Fighter
Base Class: Fighter

A Dragoon is a fighter who, through magic or intense training, has been blessed with the ability to soar high into the air like the dragons they have taken up arms to destroy. To them, combat is an acrobatic affair, mastering powerful leaps and aerial strikes to shatter their foes' defenses using weapons charged with primal fury. Not even the scourge of the skies may be spared their fury.

Draconic Tutelage

When you choose this archetype at 3rd level, you immerse yourself in the lore and techniques of the dragons. You can speak, read and write Draconic.

Additionally, you gain proficiency in the Acrobatics skill, and have advantage on Dexterity (Acrobatics) checks made to maneuver in mid-air.

Vault

Also at 3rd level, you can launch yourself through the air with the grace and might of the wyrms. Once per turn when you make a jump while wielding a halberd, glaive, lance, pike, quarterstaff or spear in two hands, you can use your weapon to perform a special jump known as a vault (no action required). When vaulting, you can move an additional 10 feet in any direction during the jump without expending movement.

Once per vault, when you hit a creature with a melee weapon attack either during the jump or immediately after landing, you can deal additional damage equal to 1d6 + half your fighter level. You land in an unoccupied space within 5 feet of the target immediately after the attack, if you wouldn't do so already.

Additionally, you don't need a running start to reach your full jump distance and height. If you would take damage from a fall while you aren't incapacitated, you subtract twice your vault's additional distance from the distance you fell before calculating damage and aren't knocked prone.

The additional distance granted by your vault increases by 5 feet at 7th level (15 feet), and again at 10th level (20 feet), 15th level (25 feet) and 18th level (30 feet).

Unhindered Advance

At 7th level, little is capable of stopping your assault. You have advantage on ability checks and saving throws to avoid becoming grappled or restrained.

Additionally, when a creature you can see makes a ranged attack targeting you, you can use your reaction to impose disadvantage on the attack roll and jump up to your vault's additional distance towards the creature.

You can use this reaction a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.

Impulsive Drive

Starting at 10th level, you can add your proficiency bonus to initiative rolls. Additionally, when you use your Action Surge, your jump distance is doubled and you can make one additional vault before the end of your turn.

Comet Thrust

At 15th level, you can make a thrust so powerful it penetrates through and beyond your target. When you hit a creature with a melee weapon attack as part of the Attack action, you can release a shockwave of energy in a line 30 feet long and 5 feet wide extending from you and passing through your target.

Each creature in the line must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier) or become stunned until the end of your next turn. Creatures that aren't the attack's original target also take the attack's damage on a failed save, or half as much on a success.

Once you use this feature, you can't do so again until you finish a short or long rest.

Azure Dragoon

At 18th level, your strength and speed matches that of your draconic muse. Attacks you make with a halberd, glaive, lance, pike, quarterstaff or spear score a critical hit on a roll of 19 or 20.

Additionally, when you score a critical hit or reduce a creature to 0 hit points during or immediately after your vault, you can jump up to your vault's additional distance and make a single melee weapon attack (no action required).

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