Monk
Base Class: Monk

There exist myriad fighting styles, each of which has its own unique qualities. None, however, can claim to be as offensively minded as ours. Our approach is ever one of attack, no matter who─or what─we face. An experienced lancer is able to wield a polearm as if it were an extension of his body. He transforms into a raging storm before his foes, delivering a barrage of devastating thrusts and slashes. In order to facilitate such a relentless offense, we lancers favor armor of leather and chainmail─such things as provide adequate protection without sacrificing mobility. The measure of a lancer's worth is truly quite simple: how swiftly and decisively he can pierce the enemy's defenses. 

Of all the things that are symbolic of the nation of Ishgard, few are more recognized than the dragoon. Born amidst the timeless conflict between men and dragons, these lance-wielding knights have developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes.

Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every ounce of their bodies behind the blow. It is this penetrative power that characterizes the dragoon.

 

By choosing this subclass, you'll lose Flurry of Blows, but it will be replaced by a myriad of Dragoon specific Dive abilities to spend you Ki on. All Dives land you next to your target.

Ishgard Armor Training

Thanks to special training, a Dragoon can now wear Light and Medium armor without any drawbacks. He is also an expert in one polearm of his choice.

Glaive Proficiency

You're now proficient with Glaives and can use your DEX mod for damage.

Halberd Proficiency

You're now proficient with Halberds and can use your DEX mod for damage.

Lance Proficiency

You're now proficient with Lances and can use your DEX mod for damage.

Pike Proficiency

You're now proficient with Pikes and can use your DEX mod for damage.

Spear Proficiency

You're not proficient with spears and can use your DEX mod for damage.

Dive

Using your Ki, you deliver a jump attack for an extra 1d4 damage and land safely; without any fall damage. You'll be able to hit your target as long as they are within half of your movement. Spending extra Ki will increase Dive's damage by an extra d4. However, spending the extra Ki will take an extra action; meaning you won't land until the start of your next turn.

You are vulnerable while in the air (enemies have advantage), however you gain a +2 natural armor bonus.

Elusive Jump

As a reaction, you may evade an attack by jumping out of the way in any direction. However, the Dragoon must jump the full 15ft, otherwise the ability is negated.

Dragoon's Blood

The Dragoon now has Dragon as their favored enemy. Allowing them to fight the terrifying foes with specifically designed tactics.

Dragoon Resilience (Acid)

Every Dragoon has a specific dragon they're trained against. It would be a shame to end up dead on the floor because the Dragoon wasn't resilient enough in that dragon's elemental type.

Dragoon Resilience (Cold)

Every Dragoon has a specific dragon they're trained against. It would be a shame to end up dead on the floor because the Dragoon wasn't resilient enough in that dragon's elemental type.

Dragoon Resilience (Fire)

Every Dragoon has a specific dragon they're trained against. It would be a shame to end up dead on the floor because the Dragoon wasn't resilient enough in that dragon's elemental type.

Dragoon Resilience (Lightning)

Every Dragoon has a specific dragon they're trained against. It would be a shame to end up dead on the floor because the Dragoon wasn't resilient enough in that dragon's elemental type.

Spineshatter Dive

You can dive into the air doing 6d4 damage; and take down foes who dare tread the skies as you do. Be they airborne or grounded, your Dive can now reach up to 120ft in the air; and 60ft away from your location. This ability costs two Ki-points and will take until the start of your next turn to finish.

You may use an extra Ki-point to land on top of your target that turn.

You are vulnerable while in the air (enemies have advantage), however you gain a +2 natural armor bonus.

Dragon Sight

Use your dragon-like senses to aid an ally within 10ft. of you. For as long as the two of you are within 10ft., you can use your reactions on each others' turn to attack your foe. The person you share your senses with can also use this ability.

Dragon Dive

The Dragoon does a jump ability that's infused with his elemental resilience to not only hurt his target, but the enemies around the area he lands in. You dive doing 8d4 to all enemies around you within 10ft. of where you land.

This ability costs three Ki to perform and has the same range as the Spineshatter Dive for grounded targets. However, you can now jump up to 180ft, still landing on your next turn. Using an extra Ki-point will have you land during the turn you jumped.

You are vulnerable while in the air (enemies have advantage), however you gain a +2 natural armor bonus.

Blood of the Dragon

As a Bonus Action, for thirty seconds, your jump abilities can go 10ft. further/higher for the same amount of Ki-points. While this is active all jumps will do an extra weapon roll of damage.

Aerial Maneuvers

Enemies no longer have advantage against you while you Dive.

Raiden Thrust

Spend a Ki point to attack. If the attack lands, the Dragoon gains double their wisdom modifier to their AC.

Previous Versions

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7/10/2020 12:50:20 AM
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7/10/2020 3:57:39 AM
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7/10/2020 4:27:06 AM
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7/10/2020 5:35:15 AM
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