Base Class: Fighter
These fearless warriors stand against dragons, demons, fiends, and any other threats who would raise a hand against their homelands. Dragoons use their command of both the sky and ground to strike down their foes with deadly strikes. The Dragoon was a soldier born out of need in a distant land. Their homeland has been locked in a war against dragonkind for hundreds of years, leading to their soldiers to specialize in battling back against dragons. Their most notable ability is the Dragoon Jump, which is powered by a magical gem each Dragoon receives upon completing their basic training.
The Dragoons have been blessed with the ability to soar high into the air like those they have taken up arms to destroy. These warriors are able to crash down from the sky using their weapons and body weight to drive any skyborn into the ground or cause great damage to those already on land. Wings will not grant you safety from a Dragoon.
Dragon Sight
When you choose this archetype at 3rd level, you learn spikes that are fueled by your blood of the dragon points.
Spikes. You learn two spikes at 3rd, 7th, 10th, 15th, and 18th level. You can learn only one spike of the same tier level at the same time, you can replace a learned spike by the other one of the same level by taking 10 minutes per new spike after you finish a long rest.
You can replace one of your attacks for a spike. You can only use the same spike once per turn unless specified differently.
You learn two additional spikes at 7th, 10th, 15th, and 18th level. Each time you learn new spikes, you can also replace one spike you know with a different one of the same level.
Saving Throws. Some of your spikes require your target to make a saving throw to resist the spike’s effects. The saving throw DC is calculated as follows:
Spike save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Jump
At 3rd level as one of your attacks and by spending one point of blood of the dragon, you can make a high jump attack leaping 30ft. in the air and landing on a creature or an empty space in a 15ft radius from your point of origin. If you land on a creature, that creature makes a Dexterity saving throw, adding 1d6 bonus piercing damage to your attack. On a success, it takes half of the total damage. This bonus damage is increased to 2d6 the 5th level, 3d6 at 11th level, and 4d6 at 18th level.
You may not use Jump on a creature that is higher than 30ft. nor does not have at least 5ft. of space above their head. After finishing your Jump, select an empty space adjacent to the target creature to land on. If the creature's size is Huge or larger, you may choose to attempt to land on the creature instead by making an Acrobatics check (difficulty determined by your DM). You do not take fall damage as a result of using the Jump ability.
You may use this spike once per turn.
Spikes
You gain two options of different spikes at 3rd level, 7th, 10th, 15th, and 18th, you gain the ability to use this spikes during battle. You can only have one spike prepared for each of the two options presented in those levels (example: Crash Dive or Life Surge, Heavy Thrust or Chaos Thrust, Blood For Blood or Invigorate, Battle Litany or Dragonfire Dive, Dragon's Bane or Stardiver), you can not have two abilities of the same tier equipped at the same time.
Spikes are presented in alphabetical order.
Battle Litany
At 15th level, as one of your attacks and by spending three blood of the dragon points, you and everyone at a 15ft radius from you, deal critical hits by rolling a 19 or 20. This effect lasts for a number of rounds equal to your Strength modifier or until the other affected creatures are outside the affected area.
Blood For Blood
At 10th level, as a bonus action and by spending two blood of the dragon points, you add your proficiency bonus to your damage to every attack you make, at the same time you receive damage equal to your proficiency bonus.
You may use this spike a number of times equal to your Constitution modifier per long rest. You can deactivate this spike as a bonus action.
Chaos Thrust
At 7th level, as one of your attacks and by expending one blood of the dragon point, when you hit a creature with this attack they make a Constitution saving throw if it fails you leave a wound dealing 1d8 at the beginning of its turn. Creatures affected this way can use their action to repeat the saving throw and stop bleeding, taking away all wounds accumulated. If the target succeeds on any saving throw for Chaos Thrust, it doesn't receive the wound and all accumulated wounds close as well.
You can use this spike multiple times in one turn.
Crash Dive
At 3rd level, every time you use jump or high jump on a creature that's flying, you bring them to the ground and reduce their flying speed to 0ft for a number of rounds equal to your Strength or Dexterity modifier. Additionally as a bonus action and by expending one blood of the dragon point, when you use Jump or High Jump you can make one attack against the same target in mid-air if it's flying before completing your jump or high jump.
Dragonfire Dive
At 15th level, as a bonus action and by spending three blood of the dragon points, you can replace your jump and high jump bonus damage with 8d8 fire damage. When you land everything at 20ft from your landing point must make a Dexterity saving throw, on a success affected creatures receive half damage.
You can use this spike once per turn.
Dragon's Bane
At 18th level, failing a Dexterity saving throw only deals half damage, and a success negates damage completely. When you deal damage to a dragon or a draconic creature, you deal an extra 3d6 bonus damage of your weapon type. If it's not a draconic creature, you deal an extra 1d6 of your weapon type every time you deal damage.
Heavy Thrust
At 7th level, as one of your attacks and by spending one blood of the dragon point, that one attack deals double your weapon damage. If you get a critical hit, you add the extra damage after calculating your critical hit damage.
You can use this spike once per turn.
Invigorate
At 10th level, as a reaction and by spending two blood of the dragon points, you can use Indomitable on any ally that's 15ft from you. This counts towards your daily uses of indomitable.
Life Surge
At 3rd level, as a bonus action and by spending one blood of the dragon point, you can charge your next attack or spike to be a critical hit on a 19 or 20 and you regain hit points equal to half the damage dealt this way.
You can use this feature a number of times equal to your Constitution modifier. You can use this ability again after a short or long rest.
Stardiver
At 18th level, the extra damage from your high jump becomes force damage, and when you land after a high jump you deal that extra damage to all creatures in a 10ft radius. Creatures affected this way must make a Dexterity saving throw, if successful they take half that bonus damage.
Additionally, your High Jumps complete on the same turn used.
High Jump
At 7th level As an action and by spending two points of blood of the dragon, you can make an extremely high jump and landing on your target at the beginning of your next turn, dealing twice your weapon damage and extra piercing damage leaping 80ft into the air. At the start of your next turn, you land on a creature within 30ft of your starting position. The creature makes a Dexterity saving throw, taking twice your weapon damage and bonus damage equal to 4d6. This bonus damage is increased to 6d6 at the 11th level and 8d6 at the 18th level.
You may not use Hight Jump on a creature that is higher than 80ft nor has at least 5ft of space above their head. After finishing your Jump, select an empty space adjacent to the target creature to land on. If the creature's size is Huge or larger, you may choose to attempt to land on the creature instead by making an Acrobatics check (difficulty determined by your DM). You do not take fall damage as a result of the High Jump ability.
You gain proficiency or expertise in Acrobatics.
Dragoon's Senses
At 10th level you can see the world as a dragon does, gaining 30ft of blindsight and 60ft of darkvision. Additionally during battle as a bonus action, you may use it to make a perception check.
Additionally, you have gained a wealth of knowledge about dragons. You have proficiency in History, Nature, and Perception checks when the check involves draconic creatures or lore from them, and you add the Draconic language to your known languages.
Dragoon's Trance
Starting at 15th level, when you roll initiative and have no blood of the dragon points remaining, you regain three blood of the dragon points.
Elusive Jump
At 18th level, as a reaction and by spending three blood of the dragon points. After an attack that targets you is resolved and before damage is dealt, you can jump 15ft backward in a cone landing in an occupied space and your foe rerolls that one attack.
If the attack still hits you, you take half the total damage.
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Posted Sep 19, 2022can you explain the blood of the dragon points mentioned in dragonsight? nothing in this page explains how much we have or how to even generate it.