Base Class: Fighter
Masters of airborne combat and the disciplined rhythm of the spear, Dragoons are fighters who channel the legacy of dragon-slayers into precise, skyborne devastation. Trained to strike with inhuman speed and grace, a Dragoon launches themselves into battle like a living weapon—leaping high above the fray before driving their polearm down with thunderous impact.
More than simple warriors, Dragoons attune themselves to an inner well of draconic force. Through measured strikes and relentless pursuit, they ignite this latent power into a burning gauge of momentum—unleashing it in climactic bursts that can level entire battlefields. Each blow is part of a deadly sequence, a calculated dance of thrusts and vaults designed to overwhelm even the mightiest foes.
While many fighters rely on brute strength or clever tactics, Dragoons master the rhythm of combat itself. Their strikes build like a storm, and when the moment is right, they dive from the sky like a falling star—unyielding, unstoppable, and unforgettable.
Whether hunting true dragons or wielding their power in kind, Dragoons stand as peerless vanguards of aerial precision and martial discipline.
Level 3: Dragoon Training
At 3rd level, you gain proficiency in the Acrobatics skill. When making an Acrobatics check related to jumping, you can use Strength instead of Dexterity.
In combat, you can replace one of your melee weapon attacks with a Jump attack, propelling yourself into the air and striking from above. As part of this attack, you leap up to 15 feet in a straight line and land in an unoccupied space adjacent to a creature you can see. This movement:
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Is not affected by your movement speed or movement limitations
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Ignores difficult terrain
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Does not provoke opportunity attacks
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Allows you to leap over creatures and obstacles
If there is no unoccupied space adjacent to the target, the Jump fails and the use is not expended.
On a hit, the attack deals extra damage equal to your proficiency bonus.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Level 3: Dragon’s Grace
You are immune to falling damage from heights of 15 feet or less, and you take only half damage from falling heights of 30 feet or less.
Level 3: Combination Thrust
Every third successful melee weapon attack made with a polearm during combat deals additional force damage equal to your proficiency bonus. You can only benefit from this effect once per round, and the count resets at the end of combat.
Level 3: Polearm Mastery
You gain Weapon Mastery with all polearm weapons you are proficient with, including glaives, halberds, lances, spears, and tridents. These count against your total number of mastered weapons, unless otherwise specified by your class features.
Level 7: Dragon Gauge
Your strikes now stoke a growing inner power. Every third successful weapon attack you make during combat activates your Dragon Gauge. While the gauge is active, your weapon attacks deal additional force damage equal to half your fighter level (rounded down). This effect lasts for 2 rounds or until you expend the gauge.
You can only benefit from one active Dragon Gauge at a time. You cannot reactivate your Dragon Gauge while it is already active. Your Dragon Gauge can remain active for no more than 6 total rounds. If an effect would extend it beyond this duration, it instead lasts until the end of your sixth round.
Level 7: Geirskogul
When your Dragon Gauge is active, you may expend it to unleash a line of draconic energy. As an action, you force all creatures in a 5-foot-wide, 30-foot-long line originating from you to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, creatures take 3d8 force damage; on a successful save, they take half as much. This ends your Dragon Gauge.
You can use Geirskogul once per long rest.
Level 7: Elusive Leap
When you are hit by a melee or ranged weapon attack, you can use your reaction to leap up to your Jump distance without provoking opportunity attacks. If you do, you take only half damage from that attack.
You can use Elusive Leap a number of times equal to your proficiency bonus per long rest.
Level 7: Improved Dragon’s Grace
You are now immune to falling damage from heights of 20 feet or less, and take only half damage from falling heights of 40 feet or less.
Level 10: Dragonfire Dive
As part of a Jump attack, you can instead perform a Dragonfire Dive. Choose one target within your jump range. Make a melee weapon attack against the target. On a hit, the target and each creature within 5 feet of it must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier). A creature takes 3d8 fire damage on a failed save, or half as much on a successful one.
You can use this feature once per long rest.
Level 10: Nastrond
Your Geirskogul feature improves. When you use it, the damage increases to 3d10 force damage. You can now use it twice per long rest.
When you use Nastrond, your Dragon Gauge remains active for 2 additional rounds instead of ending.
Level 10: Mirage Dive
Your Jump distance increases to 25 feet.
Level 10: Enhanced Dragon’s Grace
You are immune to falling damage from heights of 25 feet or less, and take only half damage from falling heights of 50 feet or less.
Level 15: Wyrmsbane
Your strikes are especially deadly to creatures of draconic origin. You deal additional weapon damage equal to your fighter level against creatures with the Dragon type.
Level 15: Stardiver
Your Dragonfire Dive feature now deals 6d8 force damage instead of 3d8 fire damage, and affects all creatures within 5 feet of the target on a failed save.
Level 15: Wyrmwind Thrust
Your Nastrond feature improves. It now deals 3d12 force damage. You can use it three times per long rest. You may only use Wyrmwind Thrust once per turn.
When you use Wyrmwind Thrust, your Dragon Gauge remains active for 4 additional rounds instead of 2.
Level 15: Extended Mirage Dive
Your Jump distance increases to 30 feet.
Level 15: Greater Dragon’s Grace
You are now immune to falling damage from heights of 30 feet or less, and take only half damage from falling heights of 60 feet or less.
Level 18: Starcross
After you use your Stardiver feature, you can release your remaining Dragon Gauge in a final, explosive burst of draconic energy.
All creatures within 30 feet of your landing point must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature takes 6d8 force damage and is knocked prone. On a successful save, the creature takes half damage and is not knocked prone.
This feature ends your Dragon Gauge and may only be used once per long rest.
Level 18: Final Dive
Your Jump distance increases to 35 feet.
Level 18: Perfected Dragon’s Grace
You are now immune to all falling damage, regardless of height.
Previous Versions
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