Bard
Base Class: Bard

Dragoons inspire confidence and prowess on the battlefield 

Student of Draconic Topics

At 3rd level you learn to speak, read and write Draconic, if you do not already. If you already know this language, you gain an Intelligence-based proficiency of your choice.

When dealing with subjects of Dragon-related lore, you may apply double your proficiency bonus for an intelligence check. For example, you may double your History proficiency when attempting to recall the name of a specific ancient dragon in a particular region, or you may double your proficiency bonus in Nature to remember the favorite food and hunting ground of a specific dragon type. 

Dragoon Pedagogy

Starting at 3rd level, gain proficiency with medium armor and martial weapons 

a weapon can be used as a spellcasting focus for your bard spells.

Additionally, When you attack with a magic weapon, you can use your Cha modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Dragoon Dives

At 3rd level, the Dragoon has learned to use his longer weapons to vault himself and jump to heights no common fighter can achieve. As part of an action, the Dragoon may make a Jump attack against a creature that he can see and that is within 15 feet of him laterally or vertically. Note that this ability may only be used if the Dragoon is wielding a polearm with the Reach property.

If the attack hits, this will cause an additional die of weapon damage in addition to it's base damage. Additionally, the Dragoon returns to the point in which he jumped from without provoking an attack of opportunity. If it misses, the Dragoon falls next to the target and takes the appropriate falling damage (if any) and is knocked prone. This ability may be used a number of times equal to the Dragoon’s Inspiration Modfier and recharges with them

Dragoon Dive

Once in the air, a Dragoon Knight will flourish their lance downwards, before free-falling down and smiting their foe from above.

If a weapon attack that you make as part of this action hits a creature, you can use one of the following Dragoon Dives options of your choice. You can use only one Dragoon Dives option per turn.

Maim Limb.

You strike a foe’s legs or wings to slow its movements. The target must make a Dexterity saving throw. On a failed save, their movement speed is reduced to half until the end of your next turn. Flying speed is unaffected by this affect if the creature has the hover ability.

Dipped Blade Dive 

Force a single target to make a constitution saving throw. If they fail, they take poison damage and get a special poisoned where the next save the target has is at disadvantage until the end of their next turn. If they succeed, they simply take half of the damage with no other effects.

Dragonfire Dive

Force all targets in a 15ft radius from where you land to make a Dexterity saving throw. If they fail, they take fire damage. If they succeed, they simply take half of the damage.

Draining Dive

Hit a creature for necrotic damage and then roll a d6. On a 5 or a 6, you heal for half the damage inflicted.

Mirage Dive

Deal psychic damage on a hit, and grant yourself +2 AC until the start of your next turn.

Shocking Dive

Force a single target to make an Dexterity saving throw. If they fail, they take lightning damage and are considered stunned until the end of their next turn. If they succeed, they simply take half the damage with no other effects.

Spineshatter Dive

Force a single target to make a constitution saving throw. If they fail, they take cold damage and are restrained until the end of their next turn. If they succeed, they simply take half of the damage with no other effects.

Stardiver

Deals radiant damage on a hit. You strike the foe in the eyes, attempting to blind them. The target must make a constitution saving throw. On a failed save, they gain the blinded condition until the end of your next turn. This feature does not work on creatures without eyes or equivalent ocular organs.

Supersonic Dive

All creatures within 10ft of your landing zone must make a constitution saving throw. On a fail, they take thunder damage and are deafened until the start of your next turn. If they succeed, they simply take half the damage with no other effects

Smashing Dive

All creatures within 10ft of your landing zone must make a strength saving throw On a fail, they take force damage and are knocked prone. If they succeed, they simply take half the damage with no other effects

Toxic Barb Skewer 

Force a single target to make a constitution saving throw. If they fail, they take double Acid damage If they succeed, they simply take half of the damage with no other effects 

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Dragon Heart

At 6th level, your fearlessness stirs inspiration in the hearts of your allies. You gain immunity to the frightened condition.

In addition, when you are wielding a two-handed weapon with reach, and you hit a creature with an attack from your Dragoon Dive or make a critical strike on any attack, all allies within 30 feet gain advantage on their next attack roll or saving throw against an effect that makes them frightened. If an ally is already suffering from a frightened effect, they may immediately make a saving throw with advantage against the effect if it allows one. This effect lasts until the start of your next turn.

Draconic Tenacity

At 14th level, you gain the ferocity of dragons.

Whenever you roll initiative, and have no uses of your Dragoon Dive feature left, you regain half of your proficiency bonus.

You gain the ability to sprout a pair of spectral dragon wings from your back, gaining a flying speed equal to your walking speed. You can choose the appearance of the wings based on draconic scale colour or element. You create these wings as a bonus action on your turn. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action

When you make an attack using your Dragoon Dive feature, the damage increases to 1d8 per 10 feet you fall before hitting them. 

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