One Dragoon (5e Subclass)
Fighter Archetype: The One Dragoon[edit]
Unrivaled is their skill with a spear. The dragoons 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. Dragoons learn through their training that protecting those close to you takes priority over everything else, even yourself. Dragoons 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.
Generally a the dragoons has started their training early enough to reach the level of master in their physical prime. Dragoons can be found as captains of a royal guard, or the personal guard of a merchant, or even a leather worker in a small town who wants to lead a simple life. Not all dragoons aim for wealth and glory, but rather a meaningful life, they tend to keep their skills unknown to strangers, if possible.
- Bonus Proficiencies
When you chose this archetype at 3rd level, you gain proficiency in the Wisdom (Perception) and dex (Acrobatics) skills.
- Wind Stance
Beginning when you choose this archetype at 3rd level, if you are not wearing any armor or wielding a shield, your Armor Class equals 8 + your Dexterity modifier + your proficiency bonus.
In addition, your movement speed is increased by 15 ft.
- Swift Strike
At 3rd level, you can add your Dexterity modifier to attack and damage rolls instead of your Strength modifier when making a melee attack with a spear.
- Improved Critical
Starting at 3rd level, you can accurately determine where weak spots are in your enemy's armor. Your weapon attacks score a critical hit on a roll of 19 or 20.
- Defensive Presence
Starting at 7th level, when an enemy within 30 ft of you makes an opportunity attack against an ally, that opportunity attack is made with disadvantage.
- Agile Movement
Starting at 7th level, you can use the disengage action as a bonus action. Once you use this feature, you can't use it again until you complete a short or a long rest.
- Powerful Strike
Starting at 7th level, 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, as an action, after making an melee weapon attack with a spear, you can make another one immediately after. Once you use this feature, you can't use it again until you complete a short or a long rest.
- Advanced Critical
Starting at 15th level, you understand the fighting style of your opponent and know where gaps, chinks, and other weak spots in their armor is. Your weapon attacks score a critical hit on a roll of 18-20.
- A True Master
When you reach the 18th level, you gain the following benefits:
- You can use the Quick Blows feature twice, being unable to use it again until you complete a short or a long rest rest.
- You can add your proficiency bonus to your damage rolls with spears.
- You can, in each of your turns, use your bonus action to disengage.
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