Rogue
Base Class: Rogue

A Dragoon is someone who has been gifted with arcane magic. Instead of using this to become a traditional magic user, the individual uses it to increase their physical prowess. This magical energy fuels their powerful leaps and precise attacks. The Dragoon’s place is not in the heat of battle, but rather it is soaring above in leaps and bounds, usually picking foes one at a time and rocketing down with deadly precision.

Enhanced Jump

Starting at 3rd level, on each of your turns, you can jump a distance of feet equal to 10 + 5 x your level. This jump does not require an action and is not considered part of your movement. You do not take falling damage when falling from your Enhanced Jump distance.

Jump Attack

Starting at 3rd level, when you take the Attack action, you can choose to perform a Jump Attack in place of one of your attacks. You leap into the air instead of attacking, gaining advantage on the first attack you make. The target of this attack must be within reach. The higher level you are, the more damage you deal on a jump attack. you must jump at least 5 feet in order to trigger this. The amount of feet you must jump and the damage increases as you level up. (Level 3, 5 feet 1d8), (Level 6, 10 feet 2d8), (Level 9, 15 feet 3d10), (Level 12, 20 feet 4d12), (Level 15, 30 feet 5d12).

Dragoon Combat

When you choose this archetype at level 3, you are specially trained in, and become proficient with polearms. Polearm weapons are defined as Quarterstaffs, Spears, Halberds, Pikes, Glaives, and Lances. When wielding any polearm, the damage die for the weapon is determined by your Rogue level (1d8 at 3rd level, 1d10 at 6th, 1d12 at 10th, 2d8 at 14th, 2d10 at 18th, and 2d12 at 20th) or the weapon’s damage die, whichever is higher. Additionally, Polearms you are wielding are able to gain the benefit of Sneak Attack regardless of Finesse.

Additionally, you gain proficiency in medium armor and using a lance while on foot and within 5 feet of your target no longer imposes disadvantage when making a Jump Attack. Quarterstaffs and Spears will also gain the benefit of 10 foot reach while you are wielding them with 2 hands as you have specially trained in reach combat to make the most of anything with a long handle.

 

Crippling Strike

Starting at 9th level, whenever the Dragoon lands a successful Jump Attack, they may inflict one of the following effects on the target:

  • The target must succeed on a Dexterity saving throw against the Dragoon’s save DC or be knocked prone.
  • The target must succeed on a Strength saving throw against the Dragoon’s save DC or be disarmed.
  • The target must succeed on a Constitution saving throw against the Dragoon’s save DC or have their movement speed cut in half until the end of their next turn.

Some Dragoon features require an enemy to make a saving throw. The formula for determining the Dragoon’s saving throw DC is: 8 + your Proficiency bonus + your Strength or Dexterity modifier

Skyfall

Starting at 13th level, you've finally perfected the art of jumping, and have reached the point where you can finally safely tap into your remaining hidden potential when you leap. You gain a significant boost to jump height. Your base jump height is doubled, still using the same formula, and the Dragoon becomes completely immune to falling damage.

Elemental Takeoff

Starting at 17th level, when you initiate a Jump Attack, you can choose to release a shock-wave of channeled elemental power, choosing Fire, Lightning, Cold, Acid, or Poison damage. When you use your jump attack, each creature within 10 feet of you must succeed on a Dexterity or Constitution saving throw (dependent on the type of damage you're doing) or take 5d6 damage of the chosen element, and be knocked prone. On a success, the creature takes half damage and is not knocked prone. After using this feature, the Dragoon must finish a short or long rest before using it again.

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Dragoon Image