Dragoon, Variant (5e Subclass)

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Dragoons are powerful physical attackers who wield spears and lances. 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. Dragoons are sometimes more directly tied to dragons, such as owning them as pets or otherwise befriending them.

Dragoons are masters of fighting on the ground and in the air

Polearm Expert[edit]

Beginning at 3rd level, when you choose this subclass you gain the benefits of the Polearm Master feat.

You can keep your enemies at bay with reach weapons. You gain the following benefits:

When you take the attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.

Jump/Super Jump[edit]

Starting at 3rd level, you may cast a modified Jump spell on yourself 3/day as a bonus action. The spell effect is modified to increase your jump distance by 5 rather than tripling it. While you do not need to recast Jump on yourself until the original cast fades to use the Jump as part of an action requires a Bonus action. While under the effects of the spell you are also able to jump more than you movement would allow to a maximum of what your jump would be if it were higher than your movement speed in a turn.

Starting at level 11 you unlock the next Jump aspect (Super Jump) where you Jump movement is no longer counted as movement and you can Jump and move in the same turn and you automatically Disengage when Jumping using the Jump bonus action in combat.

Fall Attack[edit]

In combat you are able to turn fall damage into a weapon when making an attack. When attacking with a Fall Attack you can add any fall damage that you would take and force it onto the target of the attack. The damage added is 1d6 per 10 feet fallen and you have to make an Acrobatics check, DC is equal to 3 per 10 feet fallen. Upon a successful save you take no damage, a failed save causes you to take half of the fall damage. If you miss the attack you take half the damage on a success and the full amount on a fail.

When you jump into the air if you jump less than 60 feet your attack action happens at the end of the round, if you jump over 60 feet your attack action happens at the beginning of what would be your next turn. While in the air you can come down on any enemy that is within half the height you jumped. When you land from a fall attack you move to any spot within 5 feet of that target.

This attack only counts as the first attack of any you can take on an action. Any attacks made after the first may be made to any enemy in range.

Cunning Action[edit]

Starting at 7th level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can only be used to take the Dash, Disengage, or Hide action.

Jumping Expertise[edit]

Starting at 10th level, you gain proficiency with Acrobatics and Athletics skill checks. If you already have proficiency with these skills you gain expertise in them: your proficiency bonus is now doubled for these checks.

Monkey Grip[edit]

Starting at 15th level, your ability to wield weapons increases allowing you to use two-handed weapons in one hand. This allows you to use two-handed weapons with one hand, and weapon one size larger as normal at a -4 to attack rolls.

Stone Fall[edit]

At 18th level, you have mastered jumping and falling to and from great heights. You no longer have to roll a Acrobatics check to stave off fall damage when doing a fall attack. Along with this any fall damage from a fall attack is now doubled to a max of 10d6.

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