Fighter
Base Class: Fighter

After an Ancient Red Dragon crashed to the earth, a magical glow is somehow emited as the soul of the dragon remains...for a greater purpose..to find another worthy soul to bond to and change the fate of exsitance.

Warriors that have been chosen as part of their destiny to be a dragoon. They will become the weapons of fate, slated to serve a greater cosmic plan. They are soldiers and embrace combat to the end with a prowess for almost dance-like fighting skills that lead to the build of their fighting spirit in a display of massive power. Dragoons may just be as old as the dragons themselves, though how they came to be is a mystery.

Dragoons harnes the spirit power of the dragon soul and manifest it in a magical transformation chaning their apperances and granting them abilities and spellcasting.

Taking this Subclass you gain additional bonuses at levels 3, 7, 10, 15, and 18th. 

 

Spirit Gauge

Starting at 3rd level when you succeede on an attck roll add 1 Spirit Point to the Spirit Gauge. The Spirit Gauge can hold a maximum of 5 SP at 3rd level. Each Dragoon level higher than 1st holds an additional +5 SP.   

You can not gain SP while already transformed.

Dragoon Transformation

Starting at 3rd level you can use a bonus action and spend 5 SP to transform into Dragoon level 1. Each Dragoon level after 1st costs an additional +5 SP to transform.  

A Transformation lasts for 1 minuet per 1 SP spent. You lose 1 minuet of transformation at the end of each round if you made a weapon attack or targeted a creature with a spell that does not heal. You can choose to end the transformation early at will.

  • While Transformed you gain the following benefits:

    • The Weapon(s) you are holding gain elemental damage of your Dragoon type and a +1 to attack and damage rolls. Increasing by +1 at each level of Dragoon (+2 at 7th +3 at 10th ect..). 
    • You gain a +5 bonus to your AC and Resistance to Bludgening, Slashing and Piercing Damge. Increasing to +7 AC at level 7 then +8 AC at 10th and +10 AC at 18th 
    • Your speed increases by 10 feet and you gain flying and hover.   
    • You have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks. 
    • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Wisdom modifier (minimum of +1). 
     

You gain additional Dragoon levels to a maximum of 5, begining at 7th level then again at 10th, 15th and 18th. Each Dragoon level costs and additional 5 SP to Transform.

Spellcasting

When you reach 3rd level, the dragon spirit within your gemstone grants you access to a well of magic to augment your martial prowess. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell lists. You learn an additional cantrip of your choice at 10th level. 

Spell Slots.

The Dragon Spirit Warrior Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or highter. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Faerie Fire and have a 1st-level and a 2nd-level spell slot available, you can cast Faerie Fire using either slot.

Spellcasting Ability

Wisdom is your spellscasting ability for your spells, as your bond with your dragon spirit will continue to grow with your experience. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. 

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency  bonus + your Wisdom modifier

Dragon Spirit Warrior (Dragoon) Spellcasting

FIGHTER LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

 

Additional Fighting Style

At 7th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Dragoon Level 2 / Spirit Gauge Increase

Starting at 7th level, your Spirit Gauge increases to hold 10 Spirit Points (SP), the following bonuses are applyed to the Dragoon Transformation:

  • The Weapon(s) you are holding gain elemental damage of your Dragoon type and a +2 to attack and damage rolls.  
  • You gain a +7 bonus to your AC.  
  • Your speed increases by 10 feet and you gain flying and hover.  
  • You have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks. 
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Wisdom modifier (minimum of +1). 

Dragoon Level 3 / Spirit Gauge Increase

 Starting at 10th level, your Spirit Gauge increases to hold 15 Spirit Points (SP), the following bonuses are applyed to the Dragoon Transformation:

  • The Weapon(s) you are holding gain elemental damage of your Dragoon type and a +3 to attack and damage rolls.  
  • You gain a +8 bonus to your AC.  
  • Your speed increases by +10 feet and you gain flying and hover.   
  • You have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks. 
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Wisdom modifier (minimum of +1). 

Dragoon Level 4 / Spirit Gauge Increase

Starting at 15th level, your Spirit Gauge increases to hold 20 Spirit Points (SP), the following bonuses are applyed to the Dragoon Transformation: 

  • The Weapon(s) you are holding gain elemental damage of your Dragoon type and a +4 to attack and damage rolls. 
  • You gain a +8 bonus to your AC.  
  • Your speed increases by +10 feet and you gain flying and hover.  
  • You have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks. 
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Wisdom modifier (minimum of +1). 

Dragoon Level 5 / Spirit Gauge Increase

Starting at 18th level, your Spirit Gauge increases to hold 25 Spirit Points (SP), the following bonuses are applyed to the Dragoon Transformation:

  • The Weapon(s) you are holding gain elemental damage of your Dragoon type and a +5 to attack and damage rolls.  
  • You gain a +10 bonus to your AC. 
  • Your speed increases by +10 feet and you gain flying and hover.  
  • You have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks. 
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Wisdom modifier (minimum of +1). 

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