Fighter
Base Class: Fighter

A type of warrior that hails from a far off foreign land of dragons, a dragoon specializes in fighting against and alongside draconian kind. Better suited for fighting large creatures however the dragoon can fight anyone with their skills but best suited fighting outdoors or in large ceiling areas to allow their full power come to fruition. While wielding a polearm a dragoon can jump straight into the air and come down with excessive force onto their enemies, aside from their mighty leap a dragoon can even draw an enemies power from them with the skill "lancet". despite their power and force they aren't as good at handling crowds of enemies compared to larger creatures but with a strong heart and the soul of a dragon the dragoon proves to be a fierce opponent to face and a great ally to have in battle.

The divine dragoon gains new skills by 3rd, 7th, 10th, 15th and 18th level.

 

DRAGOON LEVEL 

FEATURE 

3RD

Dragon's Soul, Master of the Spear, Jump, Passive Jump, Horizontal Jump

7TH

Dragon's Soul Spells, Lancet, High Jump

 10TH

Dragon's Soul's Flame, Multi Jump, Impact Jump, Evasive Jump

 15TH

Draconian Fury, Fang and Blade, Mirage Jump

 18TH

Eyes of the Dragon, Spears of Guidance, Stardiver

 

Dragon's Soul

At 3rd Level, as part of your rite of passage you choose a dragon type to magically attune your weapon and armor to. The magical attunement gives you the following benefits to your weapon and armor:

  • As a bonus action you can activate your dragon soul's aura and add a damage type to your attacks that follow your dragon soul's element by 1d6 extra damage. (this goes up to 1d10 when you get draconian fury at 15th level.)
  • When you activate your dragon soul's aura your weapon Is considered magical in regards to over coming damage resistances at 8th level your weapon is always considered magical without the need to activate dragon soul's aura and has a +2 to hit and damage.
  • You gain resistance to your dragon soul's elemental type and as long as your clad in the effected armor you take half damage from anything considered draconic in nature.
  • You gained the favored enemy trait with dragons.
  • At the 15th level, you become immune to natural sources of the element of your chosen dragon soul while magical sources are 1/4 damage instead with "Draconian Fury".
Acid Dragon's Soul

With the "Acid Dragon Soul" you gain resistance to acid damage. When the user activates the dragon's soul's effect you also deal a bonus 1d6 (1d10 at 14th level) acid damage.

Cold Dragon's Soul

With the "Cold Dragon Soul" you gain resistance to cold damage. When the user activates the dragon's soul's effect you also deal a bonus 1d6 (1d10 at 14th level) cold damage.

Fire Dragon's Soul

With the "Fire Dragon Soul" you gain resistance to fire damage. When the user activates the dragon's soul's effect you also deal a bonus 1d6 (1d10 at 14th level) fire damage.

Force Dragon's Soul

With the "Force Dragon Soul" you gain resistance to force damage. When the user activates the dragon's soul's effect you also deal a bonus 1d6 (1d10 at 14th level) force damage.

Lightning Dragon's Soul

With the "Lightning Dragon Soul" you gain resistance to lightning damage. When the user activates the dragon's soul's effect you also deal a bonus 1d6 (1d10 at 14th level) lightning damage.

Necrotic Dragon's Soul

With the "Necrotic Dragon Soul" you gain resistance to necrotic damage. When the user activates the dragon's soul's effect you also deal a bonus 1d6 (1d10 at 14th level) necrotic damage.

Poison Dragon's Soul

With the "Poison Dragon Soul" you gain resistance to poison damage. When the user activates the dragon's soul's effect you also deal a bonus 1d6 (1d10 at 14th level) poison damage.

Psychic Dragon's Soul

With the "Psychic Dragon Soul" you gain resistance to psychic damage. When the user activates the dragon's soul's effect you also deal a bonus 1d6 (1d10 at 14th level) psychic damage.

Radiant Dragon's Soul

With the "Radiant Dragon Soul" you gain resistance to radiant damage. When the user activates the dragon's soul's effect you also deal a bonus 1d6 (1d10 at 14th level) radiant damage.

Thunder Dragon's Soul

With the "Thunder Dragon Soul" you gain resistance to thunder damage. When the user activates the dragon's soul's effect you also deal a bonus 1d6 (1d10 at 14th level) thunder damage.

