I'm trying to make a fighter subclass based on Dragoons from Final Fantasy. What I am hoping to accomplish is more of a unique play style as opposed to just theming a normal attack to be called jump attack but mechanically is no different than any other fighter. The idea that I have is combining all of the fighters attacks into a single strong melee attack or jump attack. And a resource die that lets you empower these attacks to do extra damage or add an effect. I'm also trying to find ways to make them good at attacking flying creatures.
What I am struggling with his knowing how to make the attacks powerful enough to make it worth sacrificing your other attacks while also not making it too powerful. If the empowered attacks should take a bonus action to use or not. And if the resource die should come back on a short or long rest. I'm also a little worried that I am front loading it with a lot of features but they are all being used to create the play style I am hoping to get. I probably need a better way to succinctly explain how it works.
This is what I have so far and I would really appreciate any suggestions or feedback. Thank you!
Dragoon Subclass
Level 3: Draconic Bond
Draconic Weapon You bond with a melee weapon that possesses both the Heavy and Reach properties. This weapon becomes your Draconic Weapon, and while wielding it, you gain the following benefits:
When you use a special Dragoon ability — such as Spineshatter, Stardiver, True Thrust, or an Empowered Thrust — you deal extra damage equal to your Draconic Weapon Dice.
Draconic Weapon Dice
1d10 at level 3
2d10 at level 5
3d10 at level 11
4d10 at level 20
Draconic Armor You also bond with a set of heavy armor, a second skin of iron and scale — sleek, durable, and honed for battle. While wearing your bonded armor:
You make Dexterity (Stealth) checks without disadvantage, but you do not add your Dexterity modifier to the roll unless the modifier is negative.
Its weight is considered halved for encumbrance.
True Thrust
You channel your strength into a single focused strike.
As an action, use all your attacks this turn to make one melee weapon attack with your bonded weapon.
On a hit, deal normal weapon damage plus your Draconic Weapon Dice.
On a hit, you may then use a bonus action to expend Dragon Blood Die to empower this attack using one of your Dragon Blood Techniques Thrust Variants.
Jump
You can leap to incredible heights, landing with a single focused strike.
As an action, use all your attacks this turn and spend at least half your movement to leap up to 30 feet. At the end of this jump, you must immediately use one of the following options:
Spineshatter
Choose a creature within reach at the end of your descent. Make a melee weapon attack. On a hit, deal normal weapon damage plus your Draconic Weapon Dice and half your proficiency bonus in Dragon Blood Dice (rounded down).
Stardiver
Slam your weapon into a point within 10 feet of your landing space. All creatures within 10 feet must make a Dexterity saving throw (DC = 8 + proficiency bonus + Strength modifier).
Fail: Take Draconic Weapon Dice in damage and are knocked prone (if Large or smaller).
Success: Take half damage and are not knocked prone.
You take no fall damage unless you fall more than your jump range.
Level 3: Blood of the Dragon
This bond heightens your awareness, deepens your instinct, and allows you to channel the ancient essence of dragons through action alone.
You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
You have advantage on Intelligence checks related to dragons.
You gain a number of Dragon Blood Dice equal to your proficiency bonus.
These dice are d4s at level 3, d6s at level 5, and d8s at level 13.
You regain all expended dice on a long rest.
Dragon Blood Dice
d4 at level 3
d6 at level 5
d8 at level 13
Dragon Blood Techniques
Your connection to dragonkind manifests through powerful techniques fueled by your inner draconic essence. When you hit with your True Thrust or are triggered by a specific condition, you can spend your Dragon Blood Dice to unleash special effects or defensive maneuvers.
Level 3
Lance Charge. As a Bonus Action, you can expend 1 Dragon Blood Die to charge your Draconic Weapon. You have advantage on your next attack roll for True Thrust this turn. If the attack hits, add the Dragon Blood Die to the attack’s damage roll.
Wheeling Thrust. When you hit with True Thrust, use your bonus action to spend 1 Dragon Blood Die to deal extra damage equal to the die rolled. If the target is Large or smaller, it must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + Strength modifier) or have the prone condition.
Winged guard. When hit by a melee attack, use your reaction to spend 1 Dragon Blood Die and add it to your AC for that attack. If the result causes the attack to miss, it is negated. You expend the die only if the attack is negated.
Level 5
Full Thrust. When you hit with True Thrust, use your bonus action to spend 1 Dragon Blood Die to deal extra damage equal to your proficiency bonus in Dragon Blood Dice. (Ex: At proficiency bonus +3, roll 3 dice.)
Piercing Talon. When you miss an attack using True Thrust, roll 1 Dragon Blood Die and add the result to your attack roll. You expend the die only if the attack hits.
