Fighter
Base Class: Fighter

Some say Dragoons were disciplined warriors who fought dragons and others say they were skilled fighters trained by the dragons themselves. Wherever there origins originated now Dragoons have found places all over the world where their skill can be put to good use. Some find mercenary work hunting monsters. Some find work in military units where their mobility on a battlefield is an asset. Others use their skills to protect and help those that cannot help themselves. Wherever they are found their combat skills are always welcomed. 

Dragoon Trance

As a bonus action you focus your mind and body to enhance your physical prowess.

While your trance is active, your base jump distance is doubled and all jumps do not require 10 feet of movement to reach its maximum distance.  

In addition, while your trance is active, as a bonus action on your turn you can take the Dash action. 

You can enter this trance as many times a day as equal to your proficiency bonus and regain all uses after a long rest. Your trance lasts for 1 minute and ends early if you are knocked unconscious. 

Focused Jump Attack

Once per turn, immediately after landing a jump of 10' or greater, you can make your first melee attack roll with advantage. 

Knowledge of the Dragoon

You have advantage on all Knowledge checks regarding dragons. 

Accelerated Jump

You no longer provoke any attacks of opportunity during any portion of your jump movements. 

Heavy Thrust

Whenever you score a critical hit you can roll one additional weapon damage die when determining your critical damage. 

Dragons Fang

While under the effects of your Dragoons Trance you can use an action to make one melee weapon attack against a creature in range and regain hit points equal to the damage dealt. You can use this feature a number of times equal to your proficiency bonus. You regain all uses after a long rest. 

Spineshatter Dive

As an action made immediately after a jump movement, you can make a melee weapon strike against every creature withing your weapons reach. All creatures must make a Dexterity saving throw vs 8 + proficiency bonus + STR modifier. On a failed save they take damage equal to your weapons critical damage roll and are knocked prone. On a successful save they take half the damage and are not knocked prone. 

You can use this feature 2 times. You regain all uses after a long rest. 

Previous Versions

Name Date Modified Views Adds Version Actions
3/7/2023 4:54:38 PM
9
1
1.0
Coming Soon
3/8/2023 10:59:34 PM
25
1
1.1
Coming Soon

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