Fighter
Base Class: Fighter

The Dragoons were a people of great renown they existed as a part of a private military force. Their one goal was to push back against the Chromatic Dragons that threatened the safety of their civilization. Once they succeeded in pushing back the threat however the ruling forces viewed their power and renown as a threat against them and ordered that these brave knights be removed. As years past the legend of the Dragoons disappeared and became nothing more than myths and legends. Some elders still remember the practices and hope to pass down this knowledge to the few willing to learn and keep the tradition going. 

Jump

At 3rd level, you gain one of the fundamental abilities of the Dragoon, the Jump ability. You gain the ability to use your movement to reach enemies or locations that would normally be out of range. As a Movement Action you can perform a High Jump up to double your movement speed, as though you have used the dash action, and leap vertically into the air. As a movement action you may also preform a standing Long Jump at a distance equal to your movement speed. While preforming a Long Jump any creature that makes an opportunity attack against you has disadvantage on their attack roll. Additionally when you preform an attack action after a Jump you deal and extra 1d6 of your weapons damage. The extra damage increases at higher levels, 2d6 at 7th, 3d6 at 10th, and 4d6 at 15th. You can use this ability a number of times equal to your Strength modifier. You regain your uses of this action when you finish a long rest.

Lancer

At 3rd level, you gain the ability to wield the weapons of the Dragoons with advanced proficiency. While wielding a Polearm weapon they gain the following features: attacks made with these weapons gain a +1 bonus to attack and damage rolls, Lances no longer get disadvantage for attacking a creature within 5ft. All polearms gain reach.

Dragoon's Spirit

Starting at 7th level, you choose a dragon type that represents the spirit of the warriors before you. Red, Gold, and Brass: Fire, White and Silver: Cold, Black and Copper: Acid, Green: Poison, Blue and Bronze: Lightning. The damage type of the dragon chosen effects the following; The extra damage dealt from your Jump attack is now that type. You gain resistance to that type of damage. Your Lance attacks count as magical to overcome resistances. 

Expert Lancer

Starting at 10th level, your proficiency with Polearms and the training your body has undergone grant you new defensive capabilities. While wielding a Polearm you gain the following benefits: You gain +2 to your AC, and you take half damage when you fall.

Jump Tactics

Starting at 15th level, You have learned to incorporate techniques into your Jump Attack. Your DC for the techniques equals (Str mod + Prof + 8). When preforming a Jump Attack you can declare one of the following tactics: 

Sky Bane: When preforming a Jump Attack against a flying creature you can force it to make a Strength Saving throw against your DC, on a fail its speed drops to 0 and it plummets. On a success its speed is reduced to half till the end of its next turn.

Elusive Jump: When preforming a Jump Attack, you can declare an Elusive Jump. Immediately after attacking you can move up to half your movement speed away from your target without provoking an opportunity attack.

Terra Quake: When preforming a Jump Attack, you can declare a Terra Quake. Immediately after making the attack all creatures within 10ft of the target must make a Strength saving throw against your DC, on a fail it is knocked prone and takes the extra elemental damage from the jump attack. On a success the creatures take half the elemental damage and are not knocked prone. 

Focused Thrust: When preforming a Jump Attack, you can declare a Focused Thrust. When preforming a LongJump you can hit all creatures within a 5ft wide line to your target. Each creature in the line that isn''t your target must make a Dexterity saving throw against your DC, on a fail the creature takes the extra Jump attack damage. On a success they take half damage.

 

Master Dragoon

At 18th level, you've trained and mastered the way of the Dragoon allowing you access to even stronger feats. When you roll initiative and have no uses of Jump attack left you gain one use. Your uses of Jump Attack also refresh on Short Rests.

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