Fighter
Base Class: Fighter

Leaping from one opponent to the next, Dragoons are highly mobile fighters who use their strength and stature to overwhelm their foes with aerial attacks, much like their namesake -- the Dragon. Capable of both jumping in and out of fights at whim, Dragoons excel at exterminating large groups of enemies at once and striking fear into the hearts of all those that face them on the battlefield, but also in eliminating a single high-threat enemy. They are highly specialised in aerial combat, often bringing whoever they face back down to earth to face the Dragoon's deadly firepower head-on.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, AcrobaticsHistoryInsightIntimidation, or Performance. Additionally, you learn Draconic.

Draconic Leap

When you choose this archetype at 3rd level, your jump height increases to a maximum of your movement speed + your Strength modifier + your proficiency bonus, and you can make a standing jump in any direction.

In addition to this, as long you as are not incapacitated or restrained, you gain immunity to all falling damage taken if you fall no more than your maximum jump height, and resistance to all fall damage taken if you fall no more than double your maximum jump height.

Aerial Flourish

Starting at 3rd level, your mastery of melee aerial combat appears as a flourish. Whenever you jump, or land, near a creature, you may use your reaction to take an Attack action against a creature within reach. You can only use this feature with a reach weapon.

If attacking this way, you can reduce the attacked creature's speed by half, or reduce a flying creature's speed to 0 until the end of their next turn as long as it is the same size, or smaller than you.

Thunderous Leap

At 7th level, you learn to empower your leaps to become dangerous to creatures around you. Once per turn, whenever you leap you may make all creatures within 10 feet roll a Dexterity saving throw. On a failed roll, deal 2d6, Thunder damage, and half as much damage on a successful roll. This damage increases as you level up, dealing 3d6 at level 10, 4d6 at level 15, and 5d6 at level 17. You can use this feature a number of times equal to your Strength modifier + your proficiency bonus per long rest.

Additionally, when you jump out of a creature's range, that creature has Disadvantage on attacks of opportunity against you.

Hornet Drop

At 10th level, you become a master at taking down enemies larger than you. You can now Grapple creatures one size larger than you, and can jump while grappling creatures. While in the air, you can use your reaction to Aerial Flourish any grappled creatures, making an Attack against them and send them plummeting towards the ground, dealing an additional 1d6 damage for every 10 feet they fall.

Additionally, when using your Aerial Flourish against flying creatures, you can now reduce the flying speed of creatures Huge or smaller to 0 on a successful attack roll.

Soaring Step

Starting at 15th level, you leap further and faster than most creatures can fly. You can now jump again in mid-air, and gain immunity to all falling damage, regardless of distance. In addition to this, any damage you would have taken from falling is now done onto any creature you land on.

Dragon's Descent

Starting at 18th level, you strike the earth like a meteor when falling. Once per turn, you can expend all your movement as an action to leap into the heavens, and use yourself as a giant lance, crashing back down into the earth to deal 4d8 fire damage + 4d8 thunder damage to all creatures within 20 feet. Additionally, all creatures within 20 feet must make a Dexterity saving throw (DC 8 + your Strength modifier + proficiency bonus) or fall prone.

In addition to this, you become superheated until the end of your next turn, radiating heat in a 5 ft. sphere around you. Any creature that starts their turn or moves into the sphere's radius must make a Constitution saving throw (DC 8 + your Strength modifier) or take 2d4 fire damage. 

You can use this feature any number of times, but every second use of this feature per short rest gives you a level of exhaustion.

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