Base Class: Fighter
A special breed of warriors who are specifically trained for combat against powerful Dragons, vicious destroyers of entire villages, and the scourge of the skies. Dragoons typically wield Pikes, Spears, Halberds, or Glaives into battle, weapons suitable for piercing deep into a Dragon's heart through their thick, scaly hides. They take advantage of their extensive physical conditioning in order to leap great distances into the air in a single bound; a near necessity whenever faced with enemies known for their sheer dominance above the surface world.
Level 3: Jump
You have honed your already remarkable strength to the extreme, and pushed beyond the upper limits of your own body. You now have access to the Jump Action in combat; gaining the ability to leap skyward up to 150ft in a single turn. Declare a target, that must be within range of your current movement speed, whenever you take the Jump Action on your turn, and at the beginning of your next turn you will descend upon them from the heavens with a devastating, piercing blow. You gain advantage on the attack if the target has moved 10 ft or less from their original position during this interval, and automatically land a critical hit if the target is restrained, prone, or incapacitated.
Expend a Jump Charge upon use. Regain one usage on a Short Rest, and regain all expended usages after taking a Long Rest. After landing from the attack, you may dismount up to 10ft in any direction, so long as the space isn't already occupied. You may not use the Jump Action again on turns immediately after landing from a previous Jump.
To calculate damage, roll your damage dice for the weapon used in the attack twice, as well as the additional dice listed in the Dragoon Jump Table shown below:
|
Dragoon Jump Table |
|||||
|---|---|---|---|---|---|
| Fighter Level | Jump Charges | Bonus Damage | |||
| 3 | 3 | 2d6 | |||
| 4 | 3 | 2d6 | |||
| 5 | 3 | 2d6 | |||
| 6 | 4 | 4d6 | |||
| 7 | 4 | 4d6 | |||
| 8 | 4 | 4d6 | |||
| 9 | 4 | 4d6 | |||
| 10 | 5 | 6d6 | |||
| 11 | 5 | 6d6 | |||
| 12 | 5 | 6d6 | |||
| 13 | 5 | 6d6 | |||
| 14 | 6 | 8d6 | |||
| 15 | 6 | 8d6 | |||
| 16 | 6 | 8d6 | |||
| 17 | 6 | 8d6 | |||
| 18 | 7 | 10d6 | |||
| 19 | 7 | 10d6 | |||
| 20 | 7 | 10d6 | |||
Additional Limitations:
- Requires a Spear, or any martial weapon with the 'Reach' property that is not a whip.
- You must remain free and nimble in order to exercise such a precise feat of acrobatics. Wearing Heavy Armor imposes disadvantage on this attack, even if the target has not moved more than 10ft on their turn.
- Attempting to use the Jump Action underneath a ceiling that is less that 100ft in height will incur bludgeoning damage equivalent to the inverse of the distance traveled, rounded to the nearest increment of 10ft. IE: 97 ft = 1d6, 92ft = 2d6, 80ft = 3d6, 30ft = 8d6, 10ft = 10d6, etc..
- Attempting to use the Jump Action while in range of a nearby enemy will still provoke an opportunity attack. If the attack hits, you will remain grounded, losing your action but regaining any expended Jump Charges.
Level 3: Vaulter
Thanks to your unparalleled athleticism, you can take advantage of your Jumping bonus action like no other.
- You no longer need to take a running start in order to achieve your maximum jump distance, and your total jumping distance is now equal to twice your Strength Ability Score for both Long and High Jumps.
- You may expend one of your Jump Charges in order to increase this distance further, up to a maximum of 150ft.
- Additionally, you no longer suffer falling damage from heights of up to 200ft. Falling from heights greater than 200ft will incur bludgeoning damage equal to: (+1d4 per every 10ft over 200)/2
You may also use your reaction to cast Feather Fall on yourself, once per Short Rest.
