Dragoon (5e Subclass)

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Masters of spears, lances and polearms and gifted with supernatural abilities, dragoons have become legendary for their grace and power. Their intense training, said to have been passed down by the dragon riders of old, allows these warriors to leap unnaturally high into the air and strike their foes with deadly force from above.

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Sometimes the enemy is unaware of the Dragoon's presence until they see the shadow around them growing larger.


Lancer's Leap[edit]

At level 3, you become a phenomenal jumper. Your long jump and high jump distance is equal to your movement speed, if you move at least 10 feet on foot immediately before the jump. When you make a high or long standing jump, you can only jump half the distance.

The high jump distance increases when you reach certain levels in this class, increasing to double your movement speed at level 10, and to triple at level 15.

You can use a special "Leap" action. When using the Leap action, you can jump up to your respective jumping distance for the current turn, regardless of your movement speed. However, any reduction to your movement speed will also the decrease your leap jumping distance by the same amount. (Slow will reduce your jumping speed by half). Additionally, your standing jump distance equals to your normal jump distance while Leaping.

Hard Soled[edit]

At 3rd level, while you are conscious and wielding a melee weapon, fall damage you take is halved. Furthermore, you don't become prone when landing in difficult terrain.

Dragoon's Strike[edit]

At the 7th level, when you use the Leap action, you may use your bonus action to immediately make a Dragoon's Strike if you are wielding a polearm. When making a dragoon's strike, you make a melee attack with a polearm you are wielding against a creature within range of the space where you landed after your leap. You deal an additional 1d6 for every 10 feet you fell (to a max of 10d6). You also take no falling damage if you hit.

Elite Leap[edit]

At the 10th level, your leaps know few bounds. When you take the Leap action, Opportunity attacks made against you have disadvantage, and you make dexterity saving throws with advantage until the start of your next turn. Additionally, you may use your Second Wind feature during your Leap without using an action.

Polearm Specialist[edit]

At the 10th level, you gain a bonus when wielding a polearm, which includes the following weapons: Javelin, Spear, Longspear, Pike, Glaive, Halberd, Trident, Great Trident, Lance.

When wielding a Polearm, you gain a +2 bonus to attack and damage rolls with that weapon, and can wield any polearm in one hand; Becomes +3 at level 15.

Piercing Fall[edit]

At the 15th level, you learn to maneuver yourself through the air and fall at great speeds, you are able to willingly fall up to 1000 feet on your turn.

Elite Dragoon[edit]

At level 18, attack rolls you make with polearms score a critical hit on a 18-20.

Additionally, when you hit a creature with a Dragoon Strike, a creature must succeed on a Strength saving throw (DC = 8 + Proficiency Bonus + Strength/Dexterity Modifier), or be knocked prone.

Terminal Velocity[edit]

Also at level 18, while you are conscious and wielding a melee weapon, you don't take fall damage.


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