Sonic Thrust. When you hit with True Thrust, use your bonus action to spend 2 Dragon Blood Dice to release a pressure wave in a 15-ft cone originating from the target. The target creature and all other creatures in the cone must make a Constitution saving throw (DC = 8 + proficiency bonus + Strength modifier). On a fail, they take 2 Dragon Blood Dice in thunder damage and are deafened until the end of their next turn. On a success, they take half damage and are not deafened.
Level 7
Draconian Fury. When a creature misses you with a melee attack, you can use your reaction to spend 1 Dragon Blood Die and immediately make a melee weapon attack with your Draconic Weapon against that creature. If the attack hits, you expend the die, and add the Dragon Blood Die to the damage roll. This attack does not include your Draconic Weapon Dice.
Mirage Dive. When you hit an airborne creature with Spineshatter, you can use your bonus action to spend 1 Dragon Blood Die to attempt to knock the target to the ground. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + Strength modifier) or fall prone and immediately descend to the ground, taking additional damage equal to the Dragon Blood Die rolled.
On a failed save, the target crashes prone in the nearest open space on the ground and cannot take reactions until the start of its next turn.
On a successful save, the target resists the dive’s force but still takes half the additional Dragon Blood Die damage.
Level 10
Drakesbane. When you reduce a creature to 0 HP using Spineshatter, use your bonus action to spend 1 Dragon Blood Die to leap to another creature within 15 feet and make a melee attack . If this attack hits, add the Dragon Blood Die to the normal weapon damage but not your Draconic Weapon Dice.
Vorpal Thrust. As a bonus action, spend 2 Dragon Blood Dice to upgrade Full Thrust. You score a critical hit on a roll of 18–20.
On a crit, roll twice your proficiency bonus in Dragon Blood Dice and apply the critical damage as usual.
On a normal hit, roll your proficiency bonus + 1 in Dragon Blood Dice.
Level 15
Chaos Thrust. TBD. Maybe something to do with using all attacks and an action surge to do an incredibly strong attack
Level 7: High Jump
Your Jump range increases to 40 feet.
You no longer need to use walking movement before jumping.
You do not provoke opportunity attacks while jumping.
Creatures have disadvantage on opportunity attacks triggered by your jump if you forgo any walking movement and jump immediately.
You ignore difficult terrain on any movement immediately preceding a Jump.
Level 7: Eye of Nidhogg
You have honed your diving precision to perfection.
When using Spineshatter on an airborne creature, the attack:
Deals one extra Draconic Weapon Die.
Scores a critical hit on a roll of 19–20.
Gain advantage on the attack roll.
Level 10: Elusive Jump
Your power and control allow you to twist through magical blasts in mid-air.
When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you may instead use your Strength saving throw.
You cannot use this feature if you are incapacitated.
Level 15: Improved Stardiver
Your thunderous impacts become harder to resist.
When a creature fails its saving throw against Stardiver, it is also restrained until the end of its next turn, unless it is Huge or larger.
A creature that is already restrained can not be restrained again.
Level 18: Jump Mastery
You can now hang in the air, awaiting the perfect moment to strike.
Your Jump distance increases to 50 feet.
You may choose to hover at any height up to your Jump distance, suspended in mid-air.
While hovering, you are suspended in place, focused solely on your descent. Until the end of your next turn, attack rolls against you are made with disadvantage, you cannot take any actions, bonus actions, or reactions, except to use Spineshatter or Stardiver. If you do not use one of these techniques before your next turn ends, you descend gently and take no fall damage.
Level 18: Dragonfire Dive
You dive from on high, your weapon wreathed in fire.
When using Spineshatter or Stardiver after a Jump of 30 feet or more, you deal additional fire damage to any creature within 20 feet of your landing space equal to your Draconic Weapon Dice — this is in addition to the normal damage of the attack.
Pathfinder had Dragoon and also Vital Strike builds that played with the 'one attack' idea, so you’ve definitely got precedent to draw from.
Love that you’re leaning into the Dragoon feel! My gut says you’re on the right track with making one big empowered strike instead of multiple swings, but I’d make the Dragon Blood Dice refresh on a short rest, otherwise the subclass is going to feel really sluggish compared to Battle Master. That alone would keep the power curve steadier without overloading the front end.
Do you think the number of dice is under powered? What I was trying to do with the dragonic weapon dice is always giving 1 more dice than the normal number of attacks. At 1 attack the dragoon has 2 dice. At 2 attacks it would be 3 dice and so on. That definitely makes sense to me at lower levels. What I wasn't sure is how to scale that so it doesn't fall behind at later levels when the number of proficiency bonuses gets added with each attack.
I made some changes to the dice level progression and how I am wording the skills. Hopefully this has better balance and makes more sense.
