Base Class: Fighter
The Dragoon is a polearm-wielding archetype that specializes in jump attacks. Their maneuverability in combat makes them a versatile weapons, using jump attacks to catch and pierce through enemies.
Enhanced Jump
The dragoon's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. If your movement is less than 30 feet, when you use your movement to jump, your speed increases to 30 feet.
Dragon Patron
The dragoon gains its fighting knowledge from the style of a dragon patron. Beginning when you choose this archetype at 3rd level, you can choose any dragon color to be your patron. Your patron cannot be changed and will be used to determine the damage type of the dragon dive and dragon breath jump disciplines
Amethyst Dragon
Force
Black Dragon
Acid
Blue Dragon
Lightning
Brass Dragon
Fire
Bronze Dragon
Lightning
Copper Dragon
Acid
Crystal Dragon
Radiant
Emerald Dragon
Psychic
Gold Dragon
Fire
Green Dragon
Poison
Red Dragon
Fire
Sapphire Dragon
Thunder
Silver Dragon
Cold
Topaz Dragon
Necrotic
White Dragon
Cold
Jump Attack
Beginning when you choose this archetype at 3rd level, the dragoon may use an action to make a jumping attack. You move up to a target and make a melee weapon attack against a target within your remaining jump range. Attacking this way deals an extra 2d6 damage. The attack must use a two-handed or versatile weapon.
The extra damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).
Dragoon Discipline
You gain the ability to supplement your jump attack with powerful disciplines. At 7th level, you learn two Dragoon Disciplines.
You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a long rest. You learn an additional discipline of your choice at 10th, 15th, and 18th level. Each time you gain a level in this class, you may replace one discipline you know with a different one.
Some dragoon disciplines require your target, or targets, to make a saving throw to resist the disciplines effects. The saving throw DC is calculated as follows: Discipline save DC = 8 + your proficiency bonus + your Strength modifier
Aerial Evasion
After making a jump attack, you can use a bonus action to take the dodge action.
Comet Landing
As an action, you leap up to your jump distance landing with enormous force in an unoccupied location. All creatures within 10 feet of where you land must make a Dexterity saving throw or take bludgeoning damage equal to your jump attack dice and they are pushed 10 feet away and are knocked prone. On a successful save the creatures take half damage and are not knocked back or knocked prone.
Dragon Breath
As an action, you exhale a burst of magical energy in a 15-ft cone or 30-ft line. Each creature in that area must make a Dexterity saving throw. On a failed save, the creature takes damage of the type associated with your Dragon Patron. On a success, it takes half as much damage. The damage is equal to the number jump attack dice as d10s.
At level 11, the size of your breath increases to a 30-foot cone or 60-foot line.
Dragon Drive
As a bonus action, you become infused by the energy of your dragon patron for 1 minute. It ends early if you are incapacitated, or if you dismiss the energy early (no action required). When you deal damage with a dragoon class ability or a weapon attack, roll a d8, and you gain a bonus to one of your damage rolls equal to the number rolled. You can deal this extra damage only once per turn The extra damage type is determined by your Dragon Patron.
Lacerating Thrust
Immediately after hitting a jump attack, as a bonus action, you wound the target with your polearm. The target must make a Constitution saving throw or lose 1d10 hit points at the start of each of its turns. The target can make a Constitution saving throw at the end of its turn, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check, ending the effect of such wounds on it on a success. Each time the dragoon hits the wounded target with a weapon attack, the damage dealt by the wound increases by 1d10.
Uppercut Strike
As an action, you dash up to your jump distance and make a jump attack. On a hit, the target must make a Strength saving throw or be pushed back 5ft and knocked prone.
After the attack, you may move up to your jump distance without provoking an attack of opportunity.
Skyfall
Starting at 10th level, the dragoon gains a significant boost to jump height. The dragoon can manifest parts of its armor into gliding wings. Your jump attack dice turn into d8s. At 18th level, they turn into d10s.
In addition, when you make a jump attack, as a bonus action you may make one additional melee weapon attack against a target within reach. This additional attack does not include your jump attack dice to its damage.
Improved Jump Attack
Starting at 15th level, your ability to jump to great heights has become second nature. You no longer take fall damage from a height up to your jump height. In addition, When you roll Initiative, you regain expended uses of Dragon Discipline until you have two if you have fewer than that.
Windfury
Starting at 18th level, as an action, you can enter a state of heightened physical prowess for 1 minute. During this time, the dragoon gains the following traits.
- When you make a jump attack, you may an extra attack as a bonus action. This attack includes your jump attack dice to damage.
- You score a critical hit when you roll a 19 or 20
- Rolling a critical hit restores 1 use of your jump disciplines
The Dragoon must finish a long rest to regain the use of this feature.
Previous Versions
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9/4/2024 7:53:45 AM
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2024
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Coming Soon
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