Base Class: Fighter
Flaunting expensive heavy armor forged with tempered steel and dragon scales, Dragoons carry themselves higher than the rest. Typically travelling in a troop of four to five, Dragoons often find themselves in skirmishes against fellow fighters or Paladins due to their high strung attitude. The Dragoon fancies them-self the apex predator in the wild or on the battlefield, while moving about in society like nobles. From the first time a Dragoon is given their weapon, be it halberd or javelin, they swear a sacred pact as old as the material plane itself. Young Dragoons are often given the rank "Young Dragon" or "Pup". As they progress, and their abilities manifest, they ascend to ranks such as "Wyvern", "Young Dragon", and eventually "Metallic Dragon".
Dragoons have been known to manifest extraordinary abilities such as leaping to great heights, moving without making a sound, or even in some cases, even breathing fire. While the origin of their power is yet not completely understood by outside entities, it is commonly believed the color armor a Dragoon dons has a distinct effect on the abilities these fighters use.
"Watch not the shadows, young dragon. Watch not the fields, nor the streams. Remain vigilant child...Dragoon attack from the sky."
Dragoon Oath
At 3rd level, you are bestowed the secrets of dragon hunting. You choose to gain proficiency in either the Stealth or the Nature skill.
Dragoon Jump
Long Jump. When you make a long jump, you cover a number of feet up six times your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs half a foot of movement. If you have covered a distance greater than your movement speed, you cannot Long jump this way again until a long rest, or take one point of exhaustion.
This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
High Jump. When you make a high jump, you leap into the air a number of feet equal to six times + 10 your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs half a foot of movement. If you have covered a distance greater than your movement speed, you cannot Long jump this way again until a long rest, or take one point of exhaustion. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
You may do so while heavily armored.
You do not take fall damage while conscious.
Attacks of opportunity made against you while jumping greater than the height of the attacking enemy are made at disadvantage.
The distance you can jump increases at 7th (Seven times your STR modifier), 10th (Eight times your STR modifier), 15th (Nine times your STR modifier), and 18th level (Ten times your STR modifier).
Dragoon Talon
At 7th lvl, you have learned to disperse your weight expertly while in mid air. While jumping/or falling, and while you are wielding a pole arm, you can forgo your extra attack(s) to gain advantage on that attack roll and add an additional +15 to your damage roll.
At lvl 11 add an additional +15, at lvl 20 add an additional +25.
Dragoon Breath
Breath Weapon: You can use your action to exhale destructive energy. Your armor color determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your Draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency Bonus. A creature takes 4d6 + your constitution modifier damage on a failed save, and half as much damage on a successful one. The damage increases to 4d8 + your constitution modifier at 15th level, 4d10 + your constitution modifier at 18th level, and 5d12 + your constitution modifier at 20th level.
After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.
Damage Resistance: You have Resistance to the damage type associated with your armor color.
| Color | Damage Type | Breath Weapon |
|---|---|---|
| Black | Acid | 5 by 30 ft. line (Dex. save) |
| Blue | Lightning | 5 by 30 ft. line (Dex. save) |
| Brass | Fire | 5 by 30 ft. line (Dex. save) |
| Bronze | Lightning | 5 by 30 ft. line (Dex. save) |
| Copper | Acid | 5 by 30 ft. line (Dex. save) |
| Gold | Fire | 15 ft. cone (Dex. save) |
| Green | Poison | 15 ft. cone (Con. save) |
| Red | Fire | 15 ft. cone (Dex. save) |
| Silver | Cold | 15 ft. cone (Con. save) |
| White | Cold | 15 ft. cone (Con. save) |
Dragoon Mobility
At 15th lvl, your nimbleness on the battlefield allows you to escape the grasp of even the most powerful dragon. As a reaction, when an opponent targets you for an attack, you can impose disadvantage on that attack and Jump up to twice your movement away.
Dragoon Slam
At 18th lvl, you have awakened your inner dragon. Once per turn instead of taking an attack action you can instead leap high into the air and slam your polearm. All creatures within 30 ft of you must make a dexterity saving throw (DC 20) or take 5d10 + your strength modifier elemental damage (based on your armor color) and be knocked prone. A creature that successfully saves instead takes half damage and is not knocked prone.
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Posted Sep 12, 2021Subclass looks great. An issue I noticed is when creating the character you can't select a proficiency at level three in Nature or Stealth per the Dragoon Oath.