Base Class: Fighter
Born amidst the timeless conflict between men and dragons, these lance-wielding knights have developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes.
Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every onze of their bodies behind the blow. It is this penetrative power that characterizes the dragoon
Bonus Proficiencies
3rd-level Dragoon feature
Your training in polearms gives you expertise with the lance and you can speak, read, and write Draconic.
Lance Charge
3rd-level Dragoon feature
At third level, your skill with the lance grants you the ability to do extra damage with polearms. Whenever you roll a critical hit with a polearm, you may add an additional wounding dice to the damage. These dice are not doubled by the critical hit. You may only use this feature once per long rest.
| Fighter Level | Wounding dice |
|---|---|
| 3rd | 2d6 |
| 7th | 3d6 |
| 10th | 4d6 |
| 15th | 5d6 |
Battle Litany
3rd-level Dragoon feature
Your presence on the battlefield emboldens your allies. As a bonus action, you magically gain the following benefits which last for 1 minute:
- Weapon attacks made by you and allies within 15 feet are considered magical for the sake of resistance .
You may use this feature a number of times per long rest equal to to your proficiency modifier.
High Jump
7th-level Dragoon feature
You learn to use your mobility to strike hard and fast. If you haven't moved yet in your turn, you can use half your movement to jump 30 feet to enemy and make a melee weapon attack against them, then choose a spot within 15 feet to end your movement. In addition, if you choose to jump vertically, you take half damage from falling.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Spineshatter Dive
10th-level Dragoon feature
By honing your skills, you have learned how to propel yourself great distances into the enemy lines. In lieu of a weapon attack, you can propel yourself up to your movement speed up into the air. on the next turn, you descend on an enemy and deal an extra 2d8 piercing damage
This damage increases by 1d8 at 12th, 15th, and 18th level to a maximum of 5d8.
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Geirskogul
15th-level Dragoon feature
By drawing upon your experiences and training, you unleash a savage attack in a line in front of you. As an action, each creature within a 30 foot by 5 foot line must make dexterity saving throw. On a failed save, they take 4d10 piercing damage or half as much on a successful save. You can use this action a number of times equal to half of your proficiency rounded up. You regain all expended uses on a long rest.
Stardiver
18th-level Dragoon feature
Once per long rest, you can summon a spectral doppelganger to execute a dive against an enemy within 40 feet of your location. As an action, make a melee weapon attack, the dive deals an extra 6d10 force damage on a hit. On a successful hit, you place yourself within your melee range of the target.
Previous Versions
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9/22/2021 4:34:32 PM
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4/19/2022 9:24:02 PM
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9
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