Fighter
Base Class: Fighter

Mythical warriors who mastered the ancient dragon-slaying techniques, allowing them to take to the air to come crashing down with devastating blows capable of piercing even dragon scales. Dragoons are highly agile and they specialize in polearms and medium armor. They can jump great distances and perform devastating acrobatic attacks.

Level 3: Dragoon Agility

As long as you are not wearing heavy armor, you do not need to get a running start to perform a long or high jump, and your jump height is increased by 5 feet. You ignore fall damage up to your jump distance as long as you are conscious, and attack rolls against you while you are jumping have disadvantage.

Level 3: High Jump

You learn the High Jump action, and you may perform Jump Attacks after jumping a certain distance.

High Jump - As an action, make an Athletics or Acrobatics check to extend your jump height and distance by a number of feet equal to the check’s total. You can make this special check only once per turn. Then, immediately after you finish your jump movement, if you jumped at least 20 feet, you may perform a Jump Attack as a part of the same action.

Jump Attack - After jumping at least 20 feet, and if you are equipped with a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, make an attack roll with that weapon on an enemy adjacent to the space you finish your jumping movement in. On a hit, the target takes an additional 1d6 Jump Attack damage. This damage increases to 2d6 at 5th level, 3d6 at 8th level, 4d6 at 11th level, and 5d6 at 14th level.

Level 7: Elusive Jump

When jumping, you no longer trigger attacks of opportunity against you, and after jumping a distance of at least 30 feet, your Jump Attacks gain advantage.

When you are hit by an attack, you can use your reaction to make a Dexterity (acrobatics) check and jump a number of feet equal to the result in any direction. You cannot jump if the path is blocked by a creature of size medium or larger.

Level 10: Spineshatter Dive

Starting at 10th level, you start to master the Jump Attack, unleashing its true potential.

When performing a High Jump, you may perform both a Dexterity (Acrobatics) and Strength (Athletics) check, and add both results to your jumping distance. Additionally, when performing your Jump Attack, you may deal bonus force damage equal to your Srength modifier + your proficiency bonus to your target. Then, if the target is Large-sized or smaller, it must succeed on a Dexterity saving throw equal to 7 + your Srength Modifier + Proficiency Bonus. On a failure, the target falls prone, and if the target is flying or floating, it is knocked down into the ground, taking 1d6 fall damage for every 10 feet it fell.

Once you use this feature, you must finish a short or long rest before you can use it again.

Level 15: Elite Dragoon

Starting at 15th level you may High Jump as a bonus action, and you gain an additional charge of Spineshatter Dive, allowing you to use it twice before needing to finish a short rest to use it again.

Spineshatter Dive may knock down Huge sized enemies, and if they fail the saving throw, they are knocked prone, taking an additional 2d6 damage.

Level 18: Dragonslayer

You attain the pinnacle of dragoon mastery, giving you these benefits:

  • Your jumping height and distance becomes 60 feet.
  • If you jumped at least 80 feet, Jump Attack deals double the damage.
  • Your Elusive Jump distance becomes 30 feet, and you may use it as a bonus action.
  • You may use Spineshatter Dive three times before needing a short rest, and flying creatures have disadvantage on the saving throw.
  • Once per long rest, you may perform the Meteor Dive attack.

Meteor Dive - When you perform a jump attack, all creatures in a 20-foot radius sphere centered on the main target must succeed on a DC (10 + your Strenght Modifier + your Proficiency bonus) Dexterity Saving throw, or take an additional 8d6 fire damage and be knocked prone. Any creature that is huge sized takes an extra 2d6 damage, increased to 4d6 if they are gargantuan sized. Additionally, if the creatures are flying, they are knocked to the ground, taking an additional 1d6 damage for every 10 feet it fell. On a success, they are not knocked prone, and take half of the fire damage. Flying or floating creatures roll the saving throw with disadvantage.

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