Base Class: Fighter
Dragoons hone the power of leaping strikes, falling on theirs enemies with might strike.
Level 3: Dragoon's Training
In your training to be a Dragoon, the weapon for such a special fighting style has to be special as well. In order to deliver a Jump Strike with its full potential, you have to do so with a Dragoon Weapon. These are:
Javelin, Lance, Pyke, Spear, Trident.
When you make a Melee Attack with a Dragoon weapon, you can forgo the mastery property of them to make the attack using your Dexterity modifier.
Level 3: Falling Dragoon
You gain proficiency in acrobatics, or Expertise if you already proficiency in Acrobatics. When you are falling, you can use your Reaction to make a Dexterity (Acrobatics) check (DC equals to 1 per 10 feet). On a successful check, any damage resulting from the fall is halved.
Level 3: Dragoon's Mighty
The power of the Dragoon manifests itself. It is represented by your Dragoon Mighty Dice, which fuel powers you have from this subclass. The Dragoon Mighty Dice table shows the die size and number of these dice you have when you reach certain Fighter levels.
You regain one of your expended Dragoon’s Mighty Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.
|
Fighter Level |
Die Size |
Speed (ft.) |
Number die |
|
3 |
d4 |
30 |
4 |
|
7 |
d6 |
30 |
6 |
|
11 |
d8 |
45 |
8 |
|
15 |
d10 |
45 |
10 |
|
19 |
d12 |
60 |
12 |
Level 3: Jump Strike
You jump into the sky and strike your foes from above with might. As an Action, you expend 1 Dragoon's Mighty die for each attack you can make with your Attack action, not counting Bonus Action attacks. You gain speed based on the Dragoon Might table for each die of Dragoon's Mighty you expend and add to your remaining speed you have. This speed you split between Horizontal and Vertical distance.
Horizontal distance: is the maximum horizontal distance you can target to leap.
Vertical distance: is the height you will leap, but the height can't be less than 30ft.
Attack and Damage: After assorting the distances, you leap and land on the target and make a Weapon Melee Attack to the target. For each 15ft. you expend on the vertical distance, you roll Dragoon Mighty die and add to the damage. If you make the attack roll with a Dragoon Weapon, you deal the maximum damage of the weapon.
Saving Throws. If jump strike requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus. If the weapon grants a bonus to your attack roll, this bonus is added to the saving throw as well.
Level 7: Improved Jump Strike
When you expend two or more Dragoon’s Mighty dice to make a Jump Strike, you can target an area rather than a target. After you land, each creature of your choice in a 5 feet plus 5 feet per Dragoon’s Mighty die you expend Sphere centered on that point makes a Dexterity saving throw, taking the damage from Jump Strike Bludgeoning damage on a failed save or half as much damage on a successful one.
Level 10: Dragoon's Evasion
When you make a Dexterity saving throw, you can take your Reaction and expend 1 Dragoon’s Mighty die. If you succeed,you take no damage and you can use Second Wind without expending a second wind charge. If you fail, you take only half damage. You can’t use this feature if you have the Incapacitated condition
Level 15: Dragoon’s Sweep Rising
When you use a Jump Strike, each creature of your choice in 5 feet per Dragoon’s Mighty die you expend around you make a Strength saving throw. Creature Huge and Gargantuan make the saving with Advantage. On a fail, the creature is pulled 10 feet and receives the Prone condition. While prone, the creature makes the saving throw from Improved Jump Strike with Disadvantage.
Level 18: Dragoon’s Uproar
Your Improved Jump Strike deals additional Thunder damage equals to half the damage from Jump Strike in an area of effect twice as large as your Improved Jump Strike.
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