Base Class: Fighter
Lore keepers the world over have heard and recounted tales of strange warriors, clad in heavy armor with accoutrements resembling wings, claws, and teeth of dragons; and preferring polearms for weapons. These warriors are also known to serve the Metallic Dragon King, Bahamut and form a bond with dragon companions. Dragoons, as these warriors are often called, are the fabled hunters of the dreaded chromatic dragons that plague many lands. With their formidable ability to jump to great heights, Dragoons are a sight to behold on the ground and in the air. Fighting side-by-side with their dragon companions, the Dragoon is a force to be reckoned with.
Prerequisite
The Fighter must have adopted the Defense or Great Weapon fighting style prior to selecting this subclass.
Armor Proficiency
Having learned that lighter armors are unable to withstand a fight with a dragon, Dragoons prefer heavy armor and therefore drop their proficiency in light and medium armors. Your movement is not slowed while wearing heavy armor.
This proficiency replaces the Armor Proficiency listed in the basic Fighter entry.
Weapon Proficiency
Although the Dragoon has proficiency in all simple and martial weapons, many understand that they want to be as far away from sharp teeth and talons and they can while still harrying the dragon up close. Dragoons often opt to use polearms with the Reach property such as Glaives, Halberds, Lances, and Pikes.
Wyrmling Companion
At 3rd level, when choosing this subclass, the Dragoon has learned to commune with the great Metallic Dragon King, Bahamut. Once per day, as an action, the Dragoon may beseech Bahamut for the aid of a metallic wyrmling companion. The Dragoon chooses a metallic wyrmling to form a temporary bond with, following the guidelines below.
Level 3: Any CR 1 Metallic Wyrmling (Brass or Copper)
Level 5: Any CR 1 or 2 Metallic Wyrmling (Brass, Bronze, Copper, or Silver)
Level 8: Any Metallic Wyrmling CR 3 or below (Brass, Bronze, Copper, Gold or Silver)
** Breath Attack restriction: The Wyrmling's breath attacks recharge on a d12 roll of 11 or 12 rather than the normal d6 roll of 5 or 6.
After choosing the color of the metallic wyrmling, a portal opens near the Dragoon and a wyrmling of the chosen metallic color appears (using the appropriate stat block from the Monster Manual). The wyrmling is an ally to you and your companions. In combat, the wyrmling shares your initiative count, but it takes its turn immediately after yours.
The Wyrmling obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the Wyrmling where to move (no action required by you). You can use your action to verbally command it to take the Attack, Breath Weapon (depending on recharge), Dash, Disengage, or Help action. If you don't issue a command, the Wyrmling takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself (including the Jump ability) when you command the Wyrmling to take the Attack action.
The wyrmling companion will remain in the material plane for up to 1 hour or until the Dragoon dismisses it, begins a long rest, or falls to 0 hit points. If the wyrmling dies, or is otherwise dismissed, another may not be summoned until after you have finished a long rest. However, if the Dragoon is willing to sacrifice his one use of both Second Wind and Action Surge, Bahamut will grant him a second Wyrmling for the day. (Note that if the Dragoon has used all of his charges of Second Wind and Action surge, the Dragoon will not be able to summon the second Wyrmling.)
Jump
At 3rd level, the Dragoon has learned to use his longer weapons to vault himself and jump to heights no common fighter can achieve. Once per combat round, as an action, the Dragoon may make a Jump attack against a creature that he can see and that is within 15 feet of him laterally or vertically. Note that this ability may only be used if the Dragoon is wielding a polearm with the Reach property.
If the attack hits, this special attack will cause an additional 1d6 weapon damage in addition to it's base damage. Additionally, the Dragoon returns to the point in which he jumped from without provoking an attack of opportunity. If it misses, the Dragoon falls next to the target and takes the appropriate falling damage (if any) and is knocked prone. This ability may be used a number of times equal to the Dragoon’s Proficiency Bonus and recharges after a long rest. Note that because this feature uses an action, the Dragoon may only command his wyrmling companion to move or take the dodge action. It may not attack on a turn that Jump is used as the Dragoon is too focused on his aerial combat maneuver.
The additional damage increase to +2d6 at 8th level and +3d6 at 15th level.
Oath of Bahamut
At 7th level, the Dragoon swears an oath, binding his service to Bahamut. This oath is an emphasis of his service to Bahamut. Once a choice is made, it cannot be changed. The oaths are:
Oath of Compelling Surrender: Bahamut is one of the most compassionate dragons in existence and prefers not to sully himself with the blood of his enemies; seeking a more diplomatic solution instead. When using Persuasion or Intimidation for the purpose of compelling a foe to surrender, your Charisma modifier is doubled.
Oath of the Justified Deception: Just as Bahamut polymorphed into the meekly form of a human, as he appraised others through the eyes of justice and honor, you too can perform this feat. You gain access to the Disguise Self spell and can cast is as an ability rather than a spell. The duration is 10 minutes; however, as this is an ability, it is immune to Counterspell and Dispel Magic.
Oath of Companions: You bestow a temporary boon onto your Dragon companion. Choose from the following (one choice only):
Aggressive: As a bonus action, your dragon companion can move up to it's speed toward a hostile creature it can see.
Increased Flight: Your dragon companion's flying speed increases by 5 feet for 1 round.
Unending Breath: Your dragon companion continues to breath normally even in poisonous or noxious gases or clouds for 1 round.
Once you choose your oath to Bahamut, it may be used a number of times equal to your Proficiency Bonus. All uses recharge after a long rest.
Spirit Bond
At 10th level, the Dragoon’s bond with Bahamut and his dragon companions has become strong enough that he can request Bahamut transfer some of his life force to heal his companion. Once, as an action on his turn, the Dragoon may transfer up to one quarter (rounding up) of his total hit points to his dragon companion. Once this feature is used, it cannot be used again until after a short or long rest.
Note that this feature can be used to revive a wyrmling companion that has fallen to 0 hit points, provided it is used in the round immediately following when wyrmling's HP was reduced to 0.
High Jump
Feature TBD
Dragon Breaker
Feature TBD
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