Fighter
Base Class: Fighter

Dragoons are warriors who bring a dynamic and explosive presence to the battlefield, blending precise strikes with unparalleled mobility. Masters of the leap, they excel at closing distances, disrupting enemy lines, and raining devastating blows from above. Equipped traditionally with polearms and armored for swift yet durable combat, Dragoons thrive on tactical positioning and hit-and-run tactics.

In play, Dragoons are all about timing and control. They launch into the air for powerful plunging attacks, disrupt enemy formations with calculated strikes, and use their leaping prowess to dart in and out of danger. Whether pinning foes in place, harrying enemy casters, or inspiring awe in their allies, Dragoons are agile powerhouses who dominate both the ground and the skies.

Level 3: Dragon's Leap

Your jumping distance is equal to your Strength score. Once per attack action, you can deal an extra 1d6 damage when you hit a creature with a melee weapon immediately after jumping at least 10 feet. This damage increases to 2d6 at 10th level and 3d6 at 18th level.

Level 3: Plyometric Landing

You do not take fall damage for distances equal to or less than your fighter level times five. You have resistance to fall damage and do not receive the Prone condition from falling up to 120 feet.

Level 7: Leaping Evasion

You can nimbly dodge out of the way of certain dangers. When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead may use your reaction to jump half of your jump distance. You take no damage if you succeed on the saving throw and land out of harms way. You can’t use this feature if you have the Incapacitated condition.

Level 7: Draconic Grace

Your jump-based movements no longer provoke opportunity attacks

Level 10: Human Catapult

Your jumping distance is now equal to twice your Strength score. When you deal the extra damage from Dragon's Leap to a creature (smaller than gargantuan), the target must also succeed on a Strength saving throw or be knocked prone.

Level 15: Momentum Surge

If you reduce a creature to 0 hit points during your attack action, immediately after your attack action you may use your bonus action to make a long jump or high jump to a nearby enemy and make a weapon attack. You can  use this feature a number of times equal to your proficiency bonus per long rest.

Level 18: Devastating Impact

You use an action to jump 60 feet in any direction. All creatures other than yourself within 20 feet of your landing point must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or take 4d8 force damage and fall prone. Damage is increased by 1d8 for every 5 feet travelled above 10ft (maximum 8d8). Creatures that succeed take half damage and remain standing. Once you use this feature, you can’t use it again until you finish a short rest.

Previous Versions

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1/4/2025 6:06:07 PM
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