Fighter
Base Class: Fighter

he archetypal Dragoon is a fighter versed in the ancient traditions of dragonslaying. Masters of spear and lance, Dragoons employ devastating techniques, raining death upon their foes at the expense of their own bodies. The slaying of a dragon is an insurmountable task, and the cost of one's life is a small price.

Dragoon Weapon Training

When you choose this martial archetype at 3rd level, you gain the following benefits:

  • Lances are considered to have the two-handed trait for you, or versatile if you are mounted. You still have disadvantage when you use a lance to Attack a target within 5 feet of you.
  • Spears, tridents and javelins have the light and finesse traits for you.

Lancet

Starting at the 7th level, you gain the ability to steal the vitality of your enemies. You can use a bonus action at the start of your turn to activate this feature.

For the rest of the turn, any damage you deal using your weapon, including your stat modifier and any other modifiers, is restored to you as hit points.

Additional damage dice from class features, spells, or magic enchantments are not counted towards the total number of hit points healed.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses after a long rest.

Wyrmkiller

You have studied the ancient traditions of dragon hunting that are fundamental to the techniques of the Dragoon.

Starting from the 3rd level, you add double your proficiency bonus on Wisdom (Survival) checks to track dragons, and on Intelligence checks to recall information about dragons, instead of any proficiency bonus you would normally add.

Additionally, you add your proficiency bonus to damage rolls against dragons.

When you gain this feature, you also learn Draconic. If you already knew Draconic, you may learn a different language of your choice instead.

Arial Ace

At the 3rd level, you can Jump with martial force as a special action. Through this ancient Dragoon technique, you leap straight up into the air up to your maximum Jump height, ignoring opportunity attacks.

Your turn ends immediately, and you lose your reaction. At the start of your next turn, you come hurtling to the ground.

You can’t Jump if you don’t have enough movement left or if your speed is 0. If you are indoors, your maximum Jump height is limited by the height of the ceiling.

Dive

You have learnt how to focus the weight of your fall to the tip of your weapon.

At the start of your next turn, you can take the Attack action as you fall to the ground. If you do, your first attack is a special melee attack against a creature within your maximum Jump radius.

On a successful hit, you deal 1d6 additional damage for each 10 feet you fell, and take no fall damage. This additional damage cannot exceed your maximum Dive damage, and you only gain this additional damage if you are using a lance, pike, spear, trident, or javelin.

On a miss, you take falling damage as if you had fallen normally, but you are not knocked prone.

You land in a vacant spot adjacent to the creature, regardless of whether you hit or miss.

Cancel

Alternatively, you may choose to forgo the Dive. If you do not take the Dive Attack action, you land in any spot within a radius from your Jump origin equal to your maximum Jump radius, and take no falling damage.

Wind Rider

Starting at the 10th level, while you are in midair, any attack roll made against you has disadvantage, and you make Dexterity saving throws with advantage.

You can take a bonus action on each of your turns before or after taking the Attack action. You can only use this bonus action to Disengage or Dodge.

Shield Breaker

Starting at the 15th level, you have mastered the art of bypassing your enemies defenses. Your Dive gains the following benefits:

  • Your Dive ignores half cover and three-quarters cover.
  • Your Dive is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Your Dive has advantage on attack rolls.
  • Your Dive does not trigger reactions.

Dragon Aspect

At the 18th level, you can channel the essence of your dragon quarry to enhance your martial power. Using your action, you focus your inner energies. For 1 minute, you gain the following benefits:


  • Grounded Wings. You can Jump as a bonus action at the end of your turn. When you Jump, each creature within 15 feet of you must succeed on a Dexterity saving throw or be knocked prone.
  • Dragon Breath Strikes. When you make an attack roll, you can have the target creature make a Dexterity saving throw instead. You deal full damage on a failed save, and half damage on a successful one.
  • Frightful Presence. You emanate a frightful presence in a radius equal to your maximum Jump radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you until Dragon Aspect ends.
  • Dragonheart. When you are reduced to 0 hit points but not killed outright, you drop to 1 hit point instead. You can only do this once per use of Dragon Aspect.

You gain 1d4 levels of exhaustion after Dragon Aspect ends.

Dragon Aspect save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier

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