Fighter: Dragoon
Dragoons are known over many lands and realms as warriors who are in tune with dragons and their way of fighting. Whether it’s from a bond they’ve had with a dragon from birth, or that they’ve sought out to emulate the dragon’s way of fighting, they represent a domineering force on the battlefield that attacks from above.
These warriors typically use weapons that pierce their foes, like lances, spears, and tridents. Their connection to dragon’s has influenced their behavior on and off the battlefield. Some like to wear armor that pays tribute to a type of dragon or dragon family; some might simply use it as an intimidation factor.
Some say there were Dragoons who used dragons as pets or companions to fly into the fray and leap off them to wreak havoc on their enemies. Only the most skilled Dragoons can command dragons or achieve their companionship.
Springing Jump
At 3rd level, you have cultivated the strength in your legs for the purpose of jumping. With this, your ability to jump has been heightened beyond most creatures. You receive many benefits that augment your jumping abilities:
- You have advantage on Athletics Checks that involve jumping.
- You no longer jump half the distance for a standing long jump & a standing high jump; your standing long jump is equal to your Strength Score, and your standing high jump is equal to 3 + your Strength Modifier. From now on, if you use 10ft of movement, your jump distance is tripled.
- Your jumps do not provoke opportunity attacks.
- You are immune to fall damage that is equal to or under the distance of your high jump.
Descending Strike
Also at 3rd level, your ability to jump has also increased your potency when descending upon opponents.
- When you jump at least 10ft above an enemy and make an attack against them with a melee weapon that does piercing damage, you add 1d8 extra damage to the weapon’s damage. Every 10ft above that you add another d8 of the weapon’s damage.
- This damage increases to 1d10 at 10th Level and 1d12 at 18th Level.
Lance Adept
Lastly at 3rd level, lances can be wielded one-handed while you aren’t mounted.
Dragon Step
At 7th level, when using the extra attack feature after using your jump to attack a creature, you can teleport 10ft above the same creature or another creature within 10ft of you and get your Descending Strike damage on the attack. The teleportation is in tandem with the extra attack and does not require any action. This stacks with the extra attacks you receive at later levels.
The range of your teleportation increases to 20ft at 15th Level.
Heightened Dragoon
At 10th level, your ability to launch off the ground has become a simple task. You no longer need to use 10ft of movement to have your jump distance tripled.
- Additionally, you are immune to fall damage equal to double the distance of your high jump.
Bond of the Dragon
Also at 10th level, your notoriety and connection to dragons has boosted your presence and understanding of dragons. You gain the following benefits:
- Advantage on Intimidation Checks.
- Advantage on Intelligence, Wisdom, and Charisma-based checks involving Dragons.
- You can read, speak, and write Draconic.
- Once per day, you can cast Find Steed, but you can only summon a Guard Drake, Dragon Turtle Wyrmling, Sandwyrm, or a Sea Drake. It acts as a Controlled Mount and still counts as a Dragon. It cannot act on its own if you are dismounted from it.
- At 18th level, it counts as Find Greater Steed, allowing you to summon any kind of Dragonnel or Wyvern.
Gallant Wind
At 15th level, the restorative nature of your Second Wind feature is conjoined with the flow of your weapon. When you use your Second Wind feature, you gain its benefits and can choose one of the two options below to aid your allies:
- Wing Flap. You twirl your weapon around you to emulate a Dragon’s wings. All creatures of your choice within 10ft of you regain the same amount of HP you rolled for Second Wind.
- Dragon’s Breath. You thrust your piercing weapon forward to emulate a Dragon’s breath weapon. All creatures of your choice within a 30-foot cone regain the same amount of HP you rolled for Second Wind.
Dragon's Vissage
At 18th level, your bond with dragons and the battle style you have modeled off of them has reached its pinnacle. As a bonus action, you can enact Dragon’s Visage for 1 minute. You can use this once per day. You regain this feature after a short or long rest. You gain the following benefits:
- +2 to your AC
- Resistances from a family of Dragons:
- Astral: Cold, Radiant, Void
- Chromatic/Metallic: Acid, Cold, Fire, Lightning, Virus
- Gem: Force, Necrotic, Psychic, Radiant, Thunder
- Frightful Presence. Whenever you land an attack, you can cause the target to make a Wisdom Saving Throw (DC8 + your Constitution Modifier + your Proficiency Bonus). On a fail, they are frightened of you for 1 minute. They may repeat the save at the end of their turn. If they succeed they are immune to your frightful presence for 24 hours.
- Meteor Impact. Depending on which family of dragons you chose for your resistances, your Descending Strike is altered by your connection to the same family of dragons. When you use your Descending Strike, creatures within 5ft of your target take damage equal to your Constitution Modifier. The damage type is one from the family of dragons you chose resistances for.
Credits/Inspiration
- Both pieces of art are from Final Fantasy XIV owned by Square Enix.
- Inspiration from Final Fantasy.