Dragoon, 2nd Variant (5e Subclass)
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The Dragoons are a powerful order of warriors who wield polearms and challenge the powerful beasts of the sky. They wear special armor meant to invoke the imagery of dragons, including helmets shaped like a dragon's head, spikes, and wing and scale designs.
- Dragon Knight
Beginning at 3rd level, as long as you are not wearing heavy armor you do not need to get a running start to jump, and in addition your jump distance equals to half your movement speed, and at 7th level your jump distance equals to your movement speed. You ignore fall damage up to your high jump distance as long as you are conscious. In addition when wielding a glaive, halberd, pike, spear or quarterstaff, In two-hands the damage die increases to 1d12.
- Jump Attack
At 3rd level, when long jumping at least 10 feet you may declare you are making a Jump Attack, if you do you immediately make an attack on an enemy adjacent to the space you finish your jumping movement in (This counts as a part of the Attack Action). On a hit, the target takes an extra 1d6 damage. This extra damage increases to 2d6 at 7th level, 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 18th level.
- Lightning Spear
Starting at 7th level, glaives, halberds, pikes, quarterstaffs now gain the thrown property with the range of 40/80, spears and javelins gain +40/+60 increased range.
- Dragon's Force
Starting at 10th level, when you hit a foe with a Jump Attack they must make a Strength saving throw equal to 8 + your Strength Modifier + Proficiency Bonus or fall prone, and on a hit you deal Strength Modifier + your Proficiency Bonus damage to that creature, and all creatures adjacent to the target. Once you use this feature, you must finish a short or long rest before you can use it again.
- Elite Dragoon
Starting at 15th level, when you make a Jump Attack and you attack a large or smaller flying creature on a hit the flying creature is forced to land on it's turn. In addition when wielding a glaive, halberd, pike, spear or quarterstaff in two-hands you gain a +2 to your AC.
- Master of the Sky
Starting at 18th level, When targeting an airborne creature when making a Jump Attack. Your first attack on an airborne creature in a round deals an additional +5 to that attack.
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