Base Class: Fighter
Dragoons are powerful physical attackers who traditionally wield lances. They wear special armor meant to invoke the imagery of dragons, including helmets shaped like a dragon's head, spikes, and wing and scale designs. Dragoons are historically tied to dragons, though these relationships can wildly vary. Some dragoons openly war with hostile dragons, leaping into the sky to engage them in their element. Some befriend dragons, becoming allies for a common cause. Further still, some dragoons take it on themselves to watch over dragon eggs, even going so far as to raise them if their parents otherwise cannot.
Rumor has it that the first dragoons inherited their magical abilities to leap into the sky from a dragon of old, and while it seems like a reasonable explanation there are no surviving records to support this claim. However, few can deny the potential of a heavily armored warrior carrying a weapon most would find unwieldly yet is impaired by neither.
Dragonlancer
Beginning when you choose this archetype at 3rd level, you have learned to wield your lance more efficiently. You have the following benefits which may only be used while wielding a lance:
- Making a melee weapon attack with a lance against a creature within 5 feet of you does not impose disadvantage on the roll.
- When you take the Attack action and attack with only a lance, you can use a bonus action to make a melee attack with the opposite end of the weapon using your Strength modifier. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
- Other creatures provoke an opportunity attack from you when they enter the reach you have with a lance.
In addition, you can speak, read, and write draconic.
Dragoon Jump
When you choose this archetype at 3rd level, you learn to magically launch yourself with a mighty leap. While standing on a solid surface, you can use a bonus action to jump horizontally, vertically, or a combination of both, up to a combined distance of no more than a number of feet equal to 5 times your Strength modifier. For example, if you only have 20 feet of jumping movement, you can choose to leap 15 feet horizontally and 5 feet vertically, potentially allowing you to avoid a dangerous trap or barricade blocking your path.
You can’t use this feature if your speed is 0, and if you leap completely horizontally, you still leap 1 foot off the ground. Leaping in this way doesn’t provoke opportunity attacks or count against your movement. In addition, when falling you can subtract a number of feet from the fall equal to 10 times your Strength modifier when calculating falling damage unless you are incapacitated.
You can use this feature a number of times equal to your Proficiency bonus, and you regain all expended uses of it when you finish a short or long rest.
Leaping in this way can also strengthen your strikes by using the force of your momentum. The first target you hit with a lance melee weapon attack immediately after using your Dragoon Jump feature takes an additional 1d12 damage. The attack can be made immediately after you land at the end of the leap or during the leap’s movement. At level 11 this damage increases to 2d12.
Heightened Mobility
Starting at 7th level, wearing armor doesn’t impose disadvantage on your Dexterity (Stealth) checks. In addition, whenever you make a Dexterity saving throw, you can use your Dragoon Jump feature as a reaction. When you do so, you take no damage if you succeed on the saving throw, and only half damage if you fail. If you use your ability in this way, you may choose to suspend your movement in the air until the start of your next turn, at which point you can land and make an attack with the extra damage provided by your Dragoon Jump feature.
Draconic Diplomat
Also at 7th level, your history with dragons allows you a better understanding of them. You are proficient with Charisma (Persuasion) ability checks, and you gain advantage on any Charisma (Persuasion) ability checks made to influence a dragon.
Aerial Combatant
Beginning at 10th level, you are as deadly in the sky as you are on land. You have advantage on the melee weapon attack you make immediately after or during your Dragoon Jump, and it scores a critical hit on a roll of 19 or 20. If you hit a flying creature with this attack, it must make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, its speed is reduced to 0 until the start of its next turn.
Alternatively, if a flying creature is of at least one size larger than you then you may attempt to land on top of it with a contested Strength (Athletics) or Dexterity (Acrobatics) check. The creature you are on top of can use an action to repeat this saving throw at the start of each of it's turns. So long as you remain atop the creature it makes all attacks against you with disadvantage, you make all attacks against it with advantage, and you score a critical hit on a 19 or 20.
In addition, you gain proficiency in the Perception skill if you don’t already have it, and your proficiency bonus is doubled for any Wisdom (Perception) check you make that relies on sight.
Superior Agility
Starting at 15th level, you have advantage on initiative rolls, and when you roll initiative and have no uses of Jump remaining, you regain one use. Your agility is the stuff of legends, and you may add your Strength modifier to any Dexterity (Acrobatics) ability checks and Dexterity saving throws.
Meteor Dive
Starting at 18th level, when you hit a creature with a melee weapon attack immediately after or during your Dragoon Jump, it must also succeed on a Strength saving throw (save DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Additionally, you may empower your Dragoon Jump feature, leaping high into the air and crashing down in a fiery blaze. When using your Dragoon Jump in this way, the height of the jump and distance you can fall before taking damage are doubled. In addition to any extra damage you would normally deal with your Dragoon Jump feature, you deal an additional 1d12 piercing damage to the first creature you attack immediately after using this feature, and any creature within 10 feet of your target must make a Dexterity saving throw. On a failed save they take 2d12 fire damage and are knocked prone. On a successful save they only take half damage and are not knocked prone.
You may use this ability once before taking a short or long rest.
Previous Versions
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