Level 7: Bolt of Dragonrend
Your experience with fighting and closely observing fearsome Dragons has granted you insight into a fraction of their destructive power, and you are now capable of channeling that power into your chosen Polearm. Upon taking the attack action, you may replace any of your attacks to instead hurl a devastating lance of raw energy from your weapon, up to 60ft away, or 120ft with disadvantage. You must use your Dexterity Modifier for both the attack and damage rolls of this ability, and the target suffers 1d8 Force Damage on a hit.
- You land a critical hit on any attack rolls of 19-20 with this ability.
- A critical hit with this attack will cause the energy lance to momentarily impale its target. Flying creatures that become impaled will be forced to descend 60ft per round, plus an additional 60ft on their next turn if they are unable to break free with a DC (8 + Proficiency + Strength Modifier) Strength Saving Throw.
- Grounded creatures that are impaled must also attempt the same Strength Saving Throw on their next turn, but will instead become restrained on a failed save.
(Disclaimer: Manually calculate the Saving Throw DC, since the action automatically applies DEX Mod instead of STR)
Level 7: Bane of Dragons
All of your Dragoon attacks gain automatic advantage against Dragons, and ignore any potential damage resistances. Additionally, a Dragon cannot use its Legendary Resistance to automatically succeed any saving throws imposed by your Dragoon attacks.
You may also cast Hold Monster on non-humanoid enemies at will, using your Dexterity Modifier, and without the need of a spell slot. However, you may not do so again until finishing a Long Rest. Dragons make this roll with disadvantage.
Level 10: Greater Jump
Your mastery over the skies has granted you the ability to push even further beyond your body's previous limitations. By expending two of your Jump Charges, you are able to perform an even more powerful variation of the Jump Attack by leaping upwards of 500ft into the air on your first turn. Instead of descending at the beginning of your next turn, you will descend two turns later, dealing twice the amount of Bonus Damage listed in your Dragoon Jump Table. You will also no longer need to declare a target whenever first using this ability, allowing you to freely select any creatures that are within your movement radius upon descent. Due to the extended hang-time of your superior Jump, your next turn after first using this action will be spent at the peak of your ascent.
Actions available at the peak of your Greater Jump:
- You may use up to your full movement speed in order to better reposition yourself for descent upon the beginning of your next turn.
- You may cast any spells you know, but casting spells that halt or alter your vertical momentum (ie: Feather Fall) will consequently remove the ability to deal Jump damage on your next turn.
- Bolt of Dragonrend's range will be greatly extended whenever hurled downward, up to 500ft. Although its horizontal restriction of 60ft still applies.
Level 10: Ascendant Vaulter
- When calculating your maximum jumping distance, you may triple your Strength Ability Score instead of merely doubling it.
- Using a Jump Charge will allow you to increase this range up to 500ft vertically, and 250ft horizontally.
- Your threshold for ignoring fall damage increases to 500 ft; however, you will still incur fall damage at the same rate as before for any distances greater than 500ft. (+1d4 per every 10ft over 500)/2
Additionally, after using your bonus action to jump during combat, you may perform a single melee attack against any creature in melee range upon landing.
Level 15: Devastating Impact
Your expertise with the Jump Action has granted you the ability to land with a ferocious roar of thunderous might. Upon successfully landing a hit with your Jump Attack, you may choose to deal an additional 2d12 Force Damage to whichever entity was selected as the target for your descent.
You strike your foe with such sheer, devastating momentum that it creates an explosive shock-wave upon impact. Any other creatures within 20ft of the impacted target must succeed a Dexterity saving throw, or be dealt Thunder Damage equal to the Bonus Jumping Damage used in the attack. Creatures that successfully pass this save only take half-damage instead.
Level 18: Spear of Dragonsbane
You are now capable of channeling even greater energies into your chosen weapon. Bolt of Dragonsrend no longer incurs disadvantage when used up to 120ft, and its damage die increases to 2d6 Force Damage. Additionally, the number needed to roll a critical hit is further reduced, from 19-20 to 17-20 instead.







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