Base Class: Ranger
You become a slayer of monsters whose might are equal to the legendary dragon. Through the glory of such feats, you are equally as fearsome as those you slay.
Dragonbane's Training
At 3rd level, Your rigorous training has hardened you into an opponent worthy of even the mightiest of dragons. You gain the following benefits:
Dragonbane's Arsenal. No dragon hide can withstand the smiting cleave of your dragoon weaponry. When you make a weapon attack using a javelin, spear, trident, quarterstaff, glaive, halberd, pike, or lance, you treat the weapon as though it has the finesse property. On a hit, you can expend a spell slot of any level to deal an additional 2d12 force damage. Additionally, once per turn, when you attack a creature that is below you in elevation using these weapon types, your attack roll is made with advantage.
Dragonbane's Flight. To slay a dragon, one must meet it in the skies. You gain a flight speed equal to your movement speed, falling at the end of your turn if nothing is holding you aloft while airborne. However, you take no bludgeoning damage if you fall from a height equal to or less than 5 times your Ranger Level. If you fall from a height greater than this distance, you subtract it from the greater height when determining fall damage. For instance, if you are a 10th Level Ranger, you take no bludgeoning damage if you fall from a height of 50 ft. or less. If you fall from a height of 60 ft., you take an amount of bludgeoning damage as though you had fallen only 10 ft.
Dragoon Knight Spells
Starting at 3rd level, You learn an additional spell when you reach certain levels in this class, as shown in the Dragoon Knight Spells table. The spell counts as a Ranger spell for you, but it doesn’t count against the number of Ranger spells you know.
Dragoon Knight Spells
| RANGER LEVEL | SPELLS |
|---|---|
|
3rd |
Feather Fall, Shield |
|
5th |
Dragon's Breath |
|
9th |
Haste |
|
13th |
Find Greater Steed |
|
17th |
Hold Monster |
Leap of the Dragoon
At 3rd Level, You can leap and strike in a single bound, graceful and fierce. As an Action, you can fly in a straight line, in a direction of your choice, up to an amount of feet equal to 5 times your Ranger Level. You can make a weapon attack against one creature within 10 ft. of you as you move in this way. On a hit, you deal an additional 1d12 force damage for every 10 ft. you fly in this way before making the attack, up to a maximum of 5d12. Whether or not your hit, if you have any remaining flight movement from this action, you can fly up to that amount in feet without provoking Opportunity Attacks. For instance, if you are a 10th Level Ranger, you can fly up to 50 ft. in a straight line and make a weapon attack when taking this action. If you attack a creature after having flown 35 ft. in this way, you deal an additional 3d12 force damage on a hit, afterwhich you can fly up to 15 ft. in any direction without provoking Opportunity Attacks.
You can use this feature up to an amount of times per short or long rest equal to your Wisdom modifier.
Dragonbreath Grit
At 7th Level, You no longer fear dragon's breath. You gain resistance against all of the following damage types: fire, cold, lightning, poison, acid, and necrotic.
Additionally, you gain the following benefit:
Fearless Ferocity. When a dragon bares its fangs, bare back with your own. You become immune to the frightened condition, and you can make a weapon attack as a reaction against a creature attempting to frighten you, provided it is within range.
Sky Knight
At 11th Level, You become a master of aerial combat, the skies now your territory. You gain the following benefits:
Sky Strider. Your steps span the length of the sky. Your flight speed gains a +30 ft. bonus, and you can hover while airborne. Additionally, the straight line flight movement of your "Leap of the Dragoon" feature no longer provokes Opportunity Attacks.
Wind-Cleaver's Dance. Your onslaughts, guided by the winds, become a graceful dance. If you take the Attack Action on your turn, you can use your "Leap of the Dragoon" feature as a Bonus Action. Additionally, during one Attack Action you take on your turn, whenever you hit a creature with a weapon attack, your target is forcibly shoved up to 10 ft. away (shoved only 5 ft. if its size is Huge or larger). If your target is shoved into the air as a result, it stays aloft and does not fall until the end of your turn or until it is hit by the weapon attack granted by your "Leap of the Dragoon" feature.
Skyfall Sunder
At 15th Level, Those stung by your fierce leaping attacks, no matter how mighty, plummet to their doom. Once on each of your turns, when you hit a creature with the weapon attack granted by your "Leap of the Dragoon" feature, you can expend a spell slot of 4th Level or higher to amplify the attack. The target of this amplified attack is knocked prone, is forcibly shoved up to 30 ft. away (shoved only up to 15 ft. if its size is Huge or larger), is dealt an additional 3d12 force damage if it is shoved into the ground, into an obstacle, or into another creature, and falls if it is airborne after being shoved.
If an airborne creature hit by this amplified attack is shoved into the ground, it takes an additional amount of bludgeoning damage as if it have fallen from a height equal to how far it was shoved by the attack. For instance, if you shove an airborne creature 30 ft. in this way and it is shoved into the ground after having only moved 20 ft., it takes 3d12 force damage and further takes an additional amount of bludgeoning damage as though it had fallen 20 ft., even though it had not fallen.
If you shove the creature in a downward trajectory and it is still airborne afterwards, it falls and the distance it is shoved is added to the height of its fall when determining fall damage. For instance, if you shove a creature 30 ft. downward in this way and it is still 10 ft. in the air afterwards, the creature falls and takes an amount of bludgeoning damage as though it had fallen 40 ft., instead of 10 ft.
Previous Versions
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5/14/2021 9:15:05 PM
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