Dragoon
Hit Dice: d10
HP Bonus: Ld6+L*CON
TP: 200
Feat Slots: 5
Weapons: Polearms, Spears, Lances
Tools: None
Saving Throws: STR, DEX
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Surviva
Leap high up into the air, making you untargetable for 1 round. On your next turn, crash back down to earth, dealing 80d10 kinetic damage in a 100 foot radius, as well as knocking all enemies prone. If used on a target at least twice your size, inflict +50% damage to that target with this attack, as well as lowering its PC by 10 and doubling all critical damage against it for 1 round.
Your jump height is increased to 20 feet * DEX. You can hold yourself in-air as a movement action on your turn at a DC 10 DEX save.
Gain immunity to fall damage. While in the air, you gain advantage on DEX saves.
Dive down with your polearm in a 45 degree downward cone towards a target. When landing a strike from the air, deal bonus damage equivalent to the distance you fell in feet / 5, up to a maximum of 200 bonus damage.
While in the air, you may jump towards an enemy within 60 feet of you in the air, striking them with your weapon. If the attack lands, make a STR roll against a DC determined by the DM. On success, you knock the target out of flight. On fail, you push them downwards 30 feet.
Gain advantage on to-hit against targets that are at least twice your size, as well as a -1 to crit modifier. When landing a critical hit against targets at least twice your size, add an additional damage roll on top of the normal critical damage.
Can only be used after spending 1 turn in the air. Crash into the ground in a 30 foot AOE within a 45 degree downward cone of your location. You shatter the ground, dealing 20d10 bludgeoning damage with a DEX DC of 10 + your DEX + Prof for any enemies caught in the AOE. On fail, take full damage and gain disadvantage on DEX saves for 2 turns. On success, take half damage and gain disadvantage on DEX saves for 1 turn. Deals double damage to any burrowed enemies, as well as pushing them to the surface.
Improved Jump does not provoke Reactions from enemies. When used within 5 feet of an enemy, they are pushed back 10 feet and must make a STR DC 15 save to avoid being knocked prone.
When using Diving Strike on a target at least twice your size, you may make a DC 15 DEX roll to mount the target. You must make STR saves each turn while mounted. While mounted, your attacks against the mounted target cannot miss and gain a -20 crit modifier.
If the first action you make after landing Diving Strike is a polearm attack, it gains advantage on to-hit.
Can only be used after spending 2 turns in the air. Crash into the ground in 30 foot AOE within a 45 degree downward cone of your location. You smash into the ground, dealing 50d10 bludgeoning damage with a DEX DC of 14 + your DEX + Prof for any enemies caught in the AOE. On fail, receive full damage as well as Stagger (I) + Stun (I) for 1 round. On success, receive half damage and Stagger (I) for 1 round.
Once per use of Improved Jump, your polearm is imbued with magical energy. You may make attacks with your polearm in the air, throwing out magical copies of it down onto enemies. Each attack is treated as a normal attack with your polearm with range 200, and uses DEX as the to-hit stat.
While you have an enemy grappled in the air, you may dive downwards, smashing them into the ground. Treat this attack as a Diving Strike with a 2x damage multiplier and a maximum base bonus damage cap of 400. Inflicts Stagger (V) for 1 turn.
If you remain mounted on a target for at least 3 turns, on your third turn you inflict major damage to the target’s defenses. Permanently lower the target’s PC by 5, and all critical damage dealt to the target is doubled for the next 3 turns in the turn order.
If you land a KO with Diving Strike, Shattering Slam, or Meteoric Impact, you gain a free use of Improved Jump as a bonus action.
Gain full flight at a speed equivalent to 2x your normal movement speed. While in the air, regenerate 10% of your HP per turn, and gain 2 additional movement actions on your turn.
HP Bonus: Ld6+L*CON
TP: 200
Feat Slots: 5
Proficiencies
Armor: Light, MediumWeapons: Polearms, Spears, Lances
Tools: None
Saving Throws: STR, DEX
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Surviva
Requirements
- (Class Bond) Fighter: You must have fully unlocked every ability from the Fighter class.
- (Key Item) Dragonborn Blessing: A pendant signifying the blessing granted upon you by one of the Dragonborn clans of Draconia in South Kur.
Abilities
Ultimate Ability: Jaws of the Dragon
Rarity: Exotic | UP: 70 | ZP: 4 | ZL: 0 | Cost: 5 TPLeap high up into the air, making you untargetable for 1 round. On your next turn, crash back down to earth, dealing 80d10 kinetic damage in a 100 foot radius, as well as knocking all enemies prone. If used on a target at least twice your size, inflict +50% damage to that target with this attack, as well as lowering its PC by 10 and doubling all critical damage against it for 1 round.
Improved Jump
Level 1 | CC: Dragoon | Rarity: Exotic | Cost: 0 TPYour jump height is increased to 20 feet * DEX. You can hold yourself in-air as a movement action on your turn at a DC 10 DEX save.
