Monk
Base Class: Monk

Dragoons are trained in ancient fighting styles used to strike down gigantic foes, using the very power of these slain beasts to improve their physical prowess. Primarily employed to hunt down Dragons their sharp lances piece effortlessly through the toughest hides and their spiked armor dissuades any attempts to swallow them whole. 

While mostly unlike what you'd typically consider a monk order Dragoons practice secret arts and use rituals to bolster their Ki with the strength of their targets of choice. Most Dragoons are employed to defend cities or towns at particular risk of attack but many choose to venture out on their own, blazing their own path as they develop their skills and harness the Ki of their slain foes.

The initial rite of passage for a fledgling Dragoon involves consuming part of a recently slain beast, typically whatever the Dragoon intends to devote themselves to slaying, whether it be a dragon, demonic beast, or other such threat to life. 

Path of the Dragoon

When you choose this tradition at 3rd level you complete your training and gain the ability to use weapons suited to strike the vital spots of your foes. You gain proficiency in spears, lances and halberds if you do not already have them. These 'Dragoon Weapons' are treated as monk weapons for you. Many of this tradition's features work only with Dragoon Weapons. 

Spineshatter Dive

At 3rd level, you learn to channel your ki into your legs, allowing you to propel yourself into the air. 

While wielding a Dragoon Weapon you can use a bonus action to expend a ki point and leap into the air, remaining there until the end of your turn. While in this state you may use an action to choose an unoccupied space you can see within 30 feet, crashing down while making an attack on an enemy within 5 feet of your landing spot. This attack has advantage against creatures size large or higher. This jump requires at least 10 ft of space to execute, and has a maximum height equal to 10+(Strength Modifier x 5).

This strike deals additional damage equal to your Martial Arts damage. You may add the damage die and modifiers of any additional attacks from features, like Extra Attack, you are able to take on to this attack, adding your Martial Arts damage again for each strike. 

Dragonfire Dive

At 6th level the power of your slain foes seeps into your body and spear, granting the following benefits. 

Magical Dragoon Armaments: Your attacks with Dragoon Weapons are counted as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and weapons. 

Explosive Landing: When executing a Spineshatter Dive you can spend 2 ki points to release your stored Draconic Ki, erupting in an explosion of fire. All creatures within 10 feet of your landing zone must roll a dexterity saving throw (DC 8+Prof+Strength) or take 2d8 fire damage in addition to the attack made as part of the dive, taking half damage on a successful save. You can expend additional 1 ki to increase the damage of this attack by 1d8, up to 3 times. 

Once you use this feature you can't use it again until you finish a long rest. 

Stardiver

At 11th level, you finally master the ultimate move of your order, known as Stardiver. 

When you execute a dive you can spend 5 ki points to cause the malefic energy within you to manifest as a spiraling tunnel of light, guiding your blow perfectly to your target's most vulnerable point. If this attack hits treat the damage as though it were a critical hit, ignoring all resistances and immunities. 

Once you use this feature, you can't use it again until you finish a long rest. 

Soul of the Dragoon

At 17th level, the extensive rituals adding almighty Ki to your own has permanently altered your body, granting you the following benefits. 

You do not visibly age, nor can you die of old age. 

You gain an additional 2 hit points per level. 

When you evade an attack with your evasion feature you may choose to shoot into the air, gaining the benefits of your Dive feature until the end of your next turn. 

 

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