Base Class: Fighter
Dragoons seek to rob dragons and other such foes of their advantage of flight by pursuing them to the very heavens themselves. These esteemed knights have developed a unique aerial form of combat, that they might better pierce the scaled hides of their mortal foes. Many achieve this through ancient rituals involving the imbibing of dragon’s blood, but others find more obscure means to gain this power.
Taking to the sky as to pursue their for, they descend from on high with every ounce of their momentum they can muster behind each blow. It is this persuing force and destructive power that characterizes the Dragoon.
Dragoons use a combination of weapon arts, usually called thrusts and jumping attacks oftern called dives or leaps. The former allow the Dragoon to enhance their effectiveness with their weapons to better control the flow of battle. The later are used to pursue foes even should they attempt to flee to the skies and limit their options for manouvering.
Dragoons Surge
When you choose this archetype at 3rd level, you learn surges that are fuelled by a special recourse called Dragos Fury. Additionally, you learn to speak, read, and write Draconic or one other language of your choice if you already know Draconic.
Surges. You learn three surges of your choice. Many surges enhance an attack in some way. You can use only one surge per action each turn (e.g. if a surge says it is done on a weapon attack you can only use one per attack action even if you have multiple weapon attacks you can make). You learn two additional surges of your choice at 7th, 10th, and 15th level. Each time you level up in this class, you can also replace one surge you know with a different one.
Dragons Fury. You can spend up to one Dragons Fury to use a Surge, you have a number of Dragons Fury equal to 5 + half your level in this class rounded up. You regain spent Dragons Fury at the end of a short or long rest. You can spend an additional Dragons Fury at 7 level and one more at 15 level.
Saving Throws. Some of your surges require your target to make a saving throw to resist the surge’s effects. The saving throw DC is calculated as follows:
Surge save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Battle Litany
As a bonus action you can give a bonus to attack rolls equal to your Charisma modifier (minimum of 1) to any number of creatures within 15ft of you that you wish for a number of rounds equal to the number of Dragons Fury spent.
Chaotic Counter
When a creature misses you with a melee weapon attack you can use your reaction and spend one Dragons Fury to make a melee weapon attack against the creature.
Dive
You can use your reaction and a single Dragons Fury while falling to slam immediately into the ground taking no fall damage, regardless of the height you begin the fall from. Any creature you land on will take half the fall damage you would have taken.
Draconic Tongue
When you make a Charisma (Intimidation), Charisma (Deception) or a Charisma (Persuasion) check, you can expend one Dragons Fury and gain advantage on the ability check.
Draconic Torment
When you hit a creature with a melee weapon attack you can spend Dragons Fury and the creature must make a Wisdom saving throw. On a failed save, it is frightened of you for a number of turns equal to the Dragons Fury spent.
Dragon Sight
As a bonus action you can give yourself advantage on a number of weapon attacks equal to the Dragons Fury spent. These advantages must be used on any attacks made after using this surge.
Dragonforce Dive
If you use your action to make a melee weapon attack you may swap two melee weapon attacks to make one melee weapon attack to any creature within 20ft of you by spending Dragons Fury. You jump high into the air and come crashing down on your target. If the attack hits you deal damage equal to one third your level in this class, rounded up, for each Dragons Fury spent to creatures within 5ft of the target, including the target. After resolving the attack place yourself within 5ft of the creature (if you cannot be placed 5ft of the creature you must place yourself as close as possible to the creature).
Elusive Leap
You can use your bonus action and spend Dragons Fury to jump 10 feet per Dragons Fury to an unoccupied location. This movement cannot place you within weapons range of an enemy creature. This does not provoke an attack of opportunity.
Evasive Leap
When another creature damages you with an attack you can use your reaction and spend Dragons Fury to leap 15 per Dragons Fury feet away from the attacker. This movement cannot place you closer to the attacking creature. This does not provoke an attack of opportunity.
Eye of the Dragon
When you make an Intelligence (Investigation), Wisdom (Insight) or a Wisdom (Perception) check, you can expend one Dragons Fury and gain advantage on the ability check.
Gale Thrust
When you make a weapon attack against a creature you can spend Dragons Fury to add 5ft to your melee attack range for each Dragons Fury spent. If the attack hits the creature must succeed on a strength save or be pushed back 10ft away from you for each Dragons Fury spent.
Heavens’ Thrust
When you hit a creature with a melee weapon attack you can spend Dragons Fury and the creature must succeed on a Dexterity saving throw or be knocked 15ft into the air for each Dragons Fury spent. The creature is suspended at this height until forcibly moved by another spell, ability, etc, until the end of your next turn. Flying creatures may attempt a constitution saving throw at the start of their turn against your surge DC, if successful they move as normal.
