Fighter
Base Class: Fighter

Standing on the edge of the very nature of fear and adrenaline the stout dwarf looks over the edge into the valley known as the valley of dragon. Hesitant the dwarf back peddles his steps slightly as beads of sweat roll down his brow into his bearded face. A gentle but firm hand falls upon his shoulders with a voice that can bring any man to their knees in admiration and calm. The white haired dark skinned elf clad in purple tabbard adored over a what is a brilliant winged full plate armor with a flowing black cape dropping to her calf's. "Huseal Lightguard you have come so far don't let this stop you, after all you don't want to live forever do you?" As the drow elf falls off the cliff side backwards disappearing into the clouds. The dwarf even more nervous now thinking living longer than 50 years would be nice, the dwarf then takes a deep sigh and makes the leap of faith as the air burst out around his feet as he makes his decent.

The Dragoons are a elite group of trained fighters that have devoted their lives to generally fighting off the evils of the chromatic dragons. Even though they train and focus on fighting dragons, the dragoon is a formidable fighter in any group. The dragoons natural ability to soar through the air makes it hard for enemies to lock them down. The dragoon functions in similarity to the monk in regardless of how their economy works, exchanging currency for particular abilities.

Dragoons are almost exclusively always wielding polearms or liked weapons, but this doesn't mean that a dragoon can not or will not use a shield or a sword. Becoming a dragoon is a life choice that many heros decided to take, it is not only a short lived profession but it is generally a 5 year death sentence if the training it self doesn't kill you. Many that choose to be come a dragoon do so for either pressing reasons or incredibly person reasons for doing so.

DRAGOON LEVEL 

FEATURE 

3RD 

Bonus Proficiencies, Dragon Soul

7TH 

Dragoon Sense

10TH 

Piercing strike

15TH 

Death from Above 

18TH 

Dragoon Onslaught 

 

Bonus Proficiencies

When you choose this subclass at 3rd level, you can read write and speak Draconic. If you already know this language, you then may choose to learn one language of your choice. You also become proficient in one of the following skills: Acrobatics, Animal Handling, Athletics, Arcane, Perception. 

Dragon Soul

Starting at 3rd level, you have now completed your training and threw a ritual where a dragon gives a part of their soul to the dragoon or it is taken against their will you learn how to harness the very soul of the dragons. This tends to put you on even footing with most dragons in the world. You gain access to five dragon soul points that may be used to fuel the following abilities listed below. This becomes 7 dragon soul points at 9th level and 10 dragon soul points at 15th level. You regain all lost points after a long rest. In order to use the dragon soul abilities you must be using one of the following weapons: Glaive, Halberd, Javelin, Lance, Pike, Spear, or Trident

 

Feather Step On your turn you may use a bonus action and a dragon soul point to make a long or high jump with out having to move. You add 10 feet to your maximum long jump distance and 15 feet to your maximum high jump distance. The movement generated by this ability does not expend your available movement, nor does it provoke Opportunity Attacks.

At 9th level you extend this distance to 15 feet long jump and 20 feet high jump. At 15th level the distance is again increased, you may now 20 feet long jump and 40 feet high jump.


Draconian Resistance When you make a Dexterity saving throw against a damaging spell or effect, you may use your reaction and spend a dragon soul point to roll your save at advantage. You must choose to use this ability before knowing the result of your roll. If the roll is successful and the effect would deal half damage on a successful roll, you in turn take no damage. If you are using this ability to save vs a dragons ability such as a breath weapon, you may spend an additional dragon soul point and use your Constitution Save regardless of what the save calls for. This also means you do not try to avoid it.

Wing Clip When you hit a creature with an attack, you may choose to use a Dragon Soul Point. If you do, Add 2D6 to the damage of the attack, the creature must also make a Strength Saving throw **DC 8 + proficiency bonus + Strength modifier**. If the creature fails the save their movement is reduced to zero till the begin of their next turn. If the creature loses its flying speed it begins to fall immediately suffering any fall damage described by the rules on page 183 PHB.

Dragon Senses

Starting at 7th level, you're adept at fighting creatures larger than you especially dragons. While fighting a creature larger than you if you were to roll lower that the creature in question you instead go on their initiative. If it is a dragon you are facing, you automatically go on an initiative of 20 if you so choose, but you must decide before you roll for initiative. 

 

If you lose your initiative while facing a larger creatures than yourself gain back one dragon soul point up to your maximum. Additionally, you are now resistant to all fall damage up to 100 feet.

Piercing Strike

Starting at 10th level, you can now deal a devastating attack when using your wing clip ability. If your wing clip attack is successful in hitting, and you land next to or start your turn next to the creature, your next attack treats the creatures AC as two lower than listed. Additionally, your next standard attack against that target till the end of your next turn receives 2d8 additional damage.

The effects of piercing strike do not stack, if piercing strike is done twice before a standard attack can be done you only gain the benefits of the ability once. Meaning the creature will only have a -2 AC and you will only gain 2d8 extra damage.

Death from Above

Starting at 15th Level, when you use feather step and a high jump you may now use the weight of your armor to apply extra damage. If you are wearing heavy full plate armor you may add 1d10 to your damage. As a reaction to landing on the creature you may attempt to knocked them prone, the creature must make a Strength saving throw DC 8 + proficiency bonus + Strength mod 

The damage increases to 2d10 at 18th level, at 20th level this damage increases to 3d10. 

Dragoon Onslaught

Starting at 18th Level, you are able to tap into the very soul in which you were imbued with so long ago. While using a Glaive, Halberd, Javelin, Lance, Pike, Spear, or Trident, as an action you must use feathered step an have preformed a high jump, you then throw your weapon at a creature using your Strength instead of your Dexterity. Your weapon transforms into 1d6 minimum of 2, glowing weapons of pure force energy. The target must be with in 200 feet of you, from that creature in a 40-foot radius, the additional strikes may hit. All creatures in the area must make a Dexterity save DC 8 + proficiency bonus + strength mod All creatures take 10D10 Force damage, on a successful save creatures take half damage. After which the dragoon teleported to his weapon which was thrown at the original target.

When using this ability you may choose to use wing clip ability but it only affects the primary target, additionally after the teleport the primary target does suffer from the affects of death from above.

After using this ability you must complete a long rest before using it again.

Previous Versions

Name Date Modified Views Adds Version Actions
3/5/2019 11:48:58 PM
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Dragoon Image

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