Fighter
Base Class: Fighter

In lands where magic is sparse, the threat of dragons is ever more fearsome.  Such powerful creatures are quick to take advantage of those who cannot oppose them and over the years, dragons grew comfortable and arrogant.  It was during these times that brave fighters began to train in their martial skills, solely devoted to slaining the dragons that ruled over them despite their massive disadvantage.  They favored polearms for their natural reach and streamline ability to be thrown while training their bodies to jump at great heights to reach their winged enemies.  They became a formidable opponent for dragons and their skills and teachings became more refined into an elite form of combat.  Dubbed as Dragoons, these warriors protect their homes or travel the lands to right the wrongs of dragons who abuse their powers and defend the helpless from their wrath.

Dragoon's Leap

Once per turn, you may leap into the air as a bonus action.  This uses all of your movement for the turn.  The height of this jump is equal to (in feet) 10 x Proficiency Bonus.  You may then attack a creature within range, either in the air or on the ground, before landing 5 feet from this target’s space.  You may take one of the following actions when you Jump:

  • Aerial Strike:  Make an attack against an aerial creature that you can reach as you crest your jump.
  • Skyborne Strike:  Throw your polearm straight down at your target.  Your target must succeed a Dexterity saving throw or take a number of d6 force damage equal to your  Proficiency Bonus in addition to your normal weapon attack damage on a failed save, or half as much on a successful one.
  • Plummeting Strike:  Recklessly land on top of your target with your weapon.  Make an attack roll against the target with advantage.  On hit, you do an additional d6 damage equal to your Proficiency Bonus.  You then take 1d10 bludgeoning damage from the impact regardless of hit or miss

Dragoon save DC calculation:

8+ Strength modifier + proficiency bonus

Polearm Training

Your specialized training in spears allows you to use them more effectively.  Glaives, halberds, pikes, quarterstaffs, and spears, wielded by you have the Thrown property with a range of 60/120ft. In addition, when you throw a Javelin and miss the attack, the Javelin returns to your hand at the start of your next turn.

Draconic Studies

Your study of dragons has prepared you for dealing with and/or hunting them.  You have Advantage on Nature and History checks when recalling information about dragons or tracking dragons, and you learn the Draconic language.  If you already know Draconic, you may pick another language to help aid you in your quest.

Draconic Attunment

You find yourself having an affinity for one specific type of dragon and your body has adapted to its nature.  Pick one type: fire, cold, acid, poison, lightning, radiant, necrotic, psychic, force, or thunder.  You gain resistance to the chosen damage type. You may choose a different element upon finishing a long rest.

Acid

You gain resistance to Acid damage.

Cold

You gain resistance to Cold damage.

Fire

You gain Resistance to Fire damage.

Force

You gain resistance to Force damage.

Lightning

You gain resistance to Lightning damage.

Necrotic

You gain resistance to Necrotic damage.

Poison

You gain resistance to Poison damage.

Psychic

You gain resistance to Psychic damage.

Radiant

You gain resistance to Radiant damage.

Thunder

You gain resistance to Thunder damage.

Harness Power

You are able to infuse your attacks made with Jump with the same element as chosen in Draconic Attunement. Your weapon attacks deal an additional 1d8 of the chosen elemental damage.

Sundered Sky

You have mastered the ability to rain down fury upon your enemies. Whenever you throw a weapon, you get a +2 to attack and damage rolls.

Dragoon Presence

You gain expertise in Intimidation and gain immunity to being frightened.

Shockwave

When you take the Plummeting Strike action, your landing causes a shockwave that affects those around your target.  On a Hit or Miss, deal 2d10 force damage to all foes within 5 feet of your target.

Advanced Accuracy

When you take the Skyborne Strike action, your target has disadvantage on their Dexterity saving throw, and you may target one additional target with Skyborne Strike.

Air Hike

When you take the Aerial Strike action, you may choose to keep yourself in the air for the rest of your turn, as you use your momentum to stay aloft, before slowly floating to the floor.

Dragoon Agility

You have perfected your resistance to defense against a dragon's breath weapon. When forced to make a saving throw by a breath weapon, you have advantage on the saving throw.

Stunning Blow

When hitting with one of your Jump actions, you may instead choose to stun your target until the end of your next turn instead of doing damage. The target makes a Constitution Saving throw against your Dragoon DC, or be stunned until the start of your next turn.

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