Base Class: Fighter
A dragoon is a type of warrior who dedicates their lives to hunting and defeating dragonkind. Some have noble causes, whilst others simply seek the thrill of hunting some of the most dangerous creatures in existence.
Dragoons have trained to jump to the skies, and combat the wyrms in their own domain. Gravity, combined with the power of their mighty lances, polearms and spears are used to down the powerful creatures.
Some Dragoons are even capable of learning combat manouveres borne from dragonkin themselves. Fewer still even go as far to feast on dragon magic to grow even stronger still.
It's not just dragons that must fear a mighty Dragoon Knight however, as they are still well trained warriors, even if they are not hunting their preferred targets. All those on the battlefield should keep an eye skyward, lest the righteous spear of the Dragoon Knight come crashing down upon them.
Jump
The bread and butter of a Dragoon Knight's unique fighting style is their ability to jump to great heights, soaring upwards to meet their quarry face to face in the clouds.
Your maximum high jump distance is equal to one half of your movement speed plus your strength modifier (rounded to the nearest 5ft), and your maximum leap (long jump) distance is equal to their movement speed plus your strength modifier (rounded down).
You take no fall damage if the height you fall from is less than your movement speed, and you take half the normal amount of damage in any other case.
Lances are also considered to have the two handed weapon property when you wield them.
Dragoon Dive
Once in the air, a Dragoon Knight will flourish their lance downwards, before free-falling down and smiting their foe from above.
You can choose from a list of the dive techniques to learn. You learn one dive technique at level 3, and another at levels 5, 8, 12 and 17.
Each dive uses a bonus action to perform, and can be used 3 times per short rest. Dives can only be used after using your movement as a high jump.
Dragonfire Dive
Force all targets in a 10ft radius from where you land to make a Dexterity saving throw. If they fail, they take 4d6 fire damage. If they succeed, they simply take half of the damage.
Draining Dive
Hit a creature for 3d6 piercing damage and then roll a d6. On a 5 or a 6, you heal for half the damage inflicted.
Elusive Jump
You leap backwards at a distance up to half of your movement speed. This does not provoke attacks of opportunity.
At level 15, this ability gains an extra 20ft of backwards movement.
Mirage Dive
Deal 2d6 piercing damage on a hit, and grant yourself +2 AC until the start of your next turn.
Shocking Dive
Force a single target to make an intelligence saving throw. If they fail, they take 3d6 lightning damage and are considered blinded until the end of their next turn. If they succeed, they simply take half the damage with no other effects.
Spineshatter Dive
Force a single target to make a constitution saving throw. If they fail, they take 4d6 piercing damage and are stunned until the end of their next turn. If they succeed, they simply take half of the damage with no other effects.
Stardiver
Deals 3d6 radiant damage on a hit.
Supersonic Dive
All creatures within 10ft of your landing zone must make a constitution saving throw. On a fail, they take 3d6 thunder damage and are deafened until the start of your next turn. If they succeed, they simply take half the damage with no other effects.
Dragon Hunter
As a Dragoon Knight, you have poured your spare time into researching dragons and their ilk, learning their strengths and vulnerabilities, their lifestyles and roosting habits.
You gain dragons as a favored enemy.
This means that you have significant experience studying, tracking, hunting, and even talking to dragons.
You have advantage on survival checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn the draconic language.
Magic Lance
Your lance thirst for the blood of dragons, and seeks to pierce their magically protected hides.
Weapon attacks you make are considered magical for the purpose of overcoming immunities to non-magical attacks.
Breath Resistance
As you gain more experience in fighting dragons, you gain a familiaristion in the magical techniques that are used to enhance their breath attacks.
When you are forced to take damage when hit by a spell or breath attack which forces a saving throw, you take half damage from the attack.
High Jump
As you practice your style of fighting against tougher opponents, you grow stronger too, your jump piercing the heavens themselves.
Your maximum high jump distance is equal to your movement speed, plus strength modifier, plus your proficiency modifier (rounded to the nearest 5ft).
You can now fall a distance equivalent to your movement speed + 10ft without incurring any damage. Any fall damage you take from falls higher than this is still halved.
Your dives now also deal an extra 2d6 in damage, and if you chose elusive dive, you gain an extra 20ft of backwards movement from it.
Geirskogul
After spending much time fighting dragons and training with your lance, you have developed the ultimate slaying technique, Geirskogul.
This attack fires a wave of pure force energy in a line 50ft in front of you. Any targets caught in it's path must make a Dexterity saving throw. If they fail, they take 9d8 force damage and targets of sizes medium and small are knocked prone, and half as much on a success.
After this, any creature considered to be a dragon must roll an additional constitution saving throw. If they fail, the damage that was rolled is doubled.
This technique uses an action to perform, and can only be performed twice per long rest.







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