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.

Their key features are increased jumping distance and height, dealing bonus damage with attacks after jumping, and repositioning themselves in the battlefield. At higher levels, they can deal explosive damage with their Jump Attack, and knock down large creatures.

Dragoon Agility
As long as you are not wearing heavy armor, you do not need a running start to perform a long or high jump, your jump height and distance are increased, and while conscious, you ignore falling damage equal to your jumping height.

High Jump
While you are jumping, attacks against you have disadvante. As an action, you can make an athletics check to extend the distance of your jumps, allowing you to cover even greater distances! And as part of the High Jump action, you can perform a Jump Attack!

Jump Attack
After jumping a distance of at least 15 feet, you can make an attack roll with a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties against a target within 5 feet of where you land. On a hit, you deal your weapon damage, plus bonus Jump Attack damage! Jump Attack becomes stronger as you increase your fighter level, dealing even more damage every two levels, and gaining an increased chance to score critical hits at levels 7 and 15! Upon reachin level 10, your jump attacks always have advantage if you jump a distance of at least 30 feet!

While jumping, you gain many defensive bonuses, such as an increase to your AC, immunity to being grappled, and many more at later levels! And as a reaction, when an enemy would hit you with an attack, you can perform an elusive jump to try and make that attack a miss, and reposition yourself!

Later on, as a bonus action, you can forsake all movement that turn in order to increase your jumping distance by 30 feet, and ignore the movement speed limitations for your jumping height and distance, allowing you to even topple large beasts from the sky! On top of that, your next jump attack that turn will deal even more damage based on the distance you leapt, and larger creatures can be knocked down by your attacks.

As you reach the pinnacle of your power as a Dragoon, you become the fabled Dragonslayer! You unlock the ultimate Dragoon attacks, the Meteor Dive, and the Final Dragonsong.

Warriors who trained themselves to slay dragons and other flying creatures up in the air. 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 and your movement is not restricted, you do not need to get a running start to perform a long or high jump, and your jump height and distance become 10 + your strength modifier. 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. Additionally, you learn the High Jump and Jump Attack actions.

High Jump - As an action, make an Athletics 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. You cannot jump a distance greater than your remaining movement. You may perform a Jump Attack as a part of the High Jump action.

Jump Attack - Once per turn, after jumping a distance of at least 15 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, you deal your weapon damage, plus an additional 2d6 damage of the same type as your weapon. This damage increases to 3d6 at 5th level, 4d6 at 7th level, 5d6 at 9th level, 6d6 at 11th level, 7d6 at 13th level and 8d6 at 15th level.

Level 7: Elusive Jump

While jumping, you cannot be grappled, and you gain AC equal to your proficiency.

When performing the Jump Attack, if you jumped a distance of at least 30 feet, that attack gains advantage. When rolling to hit with your Jump attack, you can score a Critical Hit on a roll of 19 or 20 on the d20.

When an attacker that you can see hits you with an attack roll, 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 count as if you were 'jumping' as the attack hits you, but if the attack has an effect of reducing your movement to 0, you remain in place. You cannot jump if the path is blocked by a creature of a size larger than you.

Level 10: Spineshatter Dive

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

While jumping, you no longer trigger attacks of opportunity, and you take halved damage from area-of-effect.

If you haven't used your movement yet this turn, you may, as a bonus action, reduce your movement speed to 0 in order to increase your jumping height and distance by 30 feet, and it is no longer limited by  your movement speed until your next turn. You may use this feature a number of times equal to half your proficiency, and you recover half the charges on a short rest, and all of them during a long rest.

When performing a Jump Attack with this feature, all damage becomes force damage, you deal an additional 1d6 damage for every 5 feet you moved, up to a maximum number of die equal to your proficiency. Additionally, if you are hitting a creature of up to two sizes larger size than you, that creature must succeed on a constitution saving throw of 10 + your strength + your proficiency, or be knocked prone.

Level 15: Elite Dragoon

  • Starting at 15th level, your jumping distance becomes 20 + your strength modifier, and while you are jumping, all damage dealt to you is halved.
  • The distance of Elusive Jump becomes the result of an Acrobatics check + 10, and you may use it as a bonus action.
  • When rolling to hit with your Jump attack, you can score a Critical Hit on a roll of 18, 19 or 20 on the d20.
  • When performing a Jump Attack with the Spineshatter Dive feature, creatures of any size can be knocked prone. If it's a flying creature, it is knocked down to the ground.

Level 18: Dragonslayer

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

  • Your jumping height and distance becomes 60 feet and it ignores movement speed limitations.
  • Your Elusive Jump distance becomes 30 feet, and you may use it as a bonus action.
  • Your Spineshatter Dive increases your jumping distance by an additional 30 feet.
  • If you jump a distance of 150 feet before performing your Jump Attack, it becomes a guaranteed critical upon hitting.
  • Once per short rest, when you perform a Jump Attack, you may perform the Meteor Dive attack, and the Final Dragonsong 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 have disadvantage on the saving throw. On a success, they are not knocked prone, and take half of the fire damage.

If Meteor Dive is used in conjunction with the Spineshatter Dive feature, you may also use Final Dragonsong.

Final Dragonsong - In addition to the effects and damage from Jump Attack, Spineshatter Dive and Meteor Dive, your Jump Attack gains a +10 bonus to hit, and you roll three dice to hit your target, selecting the highest result. The DC for the saving throws of Spineshatter Dive and Meteor Dive become 15 + your strength modifier + your proficiency bonus, and the fire damage ignores immunities to deal half damage instead, or full damage if the creature is resistant to fire damage. In addition, upon failing the saving throw, the creature at the center of your attack has their AC permamently reduced by 10. After performing Final Dragonsong, you gain 5 points of exhaustion.

Dragoon Image

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