Master of the Spear

At 3rd level, Extensive training allowed you'd to become adapted with polearm weapons.

  • At 3rd Level you gain proficiency with every type of polearm weapon, and if you don't already have it, you also gain the Feat Polearm Master.
  • At 7th level you can wield any polearm with the Two-Handed property with one hand. Additionally when calculating damage, all polearm type weapons and anything with the tag of "versatile" are always treated as if you were wielding them with two hands.

Dragoon Jumps

At 3rd level, you now can jump, this function is a form of movement as well as an attack. You only need 5ft of space to start the jump and rough terrain won't effect the jump height or distance. Each additional increment of 10ft in the air during a jump adds a extra d4, [7th] d6, [10th] d8, [15th] d10, [18th] d12, to your damage on the jump attack, or any plunging attack made. All forms of jump (excluding evasive jump and passive jump.) are affected by the spell Jump at the end of the height calculations.

  • When jumping you can go as high as your walking speed, and half of it as far of the horizontal distance you can go. (Ex: 30ft of movement allows you to jump 30ft vertically in the air along as 15ft horizontally.)
  • Through extensive practices of jumping and falling from great heights the dragoons have learned to harden their bodies to the impacts of landing. If the dragoon lands on their target then they take no fall damage. However if the dragoon lands on the ground, the distance they can take without fall damage is their walking speed + 90ft, (Note: at 10th level it turns to 130ft and at 15th level it turns to 250ft) otherwise they take damage. This turns into a full immunity to fall damage at 18th level unless unconscious.
  • For every 50 pounds of your total weight. Add an extra 1 damage to any jump's total damage.
  • Note: None of the jump commands provoke a attack of opportunity. You also cannot use different jump commands on the same turn or the same jump command every other turn. Using any other weapon type other than polearms results in jump damage lowered by one die type (Ex: 1d4 to a 1d2 or 1d10 to a 1d8) and fall damage from missing a jump becomes a 1d6 instead of a 1d4.
  • Every jump command takes one jump charge from the base form of jump with the exception of evasive jump and passive jump. You can however use more jump charges to boost the amount of timers you can jump in multi jump and stardiver.

Lancet

At 7th level, The spirit of the dragon's soul lashes out at your enemies taking their energy and lifeforce as your own.

  • As an bonus action once + your charisma modifier per short rest, absorbs energy from a chosen creature 10ft from your sight (DEX DC {{savedc:cha}}, half damage on success) for 1d6 Damage [12th] 2d6, [18th] 3d6, the element is the same as the dragon soul and a "imperil effect" is placed upon the creature this skill is used on is treated as vulnerable to whatever the dragon's soul element is for 1d4 (1d6 is used at 14th level) turns.
  • Half of the total health (rounded down) taken will be added as "Temporary HP" to you or you can use to restore a charge of your jump command by 1 with it being [12th] 2, [18th] 3 as you grow.
  • Note: You can only apply this vulnerability effect onto one creature at a time. The vulnerability effect can not stack and can only be reapplied after the initial effect is gone. This effect treats creatures immune as being resistant instead and resistant as weak to the element.

Dragon Soul's Spells

At 7th level, The will of the dragon's spirit within you allows you to use three spells however you can only use those spells on yourself. Those spells are Haste, Jump and Longstrider. 

Wyrmwind Thrust

At 10th level, With a fierce amount of power and consternation you create a cutting wind shear with a thrust of your weapon.

When you use "Wyrmwind Thrust", you can fire off a wind projectile that goes 15ft in a line and does the same damage type as your chosen dragon's soul. When you use this attack on a creature with the imperil effect from the skill "Lancet" then you roll a 1d4 and that stacks with the vulnerability already placed. However this effect can not be used on the same creature again until the vulnerability fully passes. You also can roll a 1d8 to gain the effect of "Battle Litany"

Battle Litany

At 10th level, Your focus and thirst in battling larger fearful creatures is that akin to the dragons themselves.

