Base Class: Fighter
There was once a calamitous dragon, whose wrath and greed knew no equal. His peers could not steer him from the path of annihilation, and while many were strong, they did not know if they could fight the dragon with their strength alone. The legend goes that they happened upon a hero that was pure of heart, and to this hero, they taught magical secrets. They gave the dragoon the power of limited flight, and the power to use the skies to his advantage, dubbing him the lord of the skies. This hero set out to slay the dragon, and from there, they established the order of the dragoon.
Dragoons are meant to be peacekeeping knights. They learn about dragons and their culture and are taught to treat them as living beings instead of greedy monsters. In matters of conflict between modern society and dragons, they are to be liaisons. They are to root out any corruption in a dragon's behavior, and where negotiation fails, are to strike down the dragon in question. Any behavior that is deemed to be antagonistic to dragons will result in expulsion from the program and termination of their education.
Lancing Expert
Dragoons gain proficiency with polearms and similar reach weapons, such as the lance.
Jump
You gain a Jump speed of 20 feet. You can jump anywhere within 20 feet, in any direction, but you still descend up to a maximum of 500 feet at the end of your turn.
Your fall damage is reduced from 1d6 per 10 feet to 1d4 per 10 feet.
Jump Attack
You gain three (3) superiority dice.
As part of your attack action, you can move up to your Jump speed, and then choose to descend immediately instead of at the end of your turn. If you choose to expend one of your superiority dice, you gain advantage on your next attack and can add your fall damage to the damage of your attack.
You recover your superiority dice on short and long rests.
Draconic Tracking
You gain advantage on Nature and Survival checks made for dragons.
Leg Training
Starting at 7th level, you no longer take fall damage, and you no longer split your fall damage with whatever you land on. You have advantage on ability checks and skill checks made to maintain balance.
Legend Lore
At 10th level, you can cast legend lore. If you are casting it to find information on dragons, creatures related to those dragons, or any beings that had dealings with that dragon, you may cast this spell without consuming spell slots or spell components.
Elemental Strike
When you deal damage to a dragon or a dragonkin, your weapons are imbued with a damage type they are weak to, or failing that a damage type they are not resistant to. You deal an extra d8 of that damage with your attacks. This magic can be activated afterward with a command word, but will only change when it strikes another dragon or dragonkin.
Draconic Armor
Your armor is enchanted to become resistant to any breath weapon damage used on you and retains this damage resistance until another breath weapon is used on you.
Maelstrom
Starting at 15th level, you can convert your Jump Attack damage into your Elemental Strike damage type.
Cataclysm
At 18th level, you may roll a d6 for your Jump Attack damage instead of a d4, and you can deal this damage to everything within a 10-foot radius. You may use this ability three times per day.
Comments