Base Class: Fighter
The Dragoon is a master of aerial combat, channeling the power of dragons to perform extraordinary leaps and devastating strikes from above. These formidable warriors combine their martial prowess with draconic agility, embodying the fearsome power and majesty of their namesake.
credit to Game Masters Domain
Soaring Strike
At 3rd level As a bonus action you can leap into the air to become Airborne and jump a number of feet equal to or lower than your strength score without provoking attacks of opportunity, you remain airborne until the start of your next turn, or until you make a plunging attack.
Additionally, while Airborne you can make a plunging attack against a creature within 5 feet of you dealing an additional 1d10 damage.
Airborne Maneuvers
At 3rd level, you gain access to special attacks while Airborne and wielding a weapon with the reach property.
- Lunar Crescent: Choose two creatures within melee range, make make a single attack against one of the creatures, this attack deals extra damage equal to your proficiency bonus, If the original attack roll hits the second creature, it takes the same amount of damage.
- Aerial Retreat: As a reaction when you hit a creature with with a melee weapon attack while airborne you can move up to half of your movement speed away from that creature without provoking attacks of opportunity.
- Sky Uppercut: Once per turn when you hit a creature up to one size category larger than you with a melee weapon attack while Airborne, you can force them to make an athletics check (DC 8 + PB + your strength modifier) or be knocked into 10 feet into the air.
- Swirling Blades: As a bonus action, you can make a melee attack against all creatures within a 5-foot radius of you. Each creature must make a Strength saving throw (DC 8 + PB + your Strength modifier) or take an additional 1d10 slashing damage and be pushed 10 feet away from you on a failed save, or half as much damage and are pushed 5 feet on a successful one.
Additionally, while airborne your movement speed increases by 10 feet
Airborne Status
- Airborne creatures act as if they are hovering a number feet off the ground equal to or lower than your maximum jump height unless it is stated that they move or are moved higher.
- Airborne creatures gain +2 AC against melee attacks made by any creature that is not airborne.
- Airborne creatures do not take fall damage when they land, unless they have been knocked prone, or otherwise lost the airborne status before landing. A creature with a flying speed does not gain the +2 AC against melee attacks made by any creature that is not airborne.
- A creature wearing heavy armor cannot gain the airborne status.
Skydancer
At 7th level at the start of your turn if you are airborne and wielding a weapon with the reach property, you can make an athletics or acrobatics skill check (DC 8 + PB + your strength modifier) to stay airborne, instead of landing.
Additionally, once per turn when you hit a creature with a plunging attack you can choose to stay airborne instead of landing.
Thunderous Descent
At 10th level, your mastery of aerial combat allows you to strike with devastating force from above. When you make a plunging attack while airborne, you can choose to unleash a shockwave of energy upon impact. All creatures within 10 feet of your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, they take 2d6 thunder damage and are knocked prone. On a successful save, they take half damage and are not knocked prone.
Once you use this feature, you must finish a short or long rest before you can use it again.
Moonlight Havoc
At 15th level when you make a plunging attack each creature within a 10-foot radius of you must make a Strength saving throw (DC 8 + PB + your strength modifier) or take an additional 2d12 slashing damage, and be knocked prone on a failed save, or half as much damage and are not prone on a successful one.
Additionally, whenever you hit a creature with a melee weapon attack while airborne, you can choose to move up to 10 feet vertically.
Skyfall
At 18th level while Airborne, and over 30 feet in the air, you can make a special plunging attack, Choose a creature within 60 feet of you, make a melee weapon attack against that creature, on a hit the creature takes an additional 1d10 damage for every 5 feet you are above the ground to a maximum of 60 feet.
Once you use this feature you must finish a short or long rest to use it again.
Additionally, you have advantage on attack rolls made against creatures that are not Airborne.







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