Archdragoon (5e Subclass)

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Archdragoon[edit]

Fighter Subclass

Unrivaled is their skill with a spear. The Archdragoon is agile and quick to such a degree that witnesses say they are but a blur. It takes patience, strength, a strong will and many years of training to become a master of the spear. Spear Masters learn through their training that protecting those close to you takes priority over everything else, even yourself. Archdragoons frequently take the front line, striking fast and accurately, aiming for weak spots, slits and gaps in enemies' armor. They are aggressive, but can be defensive if the need arises, especially in the case of helping a friend.

Agile Movement

Starting when you choose this archetype at 3rd level, your movement speed increases in 10 feet. In addition, you gain proficiency in one of the following skills: Acrobatics or Athletics.

Blink Step

Beginning when you choose this archetype at 3rd level, you learn to travel through space in the blink of an eye; like a spear in the wind. You can teleport up to 60 feet as a bonus action. If you take the Attack action after using blink step, and attack with a spear, you make one additional attack as part of that action, and all your attacks are made at advantage.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after completing a long rest.

Counter Attack

Starting at 7th level, your reactions become faster than a blink. You can roll to hit a counter attack when a creature or person attempts to strike you.

You can use this reaction a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

In addition when using a spear with the versatile property, you always deal the damage associated with two-handed attacks, even if it is held in one hand.

Quick Blows

Starting at 10th level, you can make a spear attacks as a bonus action. You must complete a short or long rest before using this feature again.

Dark Illusion

Starting at 15th level, you learn that spear work requires great speed. Once every short or long rest, you use an action or bonus action to move faster than the eye can track, creating an afterimage dodging an attack or creating an opportunity for one moving 15 feet from the starting point. Once the afterimage is made you gain advantage on your next attack.

Sky Splitter

Starting at 18th level, your body and mind have transcended to the skies. As an Action, you can throw your spear towards a target, piercing and damaging anything in its path. As an action, you force all creatures in a 5-foot by 60 feet line to make a Dexterity saving throw. On a failed save, a creature takes 4d8 piercing damage. This damage is considered magical. As a bonus action you can call your spear and have it blink back to you.

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