Fighter: Dragoon
Dragoon Technique
3rd-level Dragoon feature
When you choose this archetype at 3rd level, you gain proficiency in one of the following combat traditions: Cavalry, Determination, Duelist. When you gain this feature, you may choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from this tradition.
Jump
3rd-level Dragoon feature
You have begun to master the special aerial combat style attributed dragon slaying. Your jump distance is tripled, and whenever you jump, you are considered to have a running start. Additionally, when you take falling damage, you always reduce the distance you fell by your high jump distance.
Dive
3rd-level Dragoon feature
You gain the ability dive into the air and use your innate jumping techniques to perform special dive techniques. As a Bonus Action, you can Dive, leaping up to your jump distance without provoking opportunity attacks. After you land, you may perform one dive technique.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. If a dive technique requires a saving throw, the DC is 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You may perform the following dive techniques:
- Heavens' Thrust. Your first melee attack after diving has Advantage. If it hits, the attack deals additional damage equal to half your Fighter level, and you regain the same amount of hit points.
- High Jump. You may only use High Jump if you move at least 20 feet before attacking. Your first melee attack after diving has Advantage. If it hits, the attack deals additional damage equal to your Fighter level.
Dragon Hunter
3rd-level Dragoon feature
You have gained a wealth of knowledge about dragons. You deal an additional 1d4 damage with weapon attacks against dragons, and you have Advantage on Wisdom checks to detect and track dragons, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn to speak and read Draconic. If you already speak this language, you may select another.
Dragon Knight
7th-level Dragoon feature
You learn two additional Dive techniques:
- Battle Litany. You or a creature within 30 feet of you regains focus equal to half your proficiency bonus rounded up.
- Spineshatter Dive. You may only use Spineshatter Dive if you move at least 20 feet before attacking. Your first melee attack after diving has Advantage. If your first attack after diving hits, your target must make a Constitution saving throw or be Stunned until the end of your next turn. On a successful save, the target's Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage. Creatures immune to the Stunned condition automatically succeed on this saving throw and suffer no secondary effects.
Highwind Training
10th-level Dragoon feature
Your mastery of Dragoon fighting styles deepends. You gain the following features:
- Dragon Slayer. You have become a master of slaying dragons. You have Advantage on saving throws against spells and abilities used by dragons, and you deal an additional 1d6 damage with weapon attacks against dragons.
- Elusive Jump. You may use your superior jumping abilities to avoid harm. As a Reaction when you are targeted by an attack or ability that deals damage, you may expend a use of your Dive feature to leap away from danger, moving up to your jump distance. This movement does not provoke attacks of opportunity. Until the end of your next turn, any attacks made against you have Disadvantage and deal half damage, and if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Jump Mastery. You regain your uses of Dive when you finish a short rest. Additionally, whenever you roll a natural 20 on an attack roll or saving throw against a dragon, you regain a Dive use.
Dragon Slayer
10th-level Dragoon feature
You have become a master of slaying dragons. You have Advantage on saving throws against spells and abilities used by dragons, and you deal an additional 1d6 damage with weapon attacks against dragons.
Blood of the Dragon
15th-level Dragoon feature
You have begun to take on aspects of the creatures you hunt. As a Bonus Action, you may expend one use of your dive ability to tap into the Blood of the Dragon. Alternatively, when you Dive or use Elusive Jump, you can spend an additional use of your Dive ability to tap into the Blood of the Dragon as a part of the same Bonus Action.
For 10 minutes, you gain the following benefits:
- Draconian Fury. You deal an additional 2d6 force damage if you hit with an attack made as a part of a Dive technique.
- Draconic Resistance. You gain resistance to acid, cold, fire, lightning, and poison damage, and you have Advantage on saving throws against the Poisoned condition.
- Eyes of the Dragon. You have darkvision out to 60 feet. If you already have darkvision from another source, its range increases by 30 feet.
- Heart of the Dragon. You have Advantage on Charisma ability checks against dragons.
- Wyrmblood. You count as a dragon, not a humanoid.
Azure Dragoon
18th-level Dragoon feature
You have learned advanced techniques that have made you a paragon of the knights dragoon. You are immune to damage from falling. Additionally you learn the following Dive Technique:
- Dragonfire Dive. You may only use Dragonfire Dive if you move at least 20 feet before attacking. After making your first attack after diving, all other creatures within 15 feet of you must make a Dexterity saving throw or take fire damage equal to your Fighter level, or half as much on a success.
Mirage Dive
21st-level Dragoon feature
When you Dive, you conjure an illusory duplicate of yourself. This illusion may jump to the same space or any other within range, and then perform the Heavens' Thrust or High Jump Dive Technique. The illusion uses your game statistics if it makes an attack, but attacks are not made with advantage, and its damage is halved.
Life of the Dragon
25th-level Dragoon feature
You have become one with the dragon. You are always under the effects of Blood of the Dragon. Additionally, you learn the following Dive technique:
- Wyrmwind Thrust. Your first melee attack after diving has Advantage. After making your first attack after diving, every creature in a 30-foot long, 5-foot wide line must make a Wisdom saving throw, or take force damage equal to half your Fighter level and be Frightened until the end of your next turn. On a success, the creature takes half as much damage and is not Frightened. The line must originate from you, and pass through the target of your attack.
Stardiver
28th-level Dragoon feature
When you Dive, you can choose not to conjure a Mirage, instead wrapping its energy around you, empowering your Dive technique. If you do, double the distance of your jump (after factoring in all other bonuses to your jump distance). Your Dive techniques then gain the following improvements:
- Battle Litany. You and a number of creatures equal to your proficiency bonus gain advantage on attacks and saving throws until the end of your next turn.
- Dragonfire Dive. The secondary effect deals force damage equal to your Fighter level, the range becomes 30 feet, creatures who fail the saving throw are knocked Prone, and you can choose a number of creatures equal to your proficiency bonus to be unaffected by the ability.
- Heavens' Thrust. If the attack hits, it deals additional damage equal to your Fighter level, and you gain any excess healing as temporary hit points.
- High Jump. If the attack hits, it deals additional damage equal to twice your Fighter level.
- Spineshatter Dive. If the creature fails its saving throw, it is Paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save against the initial effect, or after it succeeds on the saving throw to end the effect, the target's speed is halved until the end of its next turn, the next attack roll made against the target before then had Advantage, and each of the first attack roll, ability check, and saving throw it makes before then has Disadvantage. Creatures immune to the Paralyzed condition automatically succeed on this saving throw and suffer no secondary effects.
- Wyrmwind Thrust. If a creature fails its saving throw, it is Frightened for 1 minute. While Frightened by this ability, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can repeat the Wisdom saving throw. On a successful save, the effect ends for that creature.
The first time you use this ability, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 4d12 force damage. This damage ignores Resistance and Immunity.
Each time you use this feature again before finishing a Long Rest, the force damage increases by 4d12.

