Fighter
Base Class: Fighter

Dragoons are powerful physical attackers who wield polearms and lances to challenge the beasts of the sky. They wear special armor meant to invoke the imagery of dragons, including helmets shaped like a dragon's head, spikes, and wing and scale designs. Dragoons are sometimes more directly tied to dragons, such as owning them as pets or otherwise befriending them. Dragoons are often protectors of others.

Halberdier

Your training with the polearm has paid off, proving that your mastery is exactly that. You know just how to get into a creature's guard and hit them where it truly hurts.

At 3rd level, when wielding a glaive, halberd, pike, quarterstaff, spear, javelin, trident, or lance with two hands, their damage dice is increased by one size . (1d10 to 1d12 or 1d8 to 1d10)

Knight of Dragons

You have taken on the aspect of the dragon, conditioning your body to withstand the force needed to propel yourself through the sky and preparing yourself for battles of the sky.

At 3rd level, while you are not wearing heavy armor, you do not need to get a running start to make a long or high jump and you can make a high jump equal to 10 plus your Strength modifier. Additionally, when making a long or high jump of at least 15 feet, you can replace one of your attacks with a special 'Jump Attack'. On a hit, the target takes an additional 1d6 damage. This extra damage increases to 2d6 at 7th level, 3d6 at 12th level, and 4d6 at 17th level.

Additionally, you are immune to fall damage of your own jumps, and resistant to fall damage in general.

Piercing Talon

Your expertise against distant and high-flying enemies has paid off, giving you the strength to launch your weapon at them over great distances.

Starting at 7th level, glaives, halberds, and pikes gain the thrown property with a range of 20/60, and the range of javelins, spears, and tridents increase by +20/+40. Thrown weapons do not benefit from the increased damage dice granted by the Polearm Master trait. Additionally, when making a jump attack against a flying enemy, your jumps do not provoke opportunity attacks.

Dragonforce Dive

Your attunement and training with the dragons from which you and your order derive their namesake has become so powerful that you can begin to channel some of their essence into yourself through your journey through the skies.

Starting at 10th level, you can make a special jump attack that channels the spirit of a dragon. As an action, you can jump up to your maximum high or long jump distance and make an attack against a creature adjacent to where you land. On a hit, the creature must make a strength saving throw equal to 8 + your Proficiency Modifier + your Strength Modifier or be knocked prone. Additionally, the target and all creatures within 10 feet you when you land take an additional 2d10 damage of a draconic damage type of your choosing (Fire/Acid/Cold/Poison/Lightning). You can use this feature a number of times equal to half your proficiency modifier rounded down and regain all uses after a short or long rest.

Additionally, your long jump equals 15 + your strength score, and your high jump is now 20 + your strength modifier.

Elite Dragoon

Your training has pushed you to the brink of Dragoon mastery. Your mastery of the sky is so fierce that even the mightiest of airborne enemies fear your lance, and your practice has made you that much more resilient against your foes when wielding the weapons of your trade.

Starting at 15th level, whenever you hit a Large or smaller flying creature with a thrown weapon, they must succeed on a Constitution saving throw or plummet to the ground. Additionally, when wielding a polearm (such as those that benefit from the trait Polearm Master) with two hands, you gain an AC bonus of +2.

Master of the Sky

You have become the pinnacle of the Dragoon, taking on the true aspects of dragons themselves, and rule the sky with supreme prowess.

Starting at 18th level, your Jump Attacks ignore resistances and your first attack on an airborne creature on your turn deals additional damage equal to your proficiency modifier. Additionally, when targeting an airborne creature with a Jump Attack, your high jump distance equals 50 feet + your Strength modifier. This feature cannot benefit from other abilities, spells, or items that increase your high jump distance.

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