Fighter
Base Class: Fighter

Unique to the Airforce of the Fiendish Lands, a Dragoon combines sublime feats of aerial acrobatics with the application of body enhancing magic. Feared far and wide for their ability to bring down ships in their own right, Dragoons were trained as auxiliary support for the Airforce, enabling them to leap from ship to ship with death-defying grace and poise.

Aerial Assault

Starting at the 3rd-level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your fighter level. 

When you attempt to land on a target, make an Acrobatics Check against the opponent's Dexterity Saving Throw to avoid you. 

A roll below 15 on the Dexterity Save is an automatic fail. On a failed save, you do not land prone unless your Acrobatics Check is lower than the Dexterity Saving Throw. Fall damage is applied as per Tashas Cauldron of Everything. 

As part of this feature, you learn the Jump spell. You can use this as many times equal to your proficiency bonus (minimum of one) before taking a long rest.

Intercepting Leap

Starting at 3rd-level, as a reaction you can use your jumping speed to move towards an ally and intercept the attack on their behalf. If you possess the interception fighting style, reduce the amount of damage taken by 1d10 + your proficiency bonus.

This can be performed as many times equal to your proficiency bonus per short rest. 

Higher, Faster; Soar

At the 7th-level, jumping verically costs half the usual movement speed.

Aerial Adept

At the 7th-level you can add 1d4 to your hit and damage rolls whenever you hit a creature that is in the air.

As part of this feature, you learn the Levitate spell. You can use this as many times equal to your proficiency bonus (minimum of one) before taking a long rest.

Springing Step

At the 7th level, you gain an additional 10 feet of walking speed.

Additionally, you only require 5 feet of movement to perform a running start.

Finally, when you are prone, standing up uses only 5 feet of your movement.

Aerial Fighter

At the 10th-level, as a special attack action, you can declare you're going to try and knock the enemy into the air. During this attack action, make an Athletics Check against a Strength Saving Throw to knock the opponent 5ft into the air. Each successive hit on this turn before the opponent lands will knock the enemy a further 5ft in the direction you choose. Should you choose to jump during this, you can kick the creature downwards as a bonus action, causing them to take any fall damage they normally would.

If the creature collides with a ceiling or wall during this attack, the creature takes 1d6 additional bludgeoning damage. This can be performed a number of times per short rest equal to your proficiency bonus.

Aerial Tactics

Starting at the 15th-level, you can use the following:

Aerial Surge

When you use your action surge feature you gain advantage on all attacks against aerial targets on that turn.

Soaring Wind

When you use your second wind feature you are able to jump 30 feet in any direction laterally or horizontally. This movement does not provoke attacks of opportunity.

Indomitable Spirit

You can use your indomitable feature to reroll a failed Acrobatics check.

As part of this feature, you learn the Fly spell. You can use this as many times equal to your proficiency bonus (minimum of one) before taking a long rest.

Meteoric Fall

Starting at the 18th-level, you can make a special action once per long rest. When you take this action you can double your vertical jump in exchange for an all out attack. This takes one round in the air, during which all attacks against you are made with disadvantage.

At the start of your next turn you attempt to land upon any target within range. If the target fails their saving throw they take all the damage from the fall. If they succeed, they take half damage. Every creature within a 10 foot radius must make a Dexterity Saving Throw or take half the damage of this attack.

Previous Versions

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