Fighter
Base Class: Fighter

A tall figure stands garbed in jet black armor surveying the battle before them. Suddenly they soar through the air, bringing their lance down upon their foe.

An Air Genasi woman makes her way carefully through controlled and calculated leaps to the top of a near by mountain in hopes of seeing one of the great and powerful wyrms that make this area their home - a rite of passage for all would be Dragoons.

To those who walk this chosen path, they focus on one truth above all else - "Death comes from above." And as such Dragoons all strive to emulate the combat prowess of the mighty Dragons that give them their namesake.

Draconic Lore

At 3rd Level, you gain the ability to write, speak and read Draconic if you did not already possess it.

A Dragoon's Tools

When you take this subclass, you gain proficiency with Lances, Spears, Glaives and Halberds if you did not already possess them.

Additionally, all Dragoon techniques and abilities require either a Spear, a Lance, a Glaive or a Halberd to execute. 

Aerial Supremacy - Jump

At 3rd Level, you learn to gather energy within yourself and make great leaps and bounds but also to turn this power on your opponents.

You may make a standing leap equal to your movement speed, doing so will expend your movement for that turn in combat. You do not suffer fall damage from this movement regardless of how high you jump. 

As you descend you may choose to make an attack as part of your normal attack action, on a hit this attack deals an extra 1D6 Weapon Damage. This extra damage can only occur once per turn. 

This damage increases as you gain levels in this class; increasing to 2D6 at 7th level and 3D6 at 14th. 

Aerial Mastery - Air Hike

Starting from 7th Level, you learn to manipulate the air beneath you while airborne.

While in mid-air you can manipulate the air currents beneath you to extend your jump distance and height by up to half of your movement speed. The number of times you can do this consecutively increases to 2 at 15th Level.

If you use this ability in conjunction with the second attack of the Multi-attack Feature, the second attack will deal an additional 2D6 Damage as you propel yourself off your foe and bring down your weapon for your second strike. 

Finally, while on the ground if you succeed on a Dexterity saving throw to reduce incoming damage, you can choose to use your reaction to instead take 0 damage and must use half of your movement instantly to leap to safety. 

 

 

Draconic Endurance - Lancet

At 10th Level, you have learned another signature technique of the Dragoons, the ability to siphon the life energy of your foes in battle - Lancet.

On your turn, as an action, you force a target that you can see within 60ft to make a Constitution Saving Throw.

Save DC = 8 + Your Proficiency Bonus + Strength Modifier.

On a failure, the target suffers 4D6 Necrotic Damage and you heal for half of the damage done to the target, on a success they suffer half the damage (rounded down) and you do not regain any hit points.

You can use this feature a number of times equal to your Constitution Modifier (minimum of +1). You regain all expended uses of this feature on a long rest.

 

Draconic Knowledge

At 10th Level your emulation of Dragons has granted you a keen understanding in how they think and how they perceive the world around them.

When you attempt to make a History/Nature or Survival check to track or recall information about Dragons or Dragon Activity in the area you do so at advantage.

Furthermore when you make a saving throw to avoid being Frightened you do so now at Advantage.

Aerial Domination - Gungnir

 At 15th level, you master the ultimate martial technique of the Dragoon, named for the fabled weapon of a deity that once struck down a wicked Dragon with a single throw of his mighty lance.

On your turn as part of the attack action, you can hurl your weapon with great force toward a target that you can see within range. For the duration of this attack, your weapon has the Thrown property if it doesn't already and has a range of up to 120ft.

On a hit, the target suffers 10D6 Force Damage as your weapon pierces their body and wracks them with pain. After a target has been struck by this attack they are held in place by your weapon, their movement speed is reduced to 0 until the start of your next turn or until you choose to remove your weapon.

If you miss the target and cannot recover your weapon through movement or you choose to recall your weapon early, you can use an action on your next turn to call your weapon back to you amid a shower of sparks. The weapon instantly reappears in your hand as a distant roll of thunder echoes. 

After using this feature you must complete a long rest to use it again. 

Heavensward

At 18th level true mastery of the air is yours. 

In combat, you can make a grounded attack roll to strike at your opponent and send them to the sky. On a hit, you and the target travel a distance equal to double your movement speed straight up into the air, the target suffers an additional 4D10 Force Damage as a result of this explosive ascent as well as all relevant falling damage when they land, as with other Dragoon abilities, you do not suffer any fall damage.

Moving like this does not take any of your movement speed and you can freely manoeuvre in mid-air as you usually would while descending, this includes using subsequent uses of the Multi-Attack feature as well as your Air Hike feature.

 You can use this feature twice per long rest.

 

Previous Versions

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