see places they've never seen.

In the end, the primary task of the dragoon is to find a hotspot where dragons and others are existing in violence, and sort it out, peacefully if possible. Normally, this requires an investigation into what the problem between the two sides and verdict as to which side is in the wrong. Then comes the delicate task of dealing with the problematic side in such a way as to alleviate the problem, whether it require death, compromise, or simple explanation.

Alignment: Dragoons, like the dragons they emulate, can be good, evil, or in between. They must be lawful, however, because they are agents of a greater society, working within the confines of temple doctrine and a code of ethics that must be strenuously enforced.

Religion: At it's foundation, the Dragoon's Order is one of religious servitude. All Dragoons worship the Dragonwright. Some may chose one particular dragon god to worship, but they respect and praise all of the Dragonwright, regardless of alignment. An evil Dragoon holds just as much reverence for Bahamut as he does Tiamat, and vice-versa. That is not to say that Dragoons do not worship any other gods, though. They are free to worship any deity, so long as they hold the dragons of the Dragonwright highest.

Background: Most Dragoons were children or younger, often orphans, when they joined the Order of Dragoons. Occassionally someone comes to the Order later in life, and on a slightly more rare occassion is actually born into the Order by Dragoon and/or Dragonwright Cleric parents.

Races: Being an Order founded in non-racial terms, the Order of Dragoons is open to all races. Though the class is written up to deal with humanoids, there's no reason a sentient non-humanoid could not join the Order with a few modification by the GM.

Other Classes: Dragoons get along best with monks due to their shared cloistered backgrounds, though they are usually compatible with good clerics and druids as well on account of their religious piety and work toward a more harmonized relationship between nature's creatures. In the end though, a Dragoon is capable of getting on well with anyone who can stand his unusual viewpoints (and occasional bouts of zealotry) and doesn't seek to due harm to dragons.

Roles: The Dragoon is, at his core, a warrior. He can often double as leader with a high Charisma, but more often than not he is a front-line combattant, plain and simple.


Game Rule Information
Dragoons have the following game statistics.

Abilities: Strength and Constitution are the mainstays of damage-dealing and -taking and so higher scores mean better battle prowess. Dexterity is not neccesarily high on the list of importance, due to the Dragoons tendency toward heavy armor. Charisma is also a very important skill not only because it helps the Dragoon act as a mediator and leader, but also because it affects his Frightful Presence ability.

Alignment: Any lawful.

Hit Die: d10


Class Skills
The Dragoon's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Dex), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (None), Survival (Wis), and Swim (Str)
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier

Level BAB Fort Ref Will Ability
1 1 2 0 0 Dragonfriend, Jump, Crush
2 2 3 0 0
3 3 3 1 1 Tail Sweep
4 4 4 1 1 Improved Jump
5 5 4 1 1 Frightful Presence 30'
6 6/1 5 2 2 Bonus Feat
7 7/2 5 2 2
8 8/3 6 2 2 Tail Sweep (Whirlwind)
9 9/4 6 3 3 Bonus Feat
10 10/5 7 3 3 Frightful Presence 45'
11 11/6/1 7 3 3 Bonus Feat
12 12/7/2 8 4 4 Shockwave
13 13/8/3 8 4 4 Tail Sweep (Knockdown)
14 14/9/4 9 4 4 Bonus Feat
15 15/10/5 9 5 5 Frightful Presence 60'
16 16/11/6/1 10 5 5 Bonus Feat
17 17/12/7/2 10 5 5
18 18/13/8/3 11 6 6 Tail Sweep (Any Size)
19 19/14/9/4 11 6 6 Bonus Feat
20 20/1510/5 12 6 6 Frightful Presence 75'



Class Features
All of the following are class features of the Dragoon.

Weapon and Armor Proficiency: Dragoons are proficient only with the spear, longspear, and javelin. In the Order, the spear is a symbol of the teeth, claws, and tail of a dragon and therefore is the only weapon used by Dragoons. A Dragoon's melee combat special abilities are useable only with the spear or longspear. Dragoons are also proficient light, medium, and heavy armor, but not shields. Most Dragoons favor heavy armor such as plate to emulate the dragon's natural hide, though some prefer scale mail for the added textural realism.

A Dragoon will never willingly and knowingly wear dragonhide armor, nor will they weild armor or weapons made from a dragon's hide, bones, etc. unless the item were given to him peacefully by the dragon it came from.

Bonus Language: All Dragoons speak Draconic, which they get as a bonus language at first level.

Dragonfriend (Ex): Due to their relationship with dragons, Dragoons gain a +4 on Diplomacy, Gather Information, and Sense Motives checks made when dealing with dragons, as well as a +4 bonus on saves agains the frightful presence ability of dragons (and dragon-related entities; ie. Half-Dragons, Lesser Dragons, and other Dragoons). In addition, most dragons will refrain from eating someone who is identifiable as a Dragoon and is less likely to attack one outright (if the Dragoon were to approach it's hoarde for instance). That's not to say that dragons will not attack Dragoons for any of the reasons they would normally attack anyone, only that they are less likely to. A Dragoon is allowed to defend himself and his allies from a dragon's attack in most cases without violating his code. If he survives the dragon attack his is likely to feel bad about it and if especially pious may seek to atone anyway. If a Dragoon or his allies in some way forces the dragon to attack him (through the use of trickery, taunting, attacking first, etc) the encounter is not consider self-defense.