Air Superiority
Level 2 | Rarity: Exotic | Cost: 2 TPGain immunity to fall damage. While in the air, you gain advantage on DEX saves.
Diving Strike
Level 3 | Rarity: Legendary | Cost: 3 TPDive down with your polearm in a 45 degree downward cone towards a target. When landing a strike from the air, deal bonus damage equivalent to the distance you fell in feet / 5, up to a maximum of 200 bonus damage.
Class Feat Slot VIII
Level 4 | CC: DragoonAerial Strike
Level 5 | Rarity: Legendary | Cost: 3 TPWhile in the air, you may jump towards an enemy within 60 feet of you in the air, striking them with your weapon. If the attack lands, make a STR roll against a DC determined by the DM. On success, you knock the target out of flight. On fail, you push them downwards 30 feet.
Big Game Hunter
Level 6 | Rarity: Exotic | Cost: 4 TPGain advantage on to-hit against targets that are at least twice your size, as well as a -1 to crit modifier. When landing a critical hit against targets at least twice your size, add an additional damage roll on top of the normal critical damage.
Shattering Slam
Level 7 | Rarity: Exotic | Cost: 4 TPCan only be used after spending 1 turn in the air. Crash into the ground in a 30 foot AOE within a 45 degree downward cone of your location. You shatter the ground, dealing 20d10 bludgeoning damage with a DEX DC of 10 + your DEX + Prof for any enemies caught in the AOE. On fail, take full damage and gain disadvantage on DEX saves for 2 turns. On success, take half damage and gain disadvantage on DEX saves for 1 turn. Deals double damage to any burrowed enemies, as well as pushing them to the surface.
Class Feat Slot IX
Level 8 | CC: DragoonLiftoff
Level 9 | REQ: Improved Jump | Rarity: Legendary | Cost: 2 TPImproved Jump does not provoke Reactions from enemies. When used within 5 feet of an enemy, they are pushed back 10 feet and must make a STR DC 15 save to avoid being knocked prone.
Rodeo
Level 10 | REQ: Diving Strike | Rarity: Exotic | Cost: 3 TPWhen using Diving Strike on a target at least twice your size, you may make a DC 15 DEX roll to mount the target. You must make STR saves each turn while mounted. While mounted, your attacks against the mounted target cannot miss and gain a -20 crit modifier.
Perfect Landing
Level 11 | REQ: Diving Strike | Rarity: Rare | Cost: 1 TPIf the first action you make after landing Diving Strike is a polearm attack, it gains advantage on to-hit.
Class Feat Slot X
Level 12 | CC: DragoonMeteoric Impact
Level 13 | Rarity: Exotic | Cost: 5 TPCan only be used after spending 2 turns in the air. Crash into the ground in 30 foot AOE within a 45 degree downward cone of your location. You smash into the ground, dealing 50d10 bludgeoning damage with a DEX DC of 14 + your DEX + Prof for any enemies caught in the AOE. On fail, receive full damage as well as Stagger (I) + Stun (I) for 1 round. On success, receive half damage and Stagger (I) for 1 round.
Claws of the Dragon
Level 14 | REQ: Improved Jump | Rarity: Legendary | Cost: 3 TPOnce per use of Improved Jump, your polearm is imbued with magical energy. You may make attacks with your polearm in the air, throwing out magical copies of it down onto enemies. Each attack is treated as a normal attack with your polearm with range 200, and uses DEX as the to-hit stat.
Crashing Chokehold
Level 15 | REQ: Diving Strike | Rarity: Legendary | Cost: 3 TPWhile you have an enemy grappled in the air, you may dive downwards, smashing them into the ground. Treat this attack as a Diving Strike with a 2x damage multiplier and a maximum base bonus damage cap of 400. Inflicts Stagger (V) for 1 turn.
Class Feat Slot XI
Level 16 | CC: DragoonArmor Breaker
Level 17 | REQ: Rodeo | Rarity: Exotic | Cost: 4 TPIf you remain mounted on a target for at least 3 turns, on your third turn you inflict major damage to the target’s defenses. Permanently lower the target’s PC by 5, and all critical damage dealt to the target is doubled for the next 3 turns in the turn order.
Fang of the Dragon
Level 18 | REQ: Improved Jump, Diving Strike / Shattering Slam / Meteoric Impact | Rarity: Rare | Cost: 2 TPIf you land a KO with Diving Strike, Shattering Slam, or Meteoric Impact, you gain a free use of Improved Jump as a bonus action.
Class Feat Slot XII
Level 19 | CC: DragoonLord of the Skies
Level 20 | Rarity: Exotic | Cost: 6 TPGain full flight at a speed equivalent to 2x your normal movement speed. While in the air, regenerate 10% of your HP per turn, and gain 2 additional movement actions on your turn.
Comments