  • When you have the effect of "Battle Litany" from the skill " Wyrmwind Thrust" you do bonus damage to larger size creatures when using any of your jump attacks. (Large creatures 1d8, Huge creatures 2d8, Gargantuan creatures 3d8) You also do an extra 1d8 if the creature is flying or floating in the air for 1d8 turns upon use.
  • With the effect of "Battle Litany", you also gain a temporary boost in walking speed by half of your proficiency for 1d4 turns. (EX: 6 proficiency means an extra 30ft of walking speed.)

Fang and Blade

At 15th level, The dragoon makes a wild and reckless series of attacks that ends with the creature being sent flying and knocked prone depending on the size of the creature (Small creatures 15ft, medium 10ft) but only 5ft if a successful saving throw is made. The targeted creature must make a DC {{savedc:str}} saving throw to avoid being knocked prone. The DC for this saving throw equals 12 + your Strength modifier + your proficiency bonus.
The dragoon uses their weapon to attack in a flurry of slashes and stabs five different times. (Turns to seven at 18th level.)

Note: Unlike any of the dragoon's "Jump" commands, you can use "Fang and Blade" with any weapon.

Draconian Fury

At 15th level, Your whole body is wrapped in the same aura as your weapon of your chosen element.

  • When you activate "Dragon's Soul" and a creature attacks you, they will receive 1d10 damage of your chosen element. Your "Dragon's Soul" weapon damage goes from a 1d6 to 1d10.
  • Also, gain a +5 to your hit die instead of +2 from "Dragon's soul." (Note: This only effects your hit die, not your damage, which stays as +2.)
  • While this effect is active creatures with immunities to your element are considered resistant, and resistances are considered neutral. (Note: This effect can be stacked with the skill "Lancet")
  • You become immune to natural sources of the element of your chosen dragon soul while magical sources are 1/4 damage instead.

Spears of Guidance

At 18th level, The power of the dragon's soul within you being one and the same allowing you to harvest the full potential of all your capable of. You can summon spears of crystalized light that surrounds you. Faint hints of elemental energy from whatever your dragon soul's element is slowly rises and falls from each spear.

  • When you make a normal attack you gain a single charge or use the skill "Lancet" you gain two charges of "Spear of Guidance" to fly over you. At any time during your turn, you can command any number of the spears to attack your enemies alongside your own attack. (However the dragoon must announce this before making a attack roll.) If your attack hits then all other spears will hit. Though, a miss will result all the spears to miss as well. Rolling a critical success the amount of "spears of guidance" will just do max damage.
  • The damage for each spear is the same as the weapon you're equipped with. (Note: the dragon soul's extra damage is also counted with this.)
  • Before an ally gets attacked, you can send any number of spears equal to your proficiency bonus (rounded up) to guard that ally and any other ally target you choose. The two spears that are used each will add 1+ AC to a ally (max of 3+ AC). The spears used will disappear after the ally has been attacked.
    During any jump that leaves you in the air for more than one turn, you are able to have the spears of guidance rain down on targeted creatures. One spear per creature at a turn in the air. (Note: this attack uses the normal jump damage for calculations.)
    You can only have twelve spears max at a time. (This ability is always considered active in battle.)

Dragon Sight

At 18th level, Upon gaining enough strength in body, mind and spirit you are capable of handling the true force of a dragon by awakening the power within you.

When you activate "Right Eye of the Dragon" you can also bestow the effect "Left Eye of the dragon" onto another person but you must have line of sight to bestow the "Left Eye" to someone else. Even if line of sight is broken, the other person still has the effect of the "Left Eye". You also can only bestow the effects of the "Left Eye" when the "Right Eye" is active. You can only use it 3 times per long rest.

Effect of the "Right Eye":

  • When activating this effect you can reroll any 1's you get during any hit and attack dice.
  • Your attacks score a critical hit on a roll of 17 to 20. (This effect stacks with any other effect that lowers your critical hit die)
  • This effect an only be active for 1d6 turns once per battle.

Effect of the "Left Eye":

  • When the dragoon uses the "Left Eye" on another, the person you give it to can reroll any 1's they get for any hit and/or attack dice.
  • Their attacks score a critical hit on a roll of 17 to 20. (This effect stacks with any other effect that lowers their critical hit die)
  • When the dragoon uses the "Right Eye" on themselves. They can give the "Left Eye" effect to another as long as there is line of sight for 1d6 turns. Doing this does not require any action to be taken as long as the requirement of sight is met.

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