Fighter
Base Class: Fighter

The ways of a Dragoon is typically taught to, and learned by the Thri-Kreen however that does not mean it is exclusive to said race. A Dragoon’s traditional purpose is to defend against attacks by flying enemies upon the castles they reside, or are employed in. This is typically done in the fashion of not ranged combat, but by melee combat in the sky by means of great jumping ability. The origins of the Dragoon trace back to when Bahaumet, the God of all Metallic Dragons once reached out to a civilization of on a far off planet in the Astral sea. He saw a purpose in these people, the Thri-Kreen. This civilization was on the brink of collapse from being attacked by the Solar Dragon, Isithum or (wandering infection) and his cohorts. The Thri-Kreen developed great jumping abilities in response to the relentless assault and while effective, we’re no match from their astral invaders. Bahaumet the offered them salvation, knowing their abilities to be of great use on the prime material, in future endeavors. Now a days the teaching of the Dragoon is a well known practice in the Faerun, and Dragoons are often held in high regard as the valiant protectors of cities.

Polearm Master

You gain the following benefits:

  • You gain proficiency in Polearm weapons
  • When you take the Attack action and attack with only a glaive, halberd, pike, quarterstaff, spear, or trident, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, quarterstaff, spear, or trident, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

Wellspring of generations

At 3rd level, you gain the ability to tap into Dragoon abilities that have been passed down generation after generation. This pool is represented by Dragon Points, and gives you the ability to perform actions in and out of battle.

Dragon Points

 The max amount of Dragon points you can have at any time is equal to your fighter level + your proficiency bonus. You regain all spent Dragon points when you finish a long or short rest.

Otherworldly Talents

At 3rd level, you gain the ability to call upon the talents taught to you by your clan, to suit your needs in and out of battle. You gain 4 of the following talent options of your choice. If any of the talents you posses, force a creature to make a save in throw, the DC of that save is equal to (8+ Your Constitution Modifier + Proficiency). You gain 2 more talents at 6th level and 1 more at 9th, 12th, and 15th levels.

Upon level up, you can change out any of your previously selected talents, with other talents.

Amphibious

Costs 1 Dragon Point. You gain a swim speed of 50ft, and you can breathe underwater. This lasts until long rest

Breath Weapon

Costs 5 Dragon Points. As an action, you exhale a breath weapon in a 15 foot cone, of an element of your choosing. Each creature, of your choice, in that area must make a CON saving throw or take 6d8 of the damage type of your choice, or take half as much on a successful save. You gain the choices of fire, acid, poison, lightning, and cold damage. You can swap the damage type every time you use this talent. 

Draconian Charisma

Costs 2 Dragon Points. As a reaction, when one of your allies are attempting to make a Charisma check while they are within 30 feet of you, you add your Charisma Modifier to their roll.

Draconian Constitution

Costs 1 Dragon Point. As a bonus action, you can use this talent to give yourself temporary hit points that are equal to half your fighter level + constitution modifier. You can only gain this temp hp once, and cannot use it again until all of your current temp hp from this talent is gone.

Draconian Strength

Costs 2 Dragon Point. As an action, you will the strength of a dragon into your body. For the next 1 hour, you have advantage on all strength checks and saving throws.

Draconic Agility

Costs 1 Dragon Points. When a battle starts, you can use this talent, and get the choice of a +5 or -5 to your initiative bonus. You can choose to use this talent after all participating creatures have rolled and revealed their initiative.

Draconic Knowledge

Costs 1 Dragon Point. As an action, you add double proficiency bonus on history, investigation, and religion checks for the next 12 hours.

Draconic Will

Costs 1 Dragon Point. As a reaction, if you fail a saving throw against being frightened, or charmed, you can choose to re-roll the save, but you must take the second roll no matter the number. If you succeed on the re-roll, you can no longer be frightened or charmed for the next 1 minute

Ethereal Scales

Costs 2 Dragon Points. As a reaction, you conjure ethereal dragon scales that surround your body and give you a +3 to your AC, as well as, you gain resistance to all spells that deal damage until the end of your next turn.

Ethereal Tail

Costs 6 Dragon Points. As a Bonus action, you can summon an ethereal tail to appear on your lower back to help you in battle. This tail has an attack range of 5ft. You can use your bonus action to make an attack with this tail. You use your WIS modifier + Proficiency bonus when making an attack. On a hit, the tail deals 1d10 Force damage. This tail has it's own reaction when an enemy creature leaves it's attack radius. Creatures do not get a flanking bonus when your tail is active. Your Ethereal Tail stays active for 12 hours.

At level 17 your tail deals an extra 1d10 Force damage

Etherial Claws

Costs 3 Dragon Points. As an Action, you summon Ethereal Dragon claws that magically assimilate overtop of your hands. These claws allow you a to gain a 15ft burrow speed. You can also burrow through solid rock at 5ft and leave a 5-foot-diameter tunnel in your wake. Additionally, you can make unarmed melee attacks with these claws, which are considered magical. Your attack modifiers with these claws are equal to your WIS modifier + proficiency, and deal 1d12 force damage on a hit. Your Ethereal Claws last for 1 hour.

Forceful Aura

Costs 3 Dragon Points. As a bonus action, you create an aura that radiates in a 15ft radius around you, and extends 30ft above and below you. Any creature of your choosing, that starts it's turn within your aura, or enters your aura, takes 1d8 force damage, and then must succeed on a STR saving throw, or make all melee attacks with disadvantage, as well as, has a -1d4 to all saving throws until the end of their next turn. This aura lasts until the end of your next turn.

At levels 15th and 17th your aura deals and extra 1d8 Force damage.

