Fighter
Base Class: Fighter

A tall human man, dressed in dark black scale mail, stands in the middle of a blizzard, looking up towards a spire of ice. He has been hired to take care of the white dragon that resides there.  A red scaled dragonborn stands in the deep, dark forest, surrounded by bandits. As the bandits close in, he jumps into the air and slams his halberd into the bandit leader.  Stained by the blood of the soldiers fallen around her, an elvish woman stands over them with large black draconic wings unfurled from her back and acid dripping from her glaive.  Whether fighting in the style of a dragon slayer or emulating the terrifying power of the dragons, the dragoons are specialist soldiers who focus their training in the the art of fighting enemies that take to the skies. They study magical arts to be able to jump tremendous leaps into the sky to strengthen the blows from their weapons.

 

Know Your Prey

At 3rd level, you have significant experience studying, tracking, hunting, and even talking to Dragons. You have advantage on Wisdom (Survival) checks to track dragons, Intelligence (history) checks to recall information about them, as well as all saving throws against effects created by dragons or their lair actions.  Additionally, you learn to read, write, and speak Draconic.

Dragoon Strike

At 3rd level, while you aren't wearing heavy armor, you can vault as a bonus action, moving amount of feet equal to your Dragoon jumping distance both laterally and vertically. If you collide with an object during this movement, your vault stops and you fall. Attacks of opportunity have disadvantage against you while you are vaulting. A Dragoon’s base vault height is equal to 15 ft. The Dragoon may choose to perform a vault attack in place of one of their attacks. This attack does not require using your movement and can only be done once per turn. The higher the dragoon jumps the more damage it deals. For leaping 15 ft you deal an extra 2d6 damage. This damage and height increases by 2d6 and 15 ft. At 7th, 10th, 15th and 18th level. The dragoon may not take actions while in the air, unless specifically stated otherwise.  You may use this feature a number of times equal to 2x your proficiency bonus. When you finish a short or long rest, you regain expended uses.

Dive Skill

Starting at 7th level, you've focused your ability to aim for specific body parts or use powerful skills as you dive attack your targets. You gain a number of Dive Points Equal to your proficiency.  You gain two skills from the list below which you can use by expending a Dive Point. You gain one more skill at 10th, 15th, and 18th level. At 10th level when you choose to activate a Dive Skill, you may spend an additional Dive point to amplify the Dive, giving additional effects to the skill. You regain all Dive Points when you finish a long rest. The saving throw DC for these skills is calculated as follows.

Dive Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Blinding Dive

Darkness envelops your target, which causes blindness to overtake them. When you successfully hit a creature with a vault Attack, you may spend one Dive Point.  The creature must make a Wisdom saving throw. On a failed save, it is blinded until the end of its next turn. 

Amplify. The target is blinded for two turns on a failed save.

Comet Dive

Upon landing after a vault attack, you may choose to execute the Comet Landing. All creatures within 15ft of where you land take 1d6 bludgeoning damage, and they must succeed on a CON save against the Dragoon’s save DC. On a failed save they are pushed 10ft away and are knocked prone.

Amplify.  Each of those creatures is engulfed in flames, taking 1d6 at the beginning of their turns. They can use an action to snuff out the flames.

 

Disarming Dive

You have mastered aiming for items held by your targets as you dive towards them. When you successfully hit a creature with a Vault Attack, you may spend a Dive Point. The creature hit by the attack must make a Strength saving throw. On a failed save, it drops one held object of your choice. The object lands at its feet.  

Amplify. The object is flung out of the creatures hand 30 feet in a direction of your choice.  It cannot make opportunity attacks until the end of its next turn.

 

 

Enfeebling Dive

You envelop your weapon in necrotic energy to enfeeble the target of your attack. When you successfully hit a creature with your vault attack, you may spend a dive point. The creature hit by the attack must make a Constitution saving throw. On a failed save, their speed is reduced by half and damage dealt by the target is halved until the end of your next turn.

Amplify.  The necrotic energy jumps from the target of your attack to another creature within 10 feet of the target as well. That target must make a Constitution saving throw. On a failed save, their speed is also reduced in half and damage dealt by them is also halved until the end of your next turn.

Frightening Dive

As you dive towards the enemy, Pure Energy envelops you in the shape of a dragon, striking fear into the target. When you successfully attack a creature with a Vault Attack, you may spend a Dive Point. The target of your attack must succeed on a Wisdom saving throw. On a failed save, it is frightened of you until the start of your next turn. 

