Fighter
Base Class: Fighter

Dragon Knights are elite warriors who have honed their body and skill through special training to challenge powerful foes in the sky. Using draconic energy, they leap heavensward, aiming their weapon downwards, delivering a fatal blow as they fall. Used to pursuing a single target, Dragon Knights usually operate alone and have little to offer when it comes to teamwork.

They wear special armor meant to invoke the imagery of dragons, including helmets shaped like a dragon's head, spikes, and wing and scale designs. They are powerful physical attackers who wield various weapons with extended reach such as lances and halberds.

Aerial Maneuvers

At 3rd level, your physique is empowered by draconic forces.

As long as you are not wearing heavy armor, you can jump from a standing position. Your jump distance equals (20+Str modifier), and at 7th level (35+Str modifier). High jumps and long jumps towards hostile creatures do not provoke opportunity attacks.

You take falling damage only from heights greater than your jump distance, and only half that damage.

If you are wielding a weapon with reach, you may choose to long jump onto a space occupied by a creature or object. If you do, you must perform a high jump after landing on that space as part of your movement immediately followed by a Dive.

Dive

At 3rd level, you learn how to use draconic energy for aerial combat.

When at least 20ft in the air, you may Dive as your attack action, targeting the creature or object occupying the space you would land in. On a hit, the target takes an extra 1d6 damage. Then if that space is still occupied, move up to 10ft (minimum 5ft) in any direction from it to an unoccupied space without provoking opportunity attacks.

This extra damage increases to 2d6 at 7th level, 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 18th level.

Double Jump

Starting at 7th level, you release a burst of draconic energy to accelerate you for an instant.

When you use your Action Surge, you can perform a high jump before each attack until the end of the current turn. Each Dive deals an additional 1d4 damage for each time you have previously high jumped this turn.

Dragon Blade

Starting at 10th level, you can summon a large blade of draconic energy that strikes creatures from below and replenishes your energy. 

When you use your Second Wind feature, you can choose a creature or object within 20ft of you. That creature or object and each creature or object 5ft adjacent to it takes force damage equal to the amount of Hit Points you gained.

Dragonfire Dive

At 15th level, you learn how to use altitude to bolster your strikes, driving your target with you to the ground. 

Dive has advantage against flying creatures.

When you Dive on a creature from 40ft or higher, you can knock it prone. The DC is equal to your (proficiency modifier + Str modifier). If you Dive from 60ft or higher, the DC is instead equal to your (proficiency modifier + double your Str modifier).

Wyrmslayer Virtuoso

At 18th level, your body is overflowing with draconic energy, enough to challenge masters of the sky. Your high jump distance equals (60 + Str modifier). When you kill a creature using Dive and have no more uses of Second Wind left, you regain one use.

Previous Versions

Name Date Modified Views Adds Version Actions
11/25/2020 5:50:20 PM
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5e
Coming Soon
11/25/2020 5:51:54 PM
13
1
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Coming Soon

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