Form Change

Costs 1 Dragon Point. You cast Enlarge/Reduce

Frightful Presence

Cost 3 Dragon Points. As an Action, each creature of your choice that is within 30ft of you and aware of you must succeed on a WIS saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.

Heavy Hit

Costs 2 Dragon Point. After you make an attack roll on a creature and hit, you add an extra 1d6 of your weapons damage type, to that damage roll.

At levels 9th and 15th add an extra 1d6

Invigorating Words

Costs 2 Dragon Points. As a Bonus Action, you invigorate your allies to take more punishment than normal. Up to 6 creatures of your choice that you can see within a 60ft range regain hit points equal to 1d4 + your CON modifier, and gain a Blade Ward until the end of their next turn.

You can spend any amount of extra Dragon Point to increase the healing by 1d4 for each extra point spent.

Keen eye

Costs 2 Dragon points. As an action, you give yourself the ability to see things that others may not be able to. You have advantage on perception and insight checks for the next 1 hour.

Language Comprehension

Costs 1 Dragon Point. You cast Comprehend Languages

Momentum

Costs 5 Dragon points. As you complete your jump, you use the momentum of your jump to continue moving forward, hitting those in your path. You now move an extra 20 ft straight, in the same direction as your jump was made. As you run this 20 ft, every creature of your choice, you pass by or run into must make a DEX saving throw or take 3d4 bludgeoning damage, are pushed 5 feet away from you, and are knocked prone. If you run into a creature within your movement you can make a melee attack against them with your weapon as a bonus action, if available. You have a +5 to this attack. On a hit the creature takes an extra 3d4 bludgeoning damage.

If you run into a creature or object larger than you, you are stopped in your tracks.

At levels 12th and 15th you deal an extra 1d4 damage.

You cannot use this talent if you have already used a “as you complete your jump” talent this turn.

Obscuring Slam

Costs 2 Dragon Points. As you complete your jump, you cause a whirlwind of dust and debris to fly up in the area centered around where you land in a 20ft radius. The area in which this affects is heavily obscured for the next 3 rounds. As soon as you cause this dust storm, you gain Truesight up to 60 ft. for the next 3 rounds.

You can not use this talent if you have already use a "As you complete your jump" talent this turn

Precise Hit

Costs 2 Dragon Points. As you complete your jump, if you make an attack with your melee weapon, you have a +3 to that attack roll.

At levels 9 and 15 this plus is raised by +1

This talent cannot be used if you have already used a “as you complete your jump” talent this turn.

Smashing leap

Costs 2 Dragon Points. As you complete your jump, you can exchange one of your attacks to use this ability. You smash your weapon into the ground, at a point within your melee attack range, In a 5ft radius around that point, throwing debris in all directions. All creatures within that area must make a CON saving throw or take 1d8 bludgeoning damage + your Strength modifier.

At 9th and 15th level you gain an additional 1d8

You cannot use this talent if you have already used a “as you complete your jump” talent this turn.

Thunderous Jump

Costs 1 Dragon Point. As you make your jump, you can use this talent to make your jump more powerful than normal. As you leave the ground, a shockwave expels from your powerful legs that dislodges the ground and makes your enemies unstable. In a 5 foot radius around the point from where you began your jump, you create difficult terrain for the next minute. Also, every creature within the 5 foot radius must make a DEX saving throw, or be knocked prone.

This talent cannot be used if you have already used another “as you make your jump” talent this turn.

Whirlwind Jump

Costs 4 Dragon Points. As you make your jump, you spin in a circle with your weapon outstretched. You make an attack against every creature and object of your choice, within your melee attack range. Every creature or object that you hit with this attack is pushed back 5 feet and can provoke an opportunity attack from an ally, if you push them into or out of your allies melee attack range.

You cannot use this talent if you have already used a "As you make your jump" talent this turn.

Better jump

At 3rd level. You now have the ability to jump 10ft high, and 10ft long with a run up. You cannot use this feature if you are wearing medium or heavy armor. If you decide to attempt a jump, you must forgo that distance or height as a part of your movement.

Enhanced Jump

At 7th level. You can now jump 20ft high and 20ft long. If you start your turn within 120ft of an enemy flying creature, your jump height is increased by 20ft, and you do not take fall damage from the extra 20ft. Additionally you no longer need a run up to complete the full height and length of your jump. You can also spend 1 Dragon point to reduce any fall damage you would take from your jump by half for 24 hours. You cannot use this feature if you are wearing medium or heavy armor. If you decide to attempt a jump, you must forgo that distance or height as a part of your movement.

Jumping Master

At 10th level. You can now jump 30ft high and 30ft long. If you start your turn within 120ft of an enemy flying creature, your jump height is increased by 40ft, and you do not take fall damage from the extra 40ft. If you start your turn within 240ft of an enemy flying creature, you can jump twice on the same turn. You do not need a run up to complete the full height and length of your jump. You can also spend 1 Dragon point to reduce any fall damage you would take from your jump by half for until short or long rest. You cannot use this feature if you are wearing heavy armor. If you decide to attempt a jump, you must forgo that distance or height as a part of your movement.

Soft landing

At 15th level. You can now spend 1 Dragon point to reduce any fall damage that you would take to the least amount of damage possible on the dice rolled until short or long rest.

Suspended jump

At 18th level. You can now use 1 Dragon Point to suspend yourself in the air in the middle of your jump. While suspended in the air you still have the ability to jump.

Draconian Regeneration

At 10th level. As a bonus aftion, up to 2 times per short or long rest, you can regenerate dragon points equal to your constitution modifier by calling upon your innermost draconic powers. You can double this amount of regeneration by mediating for 1 hour.

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