Leap
On your turn if you can move, you can do an extended jump by spending Dragons Fury and foregoing your standard movement. You can move up to 15 per dragons fury + your movement feet vertically and/or horizontally. This movement can be split any way you wish between the two planes. You do not take fall damage if this movement allows you to reach a surface you can stand on, if it does not you begin falling from the final location of the jump.
Phantom Dive
If you use your action to make a melee weapon attack you may swap one of your attacks and spend Dragons Fury to attack any creature within 10 + 10 per Dragons Fury feet of you. You jump high into the air and come crashing down on your target, if you were standing next to a hostile creature before making the attack they do not get an opportunity attack. If the attack hits, you can choose to return to your original position without provoking an opportunity attack from anyone. After resolving the attack either place yourself within 5ft of the creature if you failed to hit or choose to stay near it (if you cannot be placed 5ft of the creature you must place yourself as close as possible to the creature) or back at your original position before making the attack if you hit and choose to do so.
Skystrider
As a bonus action you can spend Dragons Fury to jump up to 35 feet per Dragons Fury into the air and remain there until the end of your next turn. If you move after using this by way of a surge you can remain suspended if you finish your move in the air. You may end this effect early but will fall as normal.
Spinebreaker Dive
If you use your action to make a melee weapon attack you may swap one of your attacks and spend Dragons Fury to attack any creature within 10 + 10 per Dragons Fury feet of you. You jump high into the air and come crashing down on your target, roll to hit. If the attack hits, the creature must succeed on a Dexterity saving throw or be knocked prone. After resolving the attack place yourself within 5ft of the creature (if you cannot be placed 5ft of the creature you must place yourself as close as possible to the creature).
Thunderclap Dive
If you use your action to make a melee weapon attack you may swap one of your attacks and spend Dragons Fury to attack any creature within 10 + 10 per Dragons Fury feet of you. You jump high into the air and come crashing down on your target. If the attack hits, the creature must make a Constitution saving throw or be incapacitated until the end of your next turn. After resolving the attack place yourself within 5ft of the creature (if you cannot be placed 5ft of the creature you must place yourself as close as possible to the creature).
Unnerving Thrust
When you make a weapon attack against a creature you can spend Dragons Fury to try and disorientate the creature, giving your allies an opening. If the attack hits, a number of attack rolls equal to the amount of Dragons Fury spent against the target by an attacker other than you have advantage if the attacks are made before the start of your next turn.
Vitality of the Dragon
On your turn, you can use a bonus action and expend Dragons Fury to bolster your resolve. When you do so, you gain temporary hit points equal to half your level in this class, rounded up, for each Dragons Fury spent. These temporary hit points last for up to 1 hour.
Whirling Thrust
When you hit a creature with a melee weapon attack you can spend Dragons Fury and the creature must succeed on a strength save or be moved to an empty space of your choice within 5 feet, for each Dragons Fury spent, of you.
Wyrmbinder
When you hit a creature with a melee weapon attack you can spend Dragons Fury and you may attempt to grapple the creature, follow the normal rules for grappling. Add 3 to your Strength (Athletics) check for each Dragons Fury spent. While grappled due to this surge the grappled creature comes with you if you use a surge that involves movement, unlike you it is not immune to fall damage from such movements.
Wyrmbreaker Dive
If you use your action to make a melee weapon attack you may swap two melee weapon attacks to make one melee weapon attack to any creature within 20ft of you by spending Dragons Fury. You jump very high into the air and come crashing down on your target. If the attack hits you deal damage equal to half your level in this class, rounded up, for each Dragons Fury spent to the target. After resolving the attack place yourself within 5ft of the creature (if you cannot be placed 5ft of the creature you must place yourself as close as possible to the creature).
Wyrmwind Dive
You can use a bonus action and spend Dragons Fury to jump to a location 10 + 10 per Dragons Fury feet from you. You jump into the air gathering a tempest of air around and come crashing down at the location. All creatures within 15 feet must make a Strength saving throw or be drawn in 10 feet towards you. Any creatures that would end their turn in the same space as another creature, solid object or you stop next to the object and take 4 damage for each Dragons Fury spent.
Dragons Blood
At 7th level, you have Advantage on all ability checks that involve Dragons. Additionally, you can use a bonus action to call upon the dragons blood within you and target up to 2 enemy creature, for 1 minute or until the targeted creature(s) are dead your blood rages and you have advantage on all attacks against those targets. After you use this you cannot do so again until you complete a long rest. At 15 level this ability resets on completion of a short or long rest.
Improved Dragoons Surge
At 10th level you add 5ft to all ranges quoted for surges.
Boundless
Starting at 15th level, when you roll initiative and have no Dragons Fury remaining, you regain 2 Dragons Fury.
Supreme Dragoons Surge
At 18th level you add a further 5ft to all ranges quoted for surges
Comments