Base Class: Fighter
Dragon's Bane
The Dragoon was a soldier born out of need in a distant land. Their homeland has been locked in a war against dragonkind for hundreds of years, leading to their soldiers to specialize in battling back against dragons. Their most notable ability is the Dragoon jump, which is powered by a magical gem each Dragoon receives upon completing their basic training.
Scourge of the Sky
The Dragoons have been blessed with the ability to soar high into the air like those they have taken up arms to destroy. These warriors are able to crash down from the sky using their weapons and body weight to drive any skyborn into the ground, or cause great damage to those already on land. Wings will not grant you safety from a Dragoon.
Creating a Dragoon
When creating a Dragoon, consider what brought them down the path of a specialized knight. They may have shown a certain aptitude which allowed them to become a dragoon with ease, or perhaps were born into the role due to the history of their homeland. A dragoon may have decided upon this path due to the stories of famed dragoons of legends, hoping to become as powerful and respected as the knights they had heard about while they were growing up.
Consider why a Dragoon would choose to head out on an adventure. Are they seeking a specific dragon, hoping to slay an enemy of their nation? Could your dragoon have unfinished business with a dragon from their past? Sometimes a dragoon may set out for the sake of journeying around the land.
Quick Build
You can make a Dragoon quickly by following these suggestions. First make Strength your highest ability score, following with Dexterity. Second take the Soldier background.
Polearm Master
Wielding a glaive, halberd, or pike in two hands increase it's damage die to 1d12.
Dragon Knight
Beginning at level 3, as long as you are not wearing heavy armor, there is no need to get a running start to jump. At 3rd level your long jump distance equals {{score:str+10}}, and at 7th level {{score:str+20}}. When jumping, you: Ignore fall damage up to your jump distance as long as you are conscious and do not trigger opportunity attacks(Disengage).
Elusive Jump
Beginning at the 7th level, when you are the target of an attack, as a reaction you may perform an Elusive Jump. This allows you to leap directly away from the attack up to half your total base walking speed while evading the attempted attack roll. This movement does not provoke attacks of opportunity unless you collide with an enemy creature. For rounds equal to your dexterity modifier, enemies have disadvantage on attack rolls against you.
Spineshatter Dive
At level 10, you may reinforce your Jump Attack against a foe. They must make a Strength saving throw equal to {{modifier:str+modifier:prof+10}} or be knocked prone. On a successful hit, you deal {{modifier:str+modifier:prof}} damage to that creature, and all creatures adjacent to the target. On a successful save the target takes 1/2 damage and is not knocked prone. Once you use this feature, you must finish a short or long rest before you can use it again.
Elite Dragoon
Starting at 15th level you may force large or smaller flying creatures you hit with a Jump Attack to the ground for a number of turns equal to your {{modifier:dex}}. When wielding a glaive, halberd, pike, or quarterstaff in two hands gain an AC bonus of +2 and an additional 1D6 to Jump Attack.
Dragonfire Dive
Beginning at the 18th level, When you use your Jump Attack action, you may enshroud yourself in flames and strike down with much greater force. All enemies within a 20 ft. radius of your target are all subject to the effects of the dive. The bonus damage of your Jump Attack is replaced and now your dive inflicts bonus 5d6 fire damage and half as much on a failed Dexterity save to all targets within the area. You deal an extra 1d6 fire damage when wielding a 2 handed or versatile melee weapon wielded with two hands. You may use your Dragonfire Dive once per short rest.
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Posted Oct 23, 2025Best dragoon build I have seen so far. Well thought out.