Level 3: Draconic Bond
Draconic Weapon You bond with a melee weapon that possesses both the Heavy and Reach properties — a weapon fit for sweeping strikes and piercing leaps. This weapon becomes your Draconic Weapon, and while wielding it, you gain the following benefits:
Draconic Weapon Dice
Fighter Level
Die Size
Number
3
D8
1
5
D10
2
11
D10
3
15
D12
3
20
D12
4
When you use a special Dragoon ability — such as True Thrust, Spineshatter, Stardiver— you deal extra damage equal to your Draconic Weapon Dice.
You may expend Dragon Blood Die to empower these attacks using one of your Dragon Blood Techniques
True Thrust
You channel your strength into a single focused strike.
As an action, use all your attacks this turn to make one melee weapon attack with your bonded weapon.
On a hit, deal normal weapon damage plus your Draconic Weapon Dice.
Jump
You can leap to incredible heights, landing with a single focused strike.
You take no fall damage unless you fall more than your jump range.
As an action, use all your attacks this turn and spend at least half your movement to leap up to 30 feet. At the end of this jump, you must immediately use one of the following attacks:
Spineshatter. Choose a creature within reach at the end of your descent. Make a melee weapon attack. On a hit, deal normal weapon damage plus your Draconic Weapon Dice and half your proficiency bonus in Dragon Blood Dice (rounded down).
Stardiver. Slam your weapon into a point within 10 feet of your landing space. All creatures within 10 feet of the impact must make a Dexterity saving throw (DC = 8 + proficiency bonus + Strength modifier).
Fail: Take Draconic Weapon Dice in damage and are knocked prone (if Large or smaller).
Success: Take half damage and are not knocked prone.
Draconic Armor You also bond with a set of heavy armor, a second skin of iron and scale — sleek, durable, and honed for battle. While wearing your bonded armor:
You make Dexterity (Stealth) checks without disadvantage, but you do not add your Dexterity modifier to the roll unless the modifier is negative.
Its weight is considered halved for encumbrance.
Level 3: Blood of the Dragon
You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
You have advantage on Intelligence checks related to dragons.
Dragon Blood Dice. You gain a number of Dragon Blood Dice, which are d4s, equal to your proficiency bonus + half your fighter level (rounded down). Your Dragon Blood Dice becomes a d6 at level 5, and a d8 at level 13. You regain all expended Dragon Blood Dice when you finish a Short or Long Rest.
Dragon Blood Techniques. Your connection to dragonkind manifests through powerful techniques fueled by your inner draconic essence. You can use only one technique per attack.
You learn additional techniques at levels 5, 7, 10, and 15.
Level 7: High Jump
Your Jump range is increased to 40 feet.
You no longer need to use any movement speed before you jump.
Creatures have disadvantage on opportunity attacks triggered by your jump if you forgo any walking movement and jump immediately.
Level 7: Eye of Nidhogg
You have honed your attack precision to perfection.
Whenever you make an attack with your Draconic Weapon, add your proficiency bonus to that damage.
When using Spineshatter on an airborne creature, your attack gains the following benefits:
Deals one extra Draconic Weapon Die.
Scores a critical hit on a roll of 19–20.
Gain advantage on the attack roll.
Level 10: Elusive Jump
Your power and control allow you to twist through magical blasts in mid-air.
When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you may instead use your Strength saving throw.
You cannot use this feature if you are incapacitated.
Level 15: Improved Stardiver
Your thunderous impacts become harder to resist.
The range from the impact point is increased to 20 feet.
When a creature fails its saving throw against Stardiver, it is also restrained until the end of its next turn, unless it is Huge or larger.
A creature that is already restrained can not be restrained again.
Level 18: Jump Mastery
You can now hang in the air, awaiting the perfect moment to strike.
Your Jump distance increases to 50 feet.
You may choose to hover at any height up to your Jump distance, suspended in mid-air.
While hovering, you are suspended in place, focused solely on your descent. Until the end of your next turn, attack rolls against you are made with disadvantage, you cannot take any actions, bonus actions, or reactions, except to use Spineshatter or Stardiver. If you do not use one of these techniques before your next turn ends, you descend gently and take no fall damage.
Level 18: Dragonfire Dive
You dive from on high, your weapon wreathed in fire.
When using Spineshatter or Stardiver after a Jump of 30 feet or more, you deal additional fire damage to any creature within 20 feet of your landing space equal to your Draconic Weapon Dice — this is in addition to the normal damage of the attack.
Dragon Blood Techniques
Level 3 Techniques
Lance Charge As a Bonus Action, you can expend 1 Dragon Blood Die to charge your Draconic Weapon. You have advantage on your next attack roll for True Thrust or Spineshatter this turn. If the attack hits, add the Dragon Blood Die to the attack’s damage roll.
Wheeling Thrust When you hit with True Thrust, spend 1 Dragon Blood Die to deal extra damage equal to the die rolled. If the target is Large or smaller, it must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + Strength modifier) or have the prone condition.
Winged guard When hit by a melee attack, use your reaction to spend 1 Dragon Blood Die and add it to your AC for that attack. If the result causes the attack to miss, it is negated. You expend the die only if the attack is negated.
Level 5 Techniques
Full Thrust When you hit with True Thrust, spend 1 Dragon Blood Die to deal extra damage equal to your proficiency bonus in Dragon Blood Dice. (Ex: At proficiency bonus +3, roll 3 dice.)
Piercing Talon When you miss an attack using True Thrust or Spineshatter, roll 1 Dragon Blood Die and add the result to your attack roll. You expend the die only if the attack hits.
Rise of the Dragon When you take the attack action, spend 1 Dragon Blood Die to increase the range of your jump distance equal to half it’s current range. If the jump attack hits, add the Dragon Blood Die to the attack’s damage roll.
Level 7 Techniques
Draconian Fury When a creature misses you with a melee attack, you can use your reaction to spend 1 Dragon Blood Die and immediately make a melee weapon attack with your Draconic Weapon against that creature. If the attack hits, you expend the die, and add the Dragon Blood Die to the damage roll. This attack does not include your Draconic Weapon Dice.
Mirage Dive When you hit an airborne creature with Spineshatter, spend 1 Dragon Blood Die to attempt to knock the target to the ground. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + Strength modifier) or fall prone and immediately descend to the ground, taking additional damage equal to the Dragon Blood Die rolled.
Fail: the target crashes prone in the nearest open space on the ground and cannot take reactions until the start of its next turn.
Success: the target resists the dive’s force but still takes half the additional Dragon Blood Die damage.
Sonic Thrust When you hit with True Thrust, spend 2 Dragon Blood Dice to release a pressure wave in a 15-ft cone originating from the target. The target creature and all other creatures in the cone must make a Constitution saving throw (DC = 8 + proficiency bonus + Strength modifier). On a fail, they take 2 Dragon Blood Dice in thunder damage and are deafened until the end of their next turn. On a success, they take half damage and are not deafened.
Level 10 Techniques
Drakesbane When you reduce a creature to 0 HP using Spineshatter, use your bonus action to spend 1 Dragon Blood Die to leap to another creature within 15 feet and make a melee attack . If this attack hits, add the Dragon Blood Die to the normal weapon damage but not your Draconic Weapon Dice.
Vorpal Thrust. When you take the attack action, spend 2 Dragon Blood Dice to upgrade Full Thrust. You score a critical hit on a roll of 18–20.
On a crit, roll twice your proficiency bonus in Dragon Blood Dice and apply the critical damage as usual.
On a normal hit, roll your proficiency bonus + 1 in Dragon Blood Dice.
On a miss, you don’t expend the Dragon Blood Dice
Level 15 Techniques
Chaos Thrust When you take the attack action, spend 3 Dragon Blood Dice and an Action Surge to upgrade Full Thrust. If this attack hits, roll your Draconic Weapon Dice a number of times equal to the number of attacks sacrificed. In addition, add the Dragon Blood Dice expended to the damage roll. On a miss, you don’t expend the Dragon Blood Dice.
Dragonsong Dive When you take the attack action, spend 3 Dragon Blood Dice and an Action Surge to upgrade Spineshatter. On a miss, you don’t expend the Dragon Blood Dice. If this attack hits, roll your Draconic Weapon Dice a number of times equal to the number of attacks sacrificed. In addition, add the Dragon Blood Dice expended to the damage roll. As well as the following effects:
All creatures within 20 feet of your landing point take additional impact damage equal to half your Draconic Weapon Dice and must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + Strength modifier) or be knocked prone.
If the target is airborne, it is forced to descend immediately, taking fall damage as normal.
Armour/Weapon - it is generally a bad idea to die a subclass to specific armour/weapon types unless that weapon/armour is magically created by the subclass itself, because it is entirely possible for the subclass to be in a game where the specific armour/weapon just isn't available - e.g. I have written a mini-campaign where the players are stranded on an island and they don't get access to heavy weapons or heavy armour until the second half of the campaign. There are also situations where characters get captured and stripped of their equipment and have to improvise weapons / armour. Having the majority of your subclass not work in these situations is not good game design.
One-big-hit - This is a cool idea but I can't tell from how you have written it whether your scaling is correct or not. Essentially you want to have the one hit deal damage somewhere in between how much Firebolt would deal and how much Rogue Sneak Attack would deal.
