Base Class: Fighter
Dragoon is a subclass for fighter, focusing on heavy armor and medium and high mobility wielding a Lance with mastery and skill.
Dragoon Training
3rd Level - Dragoon Training
You gain the training needed to use the Dragoon's Job Weapon and signature aerial techniques. If you lack proficiency with the Lance, you gain it.
Jump
Activation. As a Bonus Action, expend one use of Jump and choose a creature or point you can see within 60 feet. You launch skyward and become Airborne until the beginning of your next turn. You cannot activate Jump while your Speed is 0 or while you are Grappled, Restrained, or Incapacitated.
Airborne. While Airborne from Jump, you do not occupy a battlefield space and cannot move or take Actions, Bonus Actions, or Reactions. You can still be targeted by attacks and effects with a range of at least 60 feet, measured from the space you left, and you have Half Cover against them. Effects that require you to be on the ground cannot affect you.
Damage alone does not cancel Jump; an effect that Incapacitates you or specifically prevents the descent can interfere with it.
Descent. At the beginning of your next turn, descend on the designated creature or point. A creature that has moved no more than 30 feet from its original position may still be followed by the descent. If the target is no longer eligible, descend into the designated space or nearest legal space. If the descending attack cannot be made, descend harmlessly to the nearest legal space.
Landing Attack. The Jump attack replaces the first attack of your Attack action. Make one melee Lance attack. On a hit, deal normal weapon damage plus the Jump bonus damage shown below. After the Jump attack, you may make no more than two additional attacks as part of that Attack action, regardless of your total Extra Attack count. Final Fantasy Jobs: D&D 5.5e Character Options Handbook - Dragoon Page 2
Attack Conversion. You may instead surrender up to three attacks granted by Extra Attack from that same Attack action. Each surrendered attack adds one Lance weapon damage die to the Jump attack. Only attacks actually granted by Extra Attack in that Attack action qualify; Bonus Action attacks, Haste attacks, Opportunity Attacks, Reactions, granted attacks, and attacks from a separate Action Surge Attack action cannot be converted. Action Surge may be used afterward to take another Action normally.
Fighter Level Jump Bonus Damage
3 +2d8
7 +3d8
10 +3d8
15 +4d8
18 +4d8
Uses. You can use Jump a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a Long Rest. There is no Short Rest recovery. Movement caused by Jump does not cause you falling damage.
High Jump
7th Level - High Jump
Your Jump designation range increases from 60 feet to 120 feet. When a creature designated by Jump moves before you descend, you may pursue its new position if it remains on the same plane, you can determine its location, its new position is within 300 feet of the space from which you began Jump, and an unobstructed aerial path exists to a legal landing space adjacent to it. Teleportation and forced movement do not inherently break this pursuit. If pursuit fails, descend at the nearest valid location to the original destination.
Pursuing Impact. If the target's position changed by at least 20 feet from its original position and you successfully pursue it, after resolving the Jump attack it must make a Strength saving throw against your Dragoon Save DC. On a failure, a ground creature falls Prone. A flying creature is driven up to 30 feet downward; if that movement reaches the ground, it falls Prone, otherwise it remains airborne.
Safe Landing
7th Level - Safe Landing
While you are not Incapacitated, when you fall, reduce the fall's effective distance by 10 x your Fighter level feet before determining falling damage and other consequences. If the effective fall distance becomes 0, you land standing rather than Prone.
Dragoon's Descent. During a deliberate descent through open space, for every 20 feet you descend you may move up to 10 feet horizontally, to a maximum horizontal distance equal to your Speed for that fall. You must continuously descend; this cannot let you gain altitude, hover, or increase your normal jumping distance. You cannot use Dragoon's Descent while Incapacitated or Restrained. Jump and Aerial Assault use their own descent protections. Safe Landing protects only you, not automatically a carried passenger.
Dragon Killer
10th Level - Dragon Killer
When you attack with a Lance against a creature that is Large or larger or has the Dragon creature type, you gain the following benefits.