Jump (Ex): A dragoon trains for years in the ability to leap astounding and nearly supernatural distances, emulating the dragon's ability to fly. A Dragoon adds his class level to all jump checks, but moreso, he is not hampered by armor while doing so, eliminating the armor check penalty to his jump checks. A Dragoons maximum height or weight is not affected by his size, allowing very strong, very powerful Dragoons to eventually leap higher than their own height. At 4th level, a Dragoon's ability to jump is further increased in the fact that his jump checks are treated as though he got a running start and has the Run feat, regardless of whether or not he gets a running start. In addition, when a Dragoon of 4th or higher level uses the Jumping Down action, he may add an additional 5 to the DC in order treat the fall as 10 feet less than normal (thus jumping down 20 feet would have DC 20 and thirty feet would have DC 25, etc).

Crush (Ex): A jumping or falling Dragoon may make a crush attack, similar to that of a dragon. The attack is performed by dropping onto the oponent with the Dragoon's weight and spear and is treated as a charge except that at least half the neccesary charge distance must be made airborn (either vertically by dropping or jumping up or horizontally by long-jumping). Normal charge penalties and bonuses apply. The dragoon adds his dragoon level as a bonus to damage (on top of the 1.5x for the spear attack) and the oppoenent must make a Reflex save DC (10 + 1/2 Dragoon level rounded down + Dragoon's Str modifier) or be pinned, though the opponent is adds a +4 to his save for each size category he is larger than the Dragoon, or takes a -4 for each size category smaller he is. Pinned characters cannot move and take a -4 penalty to AC against all opponents other than the Dragoon, but are not helpless. If the opponent saves, he is moved backward one square, as the Dragoon now occupies the square he was in.

Tail Sweep (Ex): At 3rd level or higher, a Dragoon is able to use his spear in the same way a dragon uses its tail. A Dragoon may make a tail sweep action as a full round action. To do so, he chooses half of the area he threatens in a semicircle and roll damage normally for the weapon in use. Each character, friend or foe, in the affected area, rolls a Reflex save DC (10 + 1/2 Dragoon level rounded down + Dragoon's Str modifier). A successful save means half damage, while a failed save means full damage. This attack is effective against enemies the same size or smaller than the Dragoon. If the attack strikes any enemy larger than the Dragoon, the attack does damage as normal, but does not proceed on to any enemies beyond the larger enemy. At 8th level the Dragoon gains the ability to make a tail sweep action within the entire circle around him, though he is able to restict his tail sweep to a semicircle if he chooses and larger creatures still halt the attack. At 13th level, the tail sweep becomes even more dangerous as the Dragoon gains the ability to knock down each opponent who fails the Reflex save. Such a character is knocked prone. At 18th level, the tail sweep attack reaches it's pinacle as it is no longer affected by larger opponents, though an opponent larger than the Dragoon by two sizes or more is immune to the knockdown effects.

Frightful Presence (Ex): At 5th level and higher, the Dragoon is far enough into his study of the dragon's fighting style to gain a frightful presence of his own. The ability takes effect automatically when the Dragoon attacks, or charges (including the Crush attack). Creatures with a radius of 30 feet are subject to the effect if they have fewer HD than the Dragoon. This range extends to 45 feet at 10th level, 60 feet at 15th level, and 75 feet at 20th level. A potentially effected creature that succeeds on a Will save (DC 10 + 1/2 Dragoon's HD + Dragoon's Cha modifier) remains immune to that Dragoon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragoons ignore the frightful presence of other dragoons.

Bonus Feat: At levels 6, 9, 11, 14, 16, and 19 the Dragoon gets a bonus feat. He may choose from any of the following: Ability Focus (MM), Acrobatic, Alertness, Blind-Fight, Cleave, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Inititative, Improved Sunder, Investigator, Negotiator, Power Attack, Weapon Focus, Weapon Specialization. A Dragoon can only choose Spear or Longspear (not javelin) as the weapon for feats such as Weapon Focus and Improved Critical for his bonus feats, although he can take these feats with other weapons using his normal feats he gains every three levels. A Dragoon qualifies for Weapon Specialization, Greater Weapon Focus, and Greater Weapons Specialization at the same level he would if he were an equivalent level fighter and can only choose Spear or Longspear (not javelin) as the weapon of choice for these feats, regardless of whether he's using a bonus feat or a regular feat.

Shockwave (Ex): At 12th level the Dragoon gains a shockwave attack. As a full-round action, he may choose to slam his spear against a solid surface and create a shockwave that radiates out from his space and continues for a number of feat equal to 5 x his Dragoon level. Make a bull rush attack by rolling once regardless of how many creatures are in the radius. Every creature in the radius makes a Strength check and compares it to the Dragoon's bull rush. Those who fail the opposed check are knocked down. Structures and unattended objects at least partially with the shockwave take damage equal to 1d6 + the Dragoon's Str modifier.



Ex-Dragoons
A Dragoon can lose status in any of the following ways:
• purposefully and knowingly hurting a dragon, good or evil, in any way (except in the defence of himself or an innocent)
• purposefully and knowingly weilding a piece of equipment made from any part of the dragon's body unless the item is given to him by the dragon itself
• choosing a feat such as Dragonfoe, Dragon Hunter or any of their related feats, as well as having any ability that targets dragons specifically with intent to harm (such as having dragon as a favored enemy)
• taking a level in any base class other than Dragoon or Dragonwright Cleric or in a prestige class other than: Dracolyte, Dragonkith, Dragonrider, Platinum Knight (A Dragoon/Platinum Knight's Smite Evil Dragon ability is replaced with the ability to smite any dragon who is actively attempting to harm innocents or civilians, good or evil), or Talon of Tiamat (A Dragon/Talon of Tiamat's Dominate Dragon ability is replaced with a Charm Dragon ability).

A Dragoon can atone for transgression against the first two points of the above list (though the affronting item must be destroyed to atone), but transgression against the latter two points is permanent. An Ex-Dragoon cannot gain new levels as a Dragoon, but retains all Dragoon abilities except for Frightful Presence.