Way of the Dragoon (5e Subclass)

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Way of the Dragoon[edit]

"Dragons are tough, nimble, and lethal. Well, so are we."
—Nasreen Al-Mumit, human dragoon


Trained in the use of heavy armour and pole-arms, the dragoons excel when fighting on open ground, where their reach and mobility can be used to it's full potential. Although many of the techniques and training used by the dragoons come from an ancient order of dragon slayers, nowadays most of them are simply warriors who look for a way to maximize their fighting capabilities, while retaining the full advantage of their armor.

Like a second skin

Starting at 3rd level, you gain proficiency in light, medium and heavy armor. In addition, you can use your Martial Arts and Unarmored Movement while wearing heavy armor.

Leaping Charge

Also at 3rd level, when you take the Step of the Wind, if you jump at least 15 feet before making an attack with a spear, you cause additional 1d6 damage on a hit on that attack. The additional damage increases to 2d6 at 6th level, 3d6 at 11th level and 4d6 at 17th level.

In addition, you no longer have any movement reduction for making standing jumps and add your Dexterity modifier to all your Strength (Athletics) checks made to jump.

Pin

Also at 3rd level, when attacking a Large or smaller creature with a spear, if you roll the maximum damage on the weapon's damage die, you can make a Shove attempt. On a success, the target is knocked prone and is grappled. You can't use the spear for attacks while the target remains grappled, and the grappling ends if you lose the grip of your spear.

Elemental Weapon

At 6th level, you can choose one of the following damage types: fire, cold or lighting. This means that the weapon is sheathed in flames, frost or crackling electricity, which don't harm you.

Once per turn when you hit a creature with a spear, you cause additional 1d6 additional damage from the chosen type. You can change the damage type currently active by using your bonus action.

At 11th level, when you score a critical hit with this elemental strike, you roll a d10, instead of a d6.

Advanced Techniques

At 11th level, you learn three advanced techniques trough your dragoon training:

Sweep Attack. You can use your action and spend 1 ki point to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Lancebreaker. When you hit a creature with a spear, you can choose to spend 1 ki point to break the spear. If you do so, the attack is a critical.
Hypersonic Stab

Starting at 17th level, once per turn, you can choose to make a single strike charged with sonic power. On a hit, you cause additional 2d8 thunder damage to the target, and every creature within a 10 foot radius of the attacked creature (except for you) must succeed on a Constitution saving throw, or take 1d8 thunder damage and is deafened for 1 minute. A deafened creature can make another save at the start of each turn to end this condition earlier.

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