Dragoon Fighter

The dragoon is a fighter trained to control the battle space through mobility, and by using spears and pole arms to devastating effect. They can go anywhere, but their opponents can’t.

Weapons of the Dragoon

When you choose this archetype at 3rd level, your training has focused on a mastery of hafted weapons. Spears, javelins, glaives, halberds, lances, pikes, and tridents are considered dragoon weapons, and can be used with certain dragoon features.

In addition, spears and tridents you wield use a d8 for damage if used one handed and a d10 if wielded two handed. The short and long thrown ranges of these weapons are also increased by 10 feet.

Superior Maneuverability

Starting at 3rd level, you can bound toward a foe and strike with a deft charge. While wielding a dragoon weapon, you gain the following benefits:

  • When you move at least 20 feet in a straight line towards a creature, your next attack against that creature is made with advantage.
  • As a bonus action, you can move up to your speed toward a hostile creature that you can see. Opportunity attacks made against you have disadvantage during this movement.
  • Your walking speed increases by 5 feet.

Intrusive Weapon

Beginning at 7th level you can take the Disengage or Harry action as a bonus action while wielding a dragoon weapon. If you Harry as a bonus action, you can choose a target within reach of your dragoon weapon instead of within 5 feet.

Area Strike

Starting at 10th level, your threat in battle extends beyond your immediate foe. On your turn, if you make an attack using a dragoon weapon and hit, every other enemy within reach of your weapon must make a Dexterity saving throw equal to 8 + your proficiency bonus + your Strength of Dexterity modifier (whichever was used for the attack). On a failure, each enemy takes damage equal to half the amount dealt in by the original attack.

Once you use this feature, you can’t do so again until you finish a short or long rest.


Starting at 15th level with a stunning charge, you can choose to drain your enemy’s vitality to envigor your own. If you move at least 10 feet on your turn before making a melee attack using a dragoon weapon, on a hit you can choose to gain temporary hit points equal to the damage dealt. If you do so, you also regain a use of your Area Strike feature, but can’t use this feature again until you finish a short or long rest.


At 18th level, you have mastered the subtle art of positioning on the battlefield. When you Dash, or take the bonus action granted by your Superior Maneuverability feature, your speed is doubled.

Additionally, for the purpose of making opportunity attacks, your reach with dragoon weapons is increased by 5 feet.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

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