Fighter: The Dragoon

Yes, I’m sure it’s been done before, but I love Final Fantasy as a series and I love the Dragoon’s design specifically. They’re iconic and just kind of…weird. They wield lances but they don’t ride horses or even chocobo’s. They rode Wyverns once but that’s not their thing? They have this spikey-dragon-plate-armor motif and they jump like, really high? No joke, really, really high. And they drain energy for some reason also. It’s a, uh, diverse powerset but after a while you take it for granted. Yeah, you know, that’s a Dragoon. They’re doing Dragoon things, jumping around, whatever.

Fighter: The Dragoon

Of all the things that are symbolic of the nation of Ishgard, few are more recognized than the dragoon. Born amidst the timeless conflict between men and dragons, these lance-wielding knights have developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes.

Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every onze of their bodies behind the blow. It is this penetrative power that characterizes the dragoon. (source: )

Lance Master

At 3rd level you become versed in techniques to mitigate the downsides of wielding a lance. When using a lance, you no longer suffer disadvantage while attacking targets within 5 ft. In addition, you can use a lance 1-handed, even when you are not mounted.


At 7th level, you can prepare a life-draining strike as a Bonus Action. Your next melee attack this turn gains advantage, and if it hits you gain Temporary HP equal to half the weapon damage dealt.  You can use this ability a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Dragon Dive

Starting at 10th level, your jump vertical jump height is tripled. In addition, you may jump 15 horizontal ft once per turn as part of your movement. Any target within 5 ft of where you land that is size Large or smaller must make a Strength saving throw against 8 + Your Proficiency Bonus + Your Strength Modifier. On a failure, the target is knocked prone.

Elusive Jump

Starting at 15th level, your Dragon Jump does not trigger attacks of opportunity.

White Draw

Starting at 18th level, your body gains the ability to disrupt magical energy before it can be used against you. If you are a target of a spell or in the area of effect of a spell and you can see the creature casting it, you can use your reaction make a Strength check. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. When this ability is successful, you recover 1d6 hp for each level of the spell. Once you use this feature, you can’t use it again until you finish a short rest.

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