Draconic Dice - you've got all kind of contradicting rules for these, in some places they get expended, in some places you are making one bit hit with them, in other places they are added to one of many attacks, other places they seem to be available all the time. It's just very confusing.
Dragon Blood Dice - having two sets of Dragon-y dice is very confusing, plus most of these options are really generic and lack the flavour of the rest of the subclass. It's just A Battlemaster / Sword Bard + the Dragoon stuff. If a player wants maneuvers they can take feats to get them. So either these should be made much more unique & flavourful, or just cut entirely, there's still lots to this subclass without them.
I'm trying to make a fighter subclass based on Dragoons from Final Fantasy. What I am hoping to accomplish is more of a unique play style as opposed to just theming a normal attack to be called jump attack but mechanically is no different than any other fighter. The idea that I have is combining all of the fighters attacks into a single strong melee attack or jump attack. And a resource die that lets you empower these attacks to do extra damage or add an effect. I'm also trying to find ways to make them good at attacking flying creatures.
What I am struggling with his knowing how to make the attacks powerful enough to make it worth sacrificing your other attacks while also not making it too powerful. If the empowered attacks should take a bonus action to use or not. And if the resource die should come back on a short or long rest. I'm also a little worried that I am front loading it with a lot of features but they are all being used to create the play style I am hoping to get. I probably need a better way to succinctly explain how it works.
This is what I have so far and I would really appreciate any suggestions or feedback. Thank you!
Dragoon Subclass
Level 3: Draconic Bond
Draconic Weapon
You bond with a melee weapon that possesses both the Heavy and Reach properties. This weapon becomes your Draconic Weapon, and while wielding it, you gain the following benefits:
When you use a special Dragoon ability — such as Spineshatter, Stardiver, True Thrust, or an Empowered Thrust — you deal extra damage equal to your Draconic Weapon Dice.
Draconic Weapon Dice
1d10 at level 3
2d10 at level 5
3d10 at level 11
4d10 at level 20
Draconic Armor
You also bond with a set of heavy armor, a second skin of iron and scale — sleek, durable, and honed for battle. While wearing your bonded armor:
You make Dexterity (Stealth) checks without disadvantage, but you do not add your Dexterity modifier to the roll unless the modifier is negative.
Its weight is considered halved for encumbrance.
True Thrust
You channel your strength into a single focused strike.
As an action, use all your attacks this turn to make one melee weapon attack with your bonded weapon.
On a hit, deal normal weapon damage plus your Draconic Weapon Dice.
On a hit, you may then use a bonus action to expend Dragon Blood Die to empower this attack using one of your Dragon Blood Techniques Thrust Variants.
Jump
You can leap to incredible heights, landing with a single focused strike.
As an action, use all your attacks this turn and spend at least half your movement to leap up to 30 feet. At the end of this jump, you must immediately use one of the following options:
Spineshatter
Choose a creature within reach at the end of your descent. Make a melee weapon attack. On a hit, deal normal weapon damage plus your Draconic Weapon Dice and half your proficiency bonus in Dragon Blood Dice (rounded down).
Stardiver
Slam your weapon into a point within 10 feet of your landing space. All creatures within 10 feet must make a Dexterity saving throw (DC = 8 + proficiency bonus + Strength modifier).
Fail: Take Draconic Weapon Dice in damage and are knocked prone (if Large or smaller).
Success: Take half damage and are not knocked prone.
You take no fall damage unless you fall more than your jump range.
Level 3: Blood of the Dragon
This bond heightens your awareness, deepens your instinct, and allows you to channel the ancient essence of dragons through action alone.
You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
You have advantage on Intelligence checks related to dragons.
You gain a number of Dragon Blood Dice equal to your proficiency bonus.
These dice are d4s at level 3, d6s at level 5, and d8s at level 13.
You regain all expended dice on a long rest.
Dragon Blood Dice
d4 at level 3
d6 at level 5
d8 at level 13
Dragon Blood Techniques
Your connection to dragonkind manifests through powerful techniques fueled by your inner draconic essence. When you hit with your True Thrust or are triggered by a specific condition, you can spend your Dragon Blood Dice to unleash special effects or defensive maneuvers.
Level 3
Lance Charge. As a Bonus Action, you can expend 1 Dragon Blood Die to charge your Draconic Weapon. You have advantage on your next attack roll for True Thrust this turn. If the attack hits, add the Dragon Blood Die to the attack’s damage roll.
Wheeling Thrust. When you hit with True Thrust, use your bonus action to spend 1 Dragon Blood Die to deal extra damage equal to the die rolled. If the target is Large or smaller, it must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + Strength modifier) or have the prone condition.
Winged guard. When hit by a melee attack, use your reaction to spend 1 Dragon Blood Die and add it to your AC for that attack. If the result causes the attack to miss, it is negated. You expend the die only if the attack is negated.
