Base Class: Fighter
The members of the Order of Dragoons take pride in being the only warriors that can truly match a dragon in battle. Their intense training instills hundreds of years of research and refinement into their combat style. From devastating aerial attacks to taming wild wyverns, every aspect of a Dragoon's training aims to produce the physical and mental embodiment of a dragon's ferocity.
Every Dragoon belongs to a Brigade, specializing in a single dragon type. These Brigades enjoy fierce competition with each other, constantly fighting over funds and reputation.
Dragoon Brigade
When you reach 3rd level, you get to choose your Dragoon Brigade restricted by your alignment as shown in the tables below:
Also, you gain advantage on History and Nature checks regarding dragons and Charisma checks against dragons of type corresponding to your Dragoon Brigade. In addition you can add your proficiency bonus to Animal Handling checks against wyverns.
Brigade Regalia
You can send any piece of equipment you possess to your Order's Headquarters for cosmetic upgrades matching your specific Brigade's style. This process requires 100GP for every piece of armor or weapon and 50GP for anything else. Your equipment returns two weeks later. If you send broken equipment, it is repaired for no additional cost.
Chromatic Brigades
Alignment: Evil or Neutral
|
Dragon Type |
Damage Type |
|---|---|
|
Black |
Acid |
|
Blue |
Lightning |
|
Green |
Poison |
|
Red |
Fire |
|
White |
Cold |
Metallic Brigades
Alignment: Good or Neutral
|
Dragon Type |
Damage Type |
|---|---|
|
Brass |
Fire |
|
Bronze |
Lightning |
|
Copper |
Acid |
|
Gold |
Fire |
|
Silver |
Cold |
Heroic Leap
Starting at 3rd level, your running High Jump maximum distance becomes 10 + your Athletics score and half that for a standing High Jump, rounded down. At 7th and 15th levels this increases by 5 feet.
Also, you gain the Leap action. This action allows you to make a standing or running High Jump without expending movement and take off, provoking opportunity attacks. While in the air you may use your movement, ignoring any effects on the ground. At end of this action you may use a bonus action to make a Constitution saving throw. On a success you ignore falling damage.
Finally, any falling damage you receive is halved, rounded up.
Meteoric Strike
At 7th level, when you use your Leap action while handling a spear, lance, halberd, glaive, pike or trident and wearing heavy armor, you can use your bonus action to make an attack against a creature within 5 feet of your landing. This attack deals additional Xd6 damage, where X is the falling distance of your Leap divided by 10, rounded down, with a maximum equal to your Dragoon level. This additional damage is of type corresponding to your Dragoon Brigade.
If the attack hits, you take no falling damage. If it misses, you take your normal falling damage. If it is a critical miss, your weapon receives falling damage as well and if the damage exceeds the weapons cost, it breaks.
This feature can be used twice between short rests.
Nimble Volant
At 10th level, any opportunity attacks provoked by or during your Leap action have disadvantage. Additionally any Dexterity saving throws you make while you are midair have advantage.
Aerial Maneuvers
At 15th level, while using the Leap action you may expend a charge to make an attack against a flying creature within reach. If the attack hits, make a Strength check contested by the creatures Dexterity or Strength check. On a success, the creature falls prone taking falling damage and you may use this feature again on the same turn.
This feature has 4 charges, refreshing on a long rest.
Falling Star
At 18th level, when using a Meteoric Strike you may create a 20-foot-radius area of difficult terrain around your target. Any creatures in the area of size Small or lower cannot escape using normal movement.
You may use this feature once between long rests.
Comments