Giant Slayer. Once per turn when you hit the creature with your Lance, the attack deals one additional Lance weapon damage die. If the creature has the Dragon type, it instead deals two additional Lance weapon damage dice. Being both Large+ and a Dragon does not stack these benefits.
Dragonpiercer. When you make the descending Jump attack against such a creature, you gain a +2 bonus to the attack roll.
Unerring Hunter. Your Lance attacks against such a creature ignore Half Cover. Dragon Killer's additional attack damage dice follow normal critical-hit rules.
Aerial Assault
10th Level - Aerial Assault
Aerial Lunge. Once per turn, when making a Lance attack against a creature whose space is above you or extends at least 10 feet above your space, you may leap up to 20 feet vertically and 10 feet horizontally as part of the attack without spending Speed or provoking Opportunity Attacks, then descend safely.
Aerial Chain. When your descending Jump attack hits a flying creature, you may delay descent and use attacks remaining from that same Attack action to make up to two additional Lance attacks against that creature while Airborne.
These attacks do not create new attacks. Roll each separately. Every attempted attack must hit to maintain aerial momentum; on the first miss, the chain ends immediately and you begin descending from the position of the last successful strike. If all attempted attacks hit, you remain Airborne through the completed chain and then descend normally before the end of the turn. Unused Extra Attack attacks may still be surrendered to empower the original Jump under its normal up-to-three conversion limit.
Aerial Interception. When a flying creature reachable by Aerial Lunge begins moving away using its movement, you may use your Reaction to perform an Aerial Lunge and make one Lance attack. On a hit, reduce that creature's remaining movement by 20 feet, minimum 0. Teleportation does not trigger this.
Controlled Descent. Movement and descent caused by Aerial Assault do not cause falling damage. Dragon Killer remains once per turn and cannot apply its bonus dice to every Aerial Chain hit.
Dragonfire Dive
15th Level - Dragonfire Dive
When you use Jump, you may declare it a Dragonfire Dive, expending that normal Jump use. On descent, instead of making the normal Jump attack, choose a legal landing space on a solid surface within 10 feet of the designated destination. Dragonfire Dive replaces your entire Attack action for that turn.
Each other creature within 15 feet of the landing space must make a Dexterity saving throw against your Dragoon Save DC. On a failed save, a creature takes 6d6 Fire damage + 6d6 Force damage and is pushed 10 feet directly away from the landing point. On a successful save, it takes half damage and is not pushed. The affected area becomes Difficult Terrain until the beginning of your next turn. Dragonfire Dive is not a weapon attack, cannot use Jump's attack-sacrifice conversion, does not permit the normal post-Jump attacks, cannot benefit from Dragon Killer, and cannot score a critical hit. Unattended objects and structures in the area take the Force damage, subject to normal object rules. You are unaffected by your own Dive. Action Surge may be used afterward as a separate Action but cannot create a second Dive from the same descent. A Jump can be either a Dragonfire Dive or a Skybreaker, never both.
Sky Breaker
18th Level - Skybreaker
When you use Jump, you may declare that Jump to be a Skybreaker. Once used, Skybreaker cannot be used again until you finish a Long Rest unless restored by Dragon's Momentum.
Heaven's Lance. On a hit, the descending Jump attack deals an additional 6d8 damage of the Lance's damage type, in addition to normal Jump damage and any Lance dice gained by surrendering attacks.
Earthshatter. A creature hit by the descending Skybreaker attack must make a Constitution saving throw against your Dragoon Save DC. On a failed save, it is Stunned until the end of your next turn. If the creature has the Dragon type, increase the save DC by 2. Legendary Resistance and Stun immunity function normally.
Dragon's Momentum. After Skybreaker is expended, the first time you subsequently score a Critical Hit with a Lance against a genuine hostile participant, you regain your use of Skybreaker. Once restored this way, it cannot be restored this way again until you finish a Long Rest. A Critical Hit made by Skybreaker itself cannot trigger this restoration.
Skybreaker remains a Jump, so the normal Jump attack-conversion rules, Dragon Killer, and Aerial Assault/Aerial Chain interactions still apply.
Comments