As implicitly requested by KageAcuma, here is my take on a possible "port" of the Dragoon class of Final Fantasy fame into the D&D 5ed system, as a Fighter Archetype.
As I am not incredibly fond of creating subclasses from extremely specific and recognisable franchises and claim them as my own ideas, I will probably not include this in my "official" series of subclasses, but I had fun developing it, and I will follow closely and reply to any suggestion or feedback that you guys will want to give me :)
Dragoon
Rising Dragon
Starting at 3rd level, when not wearing Heavy armor and as an Bonus Action in your turn, you can decide to jump into the air and activate this feature. When you do so, you count as under a burst of effect as if from the Fly spell, which propels you 60 feet in the air but doesn't allow you to take any other movement. You remain stationary in the air until the beginning of your next turn, at which point you fall back on the ground as if under the effects of the Feather Fall spell. Should you be within the threat area of a creature, you do not provoke attacks of opportunity when using Rising Dragon. You can use this feature a number of times equal to half your STR modifier each long rest.
Diving Spear
Starting at 7th level, whenever you use your Rising Dragon feature, when you fall back to the ground and as a Bonus Action in this turn when wielding a Glaive, Halberd, Spear or Pike, you can perform an additional diving attack against a target within 5 feet of your starting point. This attack will force the target to make a DEX saving throw against a DC of 8+your STR modifier+your proficiency bonus, on a failed save the target suffers damage equal to your weapon damage+STR modifier+your proficiency bonus and is knocked Prone, or suffer no damage or knockdown on a successful save. You then end your fall in an unoccupied space within 5 feet of the target.
Thrusting Freedom
Starting at 10th level, whenever you hit an target with an weapon attack when wielding a Glaive, Halberd or a Pike you can move without provoking attacks of opportunity as if you used the Disengage action.
Improved Rising Dragon
Starting at 15th level, you can use your Rising Dragon a number of times equal to your natural STR modifier, and you can choose to move and land up to 10 feet away from your starting point.
Improved Diving Spear
Starting at 15th level, when using Diving Spear, you still inflict half damage even on a successful save.
Dragon Shout
Starting at 18th level, you can harness the energy you normally use for Rising Dragon and Diving Spear and turn it into a single attack. As an action on your turn, when wielding a Glaive, Halber, Spear or Pike, you thrust your weapon forward and generate a wave that affects all targets in a line in front of you 60 feet long and 15 feet wide. Each creature in the area of effect has to pass a DEX saving throw against a DC of 8+your STR modifier+your proficiency bonus or suffer thunder damage equal to your weapon damage+STR modifier+twice your proficiency bonus, or half as much on a successful save. Regardless of the saving throw result, all targets in the area of effect are pushed 5 feet away from the center of the line.
As implicitly requested by KageAcuma, here is my take on a possible "port" of the Dragoon class of Final Fantasy fame into the D&D 5ed system, as a Fighter Archetype.
As I am not incredibly fond of creating subclasses from extremely specific and recognisable franchises and claim them as my own ideas, I will probably not include this in my "official" series of subclasses, but I had fun developing it, and I will follow closely and reply to any suggestion or feedback that you guys will want to give me :)
Dragoon
Rising Dragon
Starting at 3rd level, when not wearing Heavy armor and as an Bonus Action in your turn, you can decide to jump into the air and activate this feature. When you do so, you count as under a burst of effect as if from the Fly spell, which propels you 60 feet in the air but doesn't allow you to take any other movement. You remain stationary in the air until the beginning of your next turn, at which point you fall back on the ground as if under the effects of the Feather Fall spell.
Should you be within the threat area of a creature, you do not provoke attacks of opportunity when using Rising Dragon.
You can use this feature a number of times equal to half your STR modifier each long rest.
Diving Spear
Starting at 7th level, whenever you use your Rising Dragon feature, when you fall back to the ground and as a Bonus Action in this turn when wielding a Glaive, Halberd, Spear or Pike, you can perform an additional diving attack against a target within 5 feet of your starting point.
This attack will force the target to make a DEX saving throw against a DC of 8+your STR modifier+your proficiency bonus, on a failed save the target suffers damage equal to your weapon damage+STR modifier+your proficiency bonus and is knocked Prone, or suffer no damage or knockdown on a successful save.
You then end your fall in an unoccupied space within 5 feet of the target.
Thrusting Freedom
Starting at 10th level, whenever you hit an target with an weapon attack when wielding a Glaive, Halberd or a Pike you can move without provoking attacks of opportunity as if you used the Disengage action.
Improved Rising Dragon
Starting at 15th level, you can use your Rising Dragon a number of times equal to your natural STR modifier, and you can choose to move and land up to 10 feet away from your starting point.
Improved Diving Spear
Starting at 15th level, when using Diving Spear, you still inflict half damage even on a successful save.
Dragon Shout
Starting at 18th level, you can harness the energy you normally use for Rising Dragon and Diving Spear and turn it into a single attack.
As an action on your turn, when wielding a Glaive, Halber, Spear or Pike, you thrust your weapon forward and generate a wave that affects all targets in a line in front of you 60 feet long and 15 feet wide. Each creature in the area of effect has to pass a DEX saving throw against a DC of 8+your STR modifier+your proficiency bonus or suffer thunder damage equal to your weapon damage+STR modifier+twice your proficiency bonus, or half as much on a successful save. Regardless of the saving throw result, all targets in the area of effect are pushed 5 feet away from the center of the line.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Made a bunch of small fixes and added non-Heavy armor prerequisite for Rising Dragon.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Hahaha awesome! Gives those melee fighters a way to strike flying targets.