Post by Neopoke on Mar 21, 2019 4:03:13 GMT
Dragoon
Dragoons, warriors of the dragon. This job has a strong affiliation with dragons shaping their armor off the mythical creature, and even honing their techniques in order to slay them. Dragoons are unique among the other jobs as one of their main feats is their ability to jump to incredible heights drastically increasing their maneuverability. A dragoons signature weapon is a pole arm although they are not limited to that choice in weapon.
Dragoon (Job) - Dragoons gain +1 to hit with Spears, and an additional +3 to hit with any weapon while air-borne.
+40 HP, +30 MP, +70 SP.
Perks
Graceful Fall (T1)
This dragoon has been taught the basic technique of falling with grace. They have learned how to completely negate any damage taken from a high fall.
Enhanced Jump (T1)
This individual has spent a long time perfecting their jump and strengthening their legs. They gain a bonus to jump movement depending on their strength attribute. Gain +2 upwards tile movement per DEX modifier point.
Dragon Sight (T2)
This individual has eyes enhanced by dragon blood. They can see twice as far and gain dark vision for 60ft.
Blood of the Wyvern (T2)
A dragoons dragon blood enhanced body grants them supernatural aerodynamics. They can cut through the air like an arrow. They can jump an additional 20ft per movement action and can travel downwards twice as much in a single jump action.
Glide (T3)
The dragoon is controlled enough to be able to glide through the air at a semi-sustained altitude. They can double-jump whilst gliding to go higher or dip when necessary, as well as divert all of the momentum from their glide into the fall of their jump for massive damage. They have supreme control of the air. [Glide can not be used to exceed the Dragoon's maximum Jump altitude.](Glide also allows you to perform an ability that requires Jump for only 1 action assuming you are already in the air.)
Wyvern Trainer (T3 Semi-Unique)
This individual has learned how to train wyverns forming a bond with one that becomes their permanent partner. They gain the ability to speak to dragons and form a psychic connection with their partner capable of communicating and feeling everything their partner feels. Their partner grows with the dragoon growing stronger over time.
Nidhogg's Fury (T4)
This individual has learned to never waste the energy they create. If they miss with a jump ability they can choose to release the energy as a nova instead. The nova carries the fury of the dragon god Nidhogg and grants all friendly targets within 50ft of the user a reduced critical range of 1 per 50ft traveled for the jump attack. This effect lasts for 3 turns and cannot stack.
Holy Dragoon (T4) (Unique)
This Dragoon has ascended beyond the level of a normal Dragoon. Their synergy with Dragons has gained them favor and recognition from the father of Dragons, the sacred Midgardsormr. Resultantly, they gain access to the power of the Midgardsormr's holy light, as well as ancient dragon magicks.
A Holy Dragoon gains access to C Rank White magic, as well as Dragon Abilities.
Jump (E)
When used, they instantly travel up to 12 tiles downwards, incorporating the momentum of the fall into their strike.
(Damage: Weapon Damage | This deals an additional 1d4 damage per 2 tiles traveled. -10 Stamina.)
Gungnir (E) - The user is able to throw their weapon, and have it teleport back to them from wherever position it was due to mana infusion. This can also be used on ranged weapon projectiles to cause them to travel further.
(Damage: Normal Weapon Damage | Weapon attack roll, 3 tile range, -5 Stamina.)
Double Jump (D)
As a bonus action the user jumps again in the air traveling at half their normal jump movement speed.
(-5 Stamina.)
Lancet (D)
As a bonus action after performing the 'Jump' attack and successfully dealing damage, drain 2d6 HP and MP from target.
(-10 MP.)
Barrel Roll (C)
As a reaction while already in the air, halve the damage of a single attack.
(-10 Stamina.)
Vorpal Thrust (C)
The user dashes forward, weapon pointed dashing through everything in front of them. This can be utilized either on the ground, or in mid-air.
(Damage: Weapon Damage + 1d12+DEX | 3 Tile line, which user moves along. Melee attack roll. -20 Stamina.)
Celestial Shooter (B)
The user imbues their weapon with magic, making a scooping strike that sends their target up in the air. If a target is hit with this attack, the Dragoon may immediately follow them to their current height in the air.
(Damage: Weapon Damage + 1d12+DEX | Melee attack roll, knocks the target 5 tiles into the air. -40 Stamina.)
Hyper Jump (B)
When used the user instantly travels up to 20 tiles downwards, incorporating their momentum into their next strike.
(Damage: Weapon Damage | Melee attack roll, this attack deals 1d6 additional damage per 2 tiles traveled. -30 Stamina.)
Sky Grinder (B)
While moving through the air, the user of this ability carries the momentum of the their fall or glide while spinning, to turn themselves into a powerful drill. This attack specializes in piercing and weakening a target's defenses.
(Damage: Weapon Damage + 3d12+ DEX | Melee attack roll. On a successful hit, reduce target's DR by 5. This effect stacks up to 15, and lasts for 3 rounds. Duration refreshes upon stacks being added. -45 Stamina.)
Falling Meteor (A)
While moving through the air, the user of this ability carries the momentum of the their fall or glide, to impact the ground and send out a powerful shockwave holding all the momentum of the fall. If using this ability, the user returns to the ground as a full action regardless of their current elevation, generating the shockwave with themselves as the epicenter.
(Damage: Weapