Base Class: Fighter
A polearm master without parallel. The Dragoon channels the essence of Dragons to nimbly leap through the air and rain death from above.
Nimble Lancer
When using spears, glaives, tridents, pikes, lances, or halberds, you may use your dexterity instead of your strength on attack and damage rolls.
Jump
At 3rd level, as an action, you may jump up to 20 feet without provoking opportunity attacks and make a melee weapon attack, adding 1d8 to the damage. After you hit or miss, you land in an unoccupied square of your choosing within 5 feet of the target.
This damage increases to 3d8 at 5th level, 5d8 at 11th level, and 7d8 at 20th level. The range you may jump also increases to 40 feet at 5th level, 60 feet at 11th level, and 80 feet at 20th level.
You may do this a number of times equal to your proficiency per long rest.
Elusive Jump
At 7th level, when forced to make a dexterity save, you may use your reaction to jump up to 15 feet in a direction to an unoccupied square of your choosing without provoking an opportunity attack, potentially escaping the area of effect for the spell.
In addition, the spirit of the dragon guards your essence and sense of self. You gain proficiency in Charisma saves.
Reis's Wind
At 10th level, when you use your Second Wind ability, all allies within 30 feet of you heal for an amount of hit points equal to the amount you healed for.
Wings of the Dragon
At 15th level, you sprout aetherial draconic wings, granting you a fly speed equal to your movement speed.
Stardiver
Like the celestial dragons of eld, you've learned to dance among the stars and crash down with the fury of the Great Wyrms themselves. At 18th level, as an action, you can launch up to 100 feet in the air without provoking opportunity attacks, and make a jumping attack on a square of your choosing within 50 feet of where you jumped from. All enemies within 20 feet of the square must make a Dexterity saving throw with DC equal to 8 + proficiency bonus + your dexterity modifier, taking damage equal to 1d8 of force damage for every 10 feet you jumped vertically (10d8 maximum) on a failed save and half as much on a successful save. You can use this feature once per short rest.
Comments