Base Class: Fighter
The Dragoon, or Dragon Knight, is a specialized warrior that channels arcane energy to do combat with great beasts. Born from a conflict with behemoths and dragons, this knight leaps high into the air with weapon in hand to deliver death from above.
This archetype is very much inspired by the various incarnations of the Dragoon/Dragon Knight from Final Fantasy lore, mostly FFIX and earlier.
Agile Fighter
When you choose this archetype at 3rd level, you can use a bonus action to disengage.
Enhanced Jump
When you choose this archetype at 3rd level, you gain an enhanced jumping ability. On your turn, as long as your movement isn't reduced to 0, you can use an action to leap into the air. You do not need a running start. Your max jump height is equal to your movement and your max distance is double that. You subtract your movement from fall distance when calculating fall damage. When you make this jump, you can stay aloft at the apex until the start of your next turn, when you must land before taking any action or movement. You can make one of three types of jumps detailed below. (All jumps assume the apex is at half distance.)
- High jump: can land 10 feet away
- Long jump: can clear 5 height, can jump from vertical surface
- Medium jump: clear 2/3 jump height and land 2/3 jump length away, can jump from vertical surface.
While aloft from your Enhanced Jump, you get a special reaction that you can take on any creature's turn called a Jump Attack. You can't use this special reaction on the same turn that you take your normal reaction.
When you make a Jump Attack you immediately land as described above, making a melee weapon attack at advantage on the way down or as you land at a creature within range. At 5th level, add 2d8 bonus dice to the weapon damage for this attack. This increases to 4d8 at 11th level and 6d8 at 20th level.
Lancer
When you choose this archetype at 3rd level, you have the following changes to various polearm weapons. Spears and Tridents are treated as having Reach. Tridents counts as Spears for any feature, feat, or spell that references Spears. Additionally, while making a Jump Attack, attacking an adjacent foe with a Lance is no longer at disadvantage. You also add half your Fighter level rounded up to the damage of any attack you make with a polearm weapon.
Dragoon Charge
Choosing this archetype at 3rd level allows you to channel Arcane energy through your body and weapon. You learn two Dragoon Charges from the list below. Once a turn, you may perform one of your Dragoon Charges.
This feature can be used a number of times equal to your Proficiency bonus, and you regain expended uses upon finishing a short or long rest.
If a charge on this list requires a saving throw, your Dragoon Charge save DC equals 8+your Proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain additional charges at 7th, 10th, 15, and 18th level. You also may replace a known dragoon charge for another that you meet the level requirement for.
Cherry Blossom
Required level: 15th
Once on your turn, as an Action, all creatures other than you within 10 feet of you must make a Dexterity saving throw. On a failed save, they take 8d6 force damage. This charge can be used twice until you complete a long rest.
This charge can be used three times at level 18 and the damage increases to 10d6.
Dragon Breath
When you gain this Dragoon Charge, you choose either fire, cold, lightning, poison, or acid. Then choose either a 30 foot line or 15 ft cone. Once on your turn when you take the Attack Action, you can replace one of your attacks with an exhalation of magical breath of the element and shape you selected. Each creature in that area must make a Dexterity saving throw. On a failed save they take 2d8 elemental damage and half on a successful save. This damage increases to 5d8 at 18th level. This charge can be used no more than a number of times equal to your constitution modifier or proficiency bonus until you complete a short or a long rest, whichever is lower.
Dragon's Crest
Once on your turn when you take the Attack Action, you can replace one of your attacks with a weapon thrust of brilliant radiance. A creature within your melee weapon range must make a Constitution saving throw. On a failed save they take your weapon's damage +2d8 radiant damage. On a successful save they take half damage. This bonus damage becomes 5d8 at 18th level.
Eldritch Draw
Required level: 15th
Once on your turn when you take the Attack Action, you can replace one of your attacks with a syphoning pull of energy. You make any one creature that you can see make an Intelligence saving throw. On a failed save, they lose one of their lowest unused spell slots, then one creature of your choice regains a first level spell slot, or you regain a Dragoon Charge. On a successful save, nothing happens. This charge can be used once until you complete a short or a long rest, unless the creature succeeds on its saving throw.
Healing Wind
Required level: 10th
When you use your Second Wind feature, you can heal any number of allies within 10 feet of you for the same amount.
Highwind
Required level: 18th
You get a special reaction; when you make a Dex save to avoid damage or when an enemy's attack misses you, you can use your reaction to make an Enhanced Jump without provoking an attack of opportunity. You may use this special reaction on the same turn you use a Jump Attack.You may still make another Jump Attack as a special reaction after using this.
Lancet
Once on your turn, after you hit with a melee weapon attack, you can regain HP equal to the damage dealt.
Meteorite Landing
As you make a Jump Attack against a target on the ground, you can choose to execute a meteorite landing. All creatures other than you within 5ft of where you land must make a Constitution saving throw. On a failed save they take 2d6 force damage, are pushed 5ft away, and are knocked prone. On a successful save they are not pushed 5ft away, take half damage, and are not knocked prone. At 18th level the bonus damage increases to 5d6.
Vorpal Dive
Required level: 7th
When you hit a creature with your Jump Attack, they become vulnerable to all of your attack's damage. This charge can be used twice until you complete a short or a long rest.
Evasive Maneuvers
At 7th level, whenever you make a Dexterity Save to avoid damage, you take no damage on a success and half on a failure. Additionally, while moving through the air, you have +2 AC.
Behemoth Slayer
Beginning at 7th level, you have advantage on Wisdom saves to resist becoming Frightened.
Double Jump
Beginning at 10th level while you are still in the air from your Enhanced Jump, you may initiate 1 extra Enhanced Jump in any direction. You subtract double your movement from fall damage calculation.
Previous Versions
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