Amplify. The target is instead frightened of you for a number of turns equal to your Strength modifier.  The Creature who is frightened of you can attempt to break the fear by using their action to make a Wisdom saving throw against your Dive Skill DC.

 

Slamming Dive

With a sweeping strike, you slam a flying creature to the ground. When you successfully hit a flying creature, you may spend a Dive Point. The creature drops 30 feet and takes an additional 1d6 bludgeoning damage. 

Amplify. The creature instead falls completely to the ground, taking the extra damage, on a failed strength saving throw it is also knocked prone.

Draconic Resilience

At 7th level, when you roll for initiative, you regain 1 dive point

 

Strategic Movement

Starting at 10th level, you have learned to maneuver through the battlefield better without needing to attack in the process. You can now use your movement to move through enemies' and allies' spaces alike by pole-vaulting over them. This costs the same amount of movement as it normally would, and requires an adequate amount of vertical space, at least 10 feet higher than you stand. Any creature that does not want to allow you to move around or past them may attempt to prevent you from doing so as a reaction by making a STR (Athletics) check contested by your DEX (Acrobatics). If multiple creatures are trying to prevent your vault, they each make separate contested rolls, stopping you if any of them roll higher than your initial roll.  During this movement you are not susceptible to opportunity attacks.

Draconic Speed

Starting at 7th level, the Dragoon has learned to leap into action at any moment. You can add your proficiency to your initiative rolls. additionally your speed increases by 10 feet.

Draconic Rune

Starting at 10th level, you have developed defensive magic to protect you and those around you from area of effect attacks. When you are subjected to an area of effect, such as a red dragon’s fiery breath or a Lightning Bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to create a magical sigil on the ground in a 10-foot radius around you. Targets within the area are resistant to damage dealt by such effects, and make their saving throws against the effects with advantage, until the start of your next turn. At 18th level, the radius increases to 25 feet.  You have one use of this feature, which is replenished when you finish a short or long rest. At 18th level, you have two uses.

Additionally you begin to exhibit changes of your appearance, perhaps your eyes are that of a dragon, static electricity surrounds you, scales grow on your chest and arms. Your weapon's vault damage can be the elemental damage of your chosen type. Your mind and body become inured to the dragons you hunt, granting you some of their properties. You become immune to the frightened condition, and you gain resistance to the elemental type of your dragon soul.

Color

Damage Type

Black

Acid

Blue

Lightning

Brass

Fire

Bronze

Lightning

Copper

Acid

Gold

Fire

Green

Poison

Red

Fire

Silver

Cold

White

Cold

 

Black

Resistance to Acid Damage

Blue

Resistance to Lightning Damage

Brass

Resistance to Fire Damage

Bronze

Resistance to Lightning Damage

Copper

Resistance to Acid Damage

Gold

Resistance to Fire Damage

Green

Resistance to Poison Damage

Red

Resistance to Fire Damage

Silver

Resistance to Cold Damage

White

Resistance to Cold Damage

Draconic Hemorrhaging

Starting at 15th level, when you roll a critical hit on a vault attack against a creature sized large or larger, you can sever an artery of the creature.  At the start of each of the creature’s turns, the creature takes 1d10 damage from bleeding out. This effect can end early if the creature chooses to apply pressure to the wound and attempt to stop the bleeding as a full action. Note: If the creature does not have blood, or their veins are extremely difficult to find access to, your DM may exercise discretion to disallow or limit this ability for certain encounters. Creatures with natural regenerative abilities such as Trolls may be resistant to this damage, and constructs will likely be immune.

Burst Mode

Starting at 18th level, you can temporarily enter a state of heightened physical prowess (no action required by you). For the next thirty seconds (3 rounds) you may channel the same force of momentum as a finished Vault Attack without leaping into the air. Your normal attacks have advantage, and you add half your vault Attack dice to them on a successful hit. After using this feature, you must finish a long rest before using it again. If you attempt this again without completing a long rest it will cause heavy strain on your body, inflicting half your vault attack damage in force damage to yourself and 2 levels of exhaustion per extra use.

Dragoon weapon specialty

As a dragoon, you are instructed in the use of pole-arm based weapons.  To become a vaulting Dragon knight, you must forgo all other weapons and train in the use of pole-arms only.  You become proficient in all pole-arm based weaponry, additionally, the lance (a favoured weapon among the Dragoons) is no longer held at disadvantage for you whilst unmounted.

Dragoon Image

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