Level 5
Full Thrust. When you hit with True Thrust, use your bonus action to spend 1 Dragon Blood Die to deal extra damage equal to your proficiency bonus in Dragon Blood Dice. (Ex: At proficiency bonus +3, roll 3 dice.)
Piercing Talon. When you miss an attack using True Thrust, roll 1 Dragon Blood Die and add the result to your attack roll. You expend the die only if the attack hits.
Sonic Thrust. When you hit with True Thrust, use your bonus action to spend 2 Dragon Blood Dice to release a pressure wave in a 15-ft cone originating from the target. The target creature and all other creatures in the cone must make a Constitution saving throw (DC = 8 + proficiency bonus + Strength modifier). On a fail, they take 2 Dragon Blood Dice in thunder damage and are deafened until the end of their next turn. On a success, they take half damage and are not deafened.
Level 7
Draconian Fury. When a creature misses you with a melee attack, you can use your reaction to spend 1 Dragon Blood Die and immediately make a melee weapon attack with your Draconic Weapon against that creature. If the attack hits, you expend the die, and add the Dragon Blood Die to the damage roll. This attack does not include your Draconic Weapon Dice.
Mirage Dive. When you hit an airborne creature with Spineshatter, you can use your bonus action to spend 1 Dragon Blood Die to attempt to knock the target to the ground. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + Strength modifier) or fall prone and immediately descend to the ground, taking additional damage equal to the Dragon Blood Die rolled.
On a failed save, the target crashes prone in the nearest open space on the ground and cannot take reactions until the start of its next turn.
On a successful save, the target resists the dive’s force but still takes half the additional Dragon Blood Die damage.
Level 10
Drakesbane. When you reduce a creature to 0 HP using Spineshatter, use your bonus action to spend 1 Dragon Blood Die to leap to another creature within 15 feet and make a melee attack . If this attack hits, add the Dragon Blood Die to the normal weapon damage but not your Draconic Weapon Dice.
Vorpal Thrust. As a bonus action, spend 2 Dragon Blood Dice to upgrade Full Thrust. You score a critical hit on a roll of 18–20.
On a crit, roll twice your proficiency bonus in Dragon Blood Dice and apply the critical damage as usual.
On a normal hit, roll your proficiency bonus + 1 in Dragon Blood Dice.
Level 15
Chaos Thrust. TBD. Maybe something to do with using all attacks and an action surge to do an incredibly strong attack
Level 7: High Jump
Level 7: Eye of Nidhogg
You have honed your diving precision to perfection.
When using Spineshatter on an airborne creature, the attack:
Deals one extra Draconic Weapon Die.
Scores a critical hit on a roll of 19–20.
Gain advantage on the attack roll.
Level 10: Elusive Jump
Your power and control allow you to twist through magical blasts in mid-air.
When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you may instead use your Strength saving throw.
You cannot use this feature if you are incapacitated.
Level 15: Improved Stardiver
Your thunderous impacts become harder to resist.
When a creature fails its saving throw against Stardiver, it is also restrained until the end of its next turn, unless it is Huge or larger.
A creature that is already restrained can not be restrained again.
Level 18: Jump Mastery
You can now hang in the air, awaiting the perfect moment to strike.
Your Jump distance increases to 50 feet.
You may choose to hover at any height up to your Jump distance, suspended in mid-air.
While hovering, you are suspended in place, focused solely on your descent. Until the end of your next turn, attack rolls against you are made with disadvantage, you cannot take any actions, bonus actions, or reactions, except to use Spineshatter or Stardiver. If you do not use one of these techniques before your next turn ends, you descend gently and take no fall damage.
Level 18: Dragonfire Dive
You dive from on high, your weapon wreathed in fire.
When using Spineshatter or Stardiver after a Jump of 30 feet or more, you deal additional fire damage to any creature within 20 feet of your landing space equal to your Draconic Weapon Dice — this is in addition to the normal damage of the attack.
Pathfinder had Dragoon and also Vital Strike builds that played with the 'one attack' idea, so you’ve definitely got precedent to draw from.
Love that you’re leaning into the Dragoon feel! My gut says you’re on the right track with making one big empowered strike instead of multiple swings, but I’d make the Dragon Blood Dice refresh on a short rest, otherwise the subclass is going to feel really sluggish compared to Battle Master. That alone would keep the power curve steadier without overloading the front end.
https://startplaying.games/gm/dmkevin
That is definitely easy enough to change. Thanks!
Do you think the number of dice is under powered? What I was trying to do with the dragonic weapon dice is always giving 1 more dice than the normal number of attacks. At 1 attack the dragoon has 2 dice. At 2 attacks it would be 3 dice and so on. That definitely makes sense to me at lower levels. What I wasn't sure is how to scale that so it doesn't fall behind at later levels when the number of proficiency bonuses gets added with each attack.
I made some changes to the dice level progression and how I am wording the skills. Hopefully this has better balance and makes more sense.
Level 3: Draconic Bond
Draconic Weapon
You bond with a melee weapon that possesses both the Heavy and Reach properties — a weapon fit for sweeping strikes and piercing leaps. This weapon becomes your Draconic Weapon, and while wielding it, you gain the following benefits:
Draconic Weapon Dice
Fighter Level
Die Size
Number
3
D8
1
5
D10
2
11
D10
3
15
D12
3
20
D12
4
When you use a special Dragoon ability — such as True Thrust, Spineshatter, Stardiver— you deal extra damage equal to your Draconic Weapon Dice.
You may expend Dragon Blood Die to empower these attacks using one of your Dragon Blood Techniques
True Thrust
You channel your strength into a single focused strike.
As an action, use all your attacks this turn to make one melee weapon attack with your bonded weapon.
On a hit, deal normal weapon damage plus your Draconic Weapon Dice.
Jump
You can leap to incredible heights, landing with a single focused strike.
You take no fall damage unless you fall more than your jump range.
As an action, use all your attacks this turn and spend at least half your movement to leap up to 30 feet. At the end of this jump, you must immediately use one of the following attacks:
Spineshatter. Choose a creature within reach at the end of your descent. Make a melee weapon attack. On a hit, deal normal weapon damage plus your Draconic Weapon Dice and half your proficiency bonus in Dragon Blood Dice (rounded down).
Stardiver. Slam your weapon into a point within 10 feet of your landing space. All creatures within 10 feet of the impact must make a Dexterity saving throw (DC = 8 + proficiency bonus + Strength modifier).
Draconic Armor
You also bond with a set of heavy armor, a second skin of iron and scale — sleek, durable, and honed for battle. While wearing your bonded armor:
You make Dexterity (Stealth) checks without disadvantage, but you do not add your Dexterity modifier to the roll unless the modifier is negative.
Its weight is considered halved for encumbrance.
Level 3: Blood of the Dragon
You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
You have advantage on Intelligence checks related to dragons.
Dragon Blood Dice. You gain a number of Dragon Blood Dice, which are d4s, equal to your proficiency bonus + half your fighter level (rounded down). Your Dragon Blood Dice becomes a d6 at level 5, and a d8 at level 13. You regain all expended Dragon Blood Dice when you finish a Short or Long Rest.
Dragon Blood Techniques. Your connection to dragonkind manifests through powerful techniques fueled by your inner draconic essence. You can use only one technique per attack.
You learn additional techniques at levels 5, 7, 10, and 15.
Level 7: High Jump
Your Jump range is increased to 40 feet.
You no longer need to use any movement speed before you jump.
Creatures have disadvantage on opportunity attacks triggered by your jump if you forgo any walking movement and jump immediately.
Level 7: Eye of Nidhogg
You have honed your attack precision to perfection.
Whenever you make an attack with your Draconic Weapon, add your proficiency bonus to that damage.
When using Spineshatter on an airborne creature, your attack gains the following benefits:
Deals one extra Draconic Weapon Die.
Scores a critical hit on a roll of 19–20.
Gain advantage on the attack roll.
Level 10: Elusive Jump
Your power and control allow you to twist through magical blasts in mid-air.
When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you may instead use your Strength saving throw.
You cannot use this feature if you are incapacitated.
Level 15: Improved Stardiver
Your thunderous impacts become harder to resist.
The range from the impact point is increased to 20 feet.
When a creature fails its saving throw against Stardiver, it is also restrained until the end of its next turn, unless it is Huge or larger.
A creature that is already restrained can not be restrained again.
Level 18: Jump Mastery
You can now hang in the air, awaiting the perfect moment to strike.
Your Jump distance increases to 50 feet.
You may choose to hover at any height up to your Jump distance, suspended in mid-air.
While hovering, you are suspended in place, focused solely on your descent. Until the end of your next turn, attack rolls against you are made with disadvantage, you cannot take any actions, bonus actions, or reactions, except to use Spineshatter or Stardiver. If you do not use one of these techniques before your next turn ends, you descend gently and take no fall damage.
Level 18: Dragonfire Dive
You dive from on high, your weapon wreathed in fire.
When using Spineshatter or Stardiver after a Jump of 30 feet or more, you deal additional fire damage to any creature within 20 feet of your landing space equal to your Draconic Weapon Dice — this is in addition to the normal damage of the attack.
Dragon Blood Techniques
Level 3 Techniques
Lance Charge
As a Bonus Action, you can expend 1 Dragon Blood Die to charge your Draconic Weapon. You have advantage on your next attack roll for True Thrust or Spineshatter this turn. If the attack hits, add the Dragon Blood Die to the attack’s damage roll.
Wheeling Thrust
When you hit with True Thrust, spend 1 Dragon Blood Die to deal extra damage equal to the die rolled. If the target is Large or smaller, it must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + Strength modifier) or have the prone condition.
Winged guard
When hit by a melee attack, use your reaction to spend 1 Dragon Blood Die and add it to your AC for that attack. If the result causes the attack to miss, it is negated. You expend the die only if the attack is negated.
Level 5 Techniques
Full Thrust
When you hit with True Thrust, spend 1 Dragon Blood Die to deal extra damage equal to your proficiency bonus in Dragon Blood Dice. (Ex: At proficiency bonus +3, roll 3 dice.)
Piercing Talon
When you miss an attack using True Thrust or Spineshatter, roll 1 Dragon Blood Die and add the result to your attack roll. You expend the die only if the attack hits.
Rise of the Dragon
When you take the attack action, spend 1 Dragon Blood Die to increase the range of your jump distance equal to half it’s current range. If the jump attack hits, add the Dragon Blood Die to the attack’s damage roll.
Level 7 Techniques
Draconian Fury
When a creature misses you with a melee attack, you can use your reaction to spend 1 Dragon Blood Die and immediately make a melee weapon attack with your Draconic Weapon against that creature. If the attack hits, you expend the die, and add the Dragon Blood Die to the damage roll. This attack does not include your Draconic Weapon Dice.
Mirage Dive
When you hit an airborne creature with Spineshatter, spend 1 Dragon Blood Die to attempt to knock the target to the ground. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + Strength modifier) or fall prone and immediately descend to the ground, taking additional damage equal to the Dragon Blood Die rolled.
Sonic Thrust
When you hit with True Thrust, spend 2 Dragon Blood Dice to release a pressure wave in a 15-ft cone originating from the target. The target creature and all other creatures in the cone must make a Constitution saving throw (DC = 8 + proficiency bonus + Strength modifier). On a fail, they take 2 Dragon Blood Dice in thunder damage and are deafened until the end of their next turn. On a success, they take half damage and are not deafened.
Level 10 Techniques
Drakesbane
When you reduce a creature to 0 HP using Spineshatter, use your bonus action to spend 1 Dragon Blood Die to leap to another creature within 15 feet and make a melee attack . If this attack hits, add the Dragon Blood Die to the normal weapon damage but not your Draconic Weapon Dice.
Vorpal Thrust.
When you take the attack action, spend 2 Dragon Blood Dice to upgrade Full Thrust. You score a critical hit on a roll of 18–20.
Level 15 Techniques
Chaos Thrust
When you take the attack action, spend 3 Dragon Blood Dice and an Action Surge to upgrade Full Thrust. If this attack hits, roll your Draconic Weapon Dice a number of times equal to the number of attacks sacrificed. In addition, add the Dragon Blood Dice expended to the damage roll. On a miss, you don’t expend the Dragon Blood Dice.
Dragonsong Dive
When you take the attack action, spend 3 Dragon Blood Dice and an Action Surge to upgrade Spineshatter. On a miss, you don’t expend the Dragon Blood Dice. If this attack hits, roll your Draconic Weapon Dice a number of times equal to the number of attacks sacrificed. In addition, add the Dragon Blood Dice expended to the damage roll. As well as the following effects:
A few general comments:
Armour/Weapon - it is generally a bad idea to die a subclass to specific armour/weapon types unless that weapon/armour is magically created by the subclass itself, because it is entirely possible for the subclass to be in a game where the specific armour/weapon just isn't available - e.g. I have written a mini-campaign where the players are stranded on an island and they don't get access to heavy weapons or heavy armour until the second half of the campaign. There are also situations where characters get captured and stripped of their equipment and have to improvise weapons / armour. Having the majority of your subclass not work in these situations is not good game design.
One-big-hit - This is a cool idea but I can't tell from how you have written it whether your scaling is correct or not. Essentially you want to have the one hit deal damage somewhere in between how much Firebolt would deal and how much Rogue Sneak Attack would deal.
Draconic Dice - you've got all kind of contradicting rules for these, in some places they get expended, in some places you are making one bit hit with them, in other places they are added to one of many attacks, other places they seem to be available all the time. It's just very confusing.
Dragon Blood Dice - having two sets of Dragon-y dice is very confusing, plus most of these options are really generic and lack the flavour of the rest of the subclass. It's just A Battlemaster / Sword Bard + the Dragoon stuff. If a player wants maneuvers they can take feats to get them. So either these should be made much more unique & flavourful, or just cut entirely, there's still lots to this subclass without them.