Base Class: Fighter
In your past, you had an encounter with a dragon, be it getting saved by one, having your little village razed by a dragon, or just watching a dragon fly off in the sunset.
That experience was what made you. Because of that event, you decided to learn ancient techniques on how to fight alongside or against dragons. You chose to follow the path of a dragoon.
Level 3: Jump
At 3rd level you finally learn the first and very basic technique of the Dragoons. You focus on the power of your own feet, and jump high in the air, using the pure Strength of your own feet and weapon to hit an enemy with a powerful Jump Attack.
As a bonus action, you can make a ranged attack using your Strength or Dexterity. On a hit, the creature takes 1d4 damage, as well as your normal weapon damage. The range of this attack is equal to half your walking speed.
This action can be used an amount of times equal to your Strength modifier. You regain all spent uses of this feature when you finish a Long Rest. At 6th level the damage die increases to 1d6, 1d8 at 10th level and 1d10 at 15th level.
Arts of the Dragoon
When you choose this archetype at 3rd level, you learn techniques that are fueled by special dice called dragoon dice.
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Dragoon Techniques. At level 3 you learn 2 Jump Techniques from the Jumps Table. You learn one additional techniques your choice at 7th, 10th, 15th and 18th level. Each time you learn new techniques, you can also replace one technique you know with a different one. You can use only one technique per attack. The range of your techniques is equal to your Jump Attack's range, unless it's otherwise specified on the technique.
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Dragoon Dice. You have four dragoon dice, which are d6s. A dragoon die is expended when you use it. You regain all of your expended dragoon dice when you finish a short or long rest. You gain another dragoon die at 7th level and one more at 15th level.
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Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows: Techniques save DC = 8 + your proficiency bonus + your Strength modifier.
Dragoon Techniques
Advancing Jump
As a bonus action, you may expend 1 Dragoon Dice to jump an amount of ft. equal to double your Jump Feature.
Heavy Jump
As an action, you may expend one of dragoon dice, to jump to an location within your Jump feature's range. Every enemy creature in a 10ft area around the point you jumped, must make a Strength Saving Throw with a DC equal to your Dragoon Technique save DC. On a failed save they take 4d4 force damage. On a successful save, they only take half the damage.
Mirage Jump
As a bonus action, you may expend one of your dragoon dice, to attempt to trick one of your enemy creature's senses within 30ft. of you. The target must make a Wisdom saving throw with a dc equal to your technique save dc. On a failed save, you have advantage against the target with your next attack and you add the dragoon dice to the damage roll. On a successful save you only add the dragoon dice to the damage roll.
Retreating Jump
As a bonus action, after one of your attacks hits, you may expend one of your Dragoon Dice to backflip away from the target you just hit, to an amount of ft, equal to your Jump Feature. This does not provoke an attack of opportunity from any creatures within range.
Spine Shattering Jump
When your Jump feature, hits a creature, you can expend one of your dragoon dice, to roll the die and then add the roll to your damage for the attack.
Tactical Jump
As a bonus action, you may expend one of your dragoon dice, roll it and make a ranged attack against a target within range. If you hit, add the roll to the damage rolls against the target. The range of this Technique is equal to your Jump feature. After the attack, you may move up to 10ft away from the target on an unoccupied space of your choice that you can see. This extra movement does not provoke an opportunity attack on you.
Red Dragon Jump
Prerequisite: Fighter level 15
As an action, you may expend 1 Dragoon Die, to surround yourself, in arcane fire, and jump to a point within 30ft. of you. As you make the jump, a loud dragon roar can be heard up to 300ft. away in every direction. Every hostile creature to you, within a 15ft. radius of the point you land must make a Dexterity Saving throw, with a DC equal to your techniques save DC. On a failed save, every enemy creature takes 8d6 Fire Damage, and it is also burnt, taking an extra 2d6 Fire Damage at the start of each of its turns. On a successul save, they only take, half as much damage, and are not burnt.
The burnt creature can drop prone and roll on the ground, to put out the arcane fires.
White Dragon Jump
Prerequisite: Fighter level 15
As an Action, you may expend 1 Dragoon Die, to surround yourself, in an arcane cloud of frost, and jump to a point within 30ft. of you. As you make the jump, a loud dragon roar can be heard up to 300ft. away in every direction. Every hostile creature to you, within a 15ft. radius of the point you land must make a Constitution Saving throw, with a DC equal to your Techniques save DC. On a failed save, every enemy creature takes 8d6 Cold Damage, and are frozen still, Stunning those creatures. The frozen creatures stay frozen until the end of their next turn. On a successful save, the creature only takes half as much damage, and it is not frozen.
Blue Dragon Jump
Prerequisite: Fighter level 15
As an action, you may expend 1 Dragoon Die, to surround yourself, in arcane lightning, and jump to a point within 30ft. of you. As you make the jump, a loud dragon roar can be heard up to 300ft. away in every direction. Every hostile creature to you, within a 15ft. radius of the point you land must make a Dexterity Saving throw, with a DC equal to your Techniques save DC. On a failed save, every enemy creature takes 8d6 Lightning Damage, and the arcane lightning moves to every object made out of metal, except the equipment the Dragoon, and the equipment of the allies of the Dragoon. Any hostile creature to the Dragoon that starts its turn and ends its turn within 5ft. of the electrified metal objects or touches them, takes 1d6 Lightning damage. On a successful save, the enemy creatures take no damage, and metal objects they wear are not affected by the Dragoon's arcane lightning.
Green Dragon Jump
Prerequisite: Fighter level 15
As an action, you may expend 1 Dragoon Die, to surround yourself, in a deadly arcane cloud of poison, and jump to a point within 30ft. of you. As you make the jump, a loud dragon roar can be heard up to 300ft. away in every direction. Every enemy creature, within a 15ft. radius of the point you land must make a Constitution Saving throw, with a DC equal to your Techniques save DC. On a failed save, they take 8d6 Poison Damage, and they are poisoned. On a successful save, the creature only takes half as much damage.
Black Dragon Jump
Prerequisite: Dragoon Mastery & Dragoon Slayer Mastery
As an action, you may expend 1 Dragoon Die, to surround yourself, in an arcane black energy, and jump to a point within 15ft. of you. As you make the jump, a loud dragon roar can be heard up to 300ft. away in every direction. Every hostile creature to you, within a 10ft. radius of the point you land must make a Constitution Saving throw, with a DC equal to your Techniques save DC. On a failed save, every enemy creature takes 10d6 Necrotic Damage, and they also lose half their movement. On a successful save, the creature only takes half as much damage and do not lose any movement speed. Undead creatures hit with this save, are only affected by the damage. A creature affected by the effect of this Technique, can repeat the saving throw at the end of their turns, ending the condition on a success.
Platinum Dragon Jump
Prerequisite: Dragoon Mastery & Dragoon Fighter Mastery
As an action, you may expend 1 Dragoon Die, to surround yourself, in an arcane radiant energy, and jump to a point within 30ft. of you. As you make the jump, a loud dragon roar can be heard up to 300ft. away in every direction. Every hostile creature to you, within a 15ft. radius of the point you land must make a Dexterity Saving throw, with a DC equal to your Techniques save DC. On a failed save, every enemy creature takes 10d6 Radiant Damage, and is blinded, if it relies on its Eyes to see around it, otherwise it is not Blinded. On a successful save, the creature only takes half as much damage and is not Blinded. An Undead or Fiend creature, hit by this Technique, take an extra 2d6 Radiant Damage.
Quick Feet
Starting at 7th level, your quick thinking and enhanced body allows you to move and act quickly. You can take the Dash action as a bonus action on your turns.
Jump Mastery
At 10th level, you can use your Jump feature without expending a use. You can use this feature once per long rest.
Gentle Fall
At 15th level, you have mastered falling from great heights. When you take fall damage, you can use your reaction to halve damage.
Dragoon Mastery
At 18th level, you have mastered the arts of the Dragoon. Through your experiences you have either come to love, or hate dragons. Choose to learn one of the two following features:
- Dragoon Slayer Mastery
At 18th level, when fighting against a dragon, you deal an extra 2d6 damage to it. You also have advantage with Dexterity and Wisdom saving throws against dragons. You gain these bonuses against any creature that is labeled as a Dragon in its Creature Type - Dragon Fighter Mastery
At 18th level you can choose to create an alliance with a dragon that you have befriended. When fighting alongside that dragon you deal an extra 2d6 damage depending on the color of your dragon ally. All hostile towards you or your allied dragon, have disadvantage with their Dexterity and Wisdom saving throws against that Dragon. You gain these bonuses with any creature that is labeled as a Dragon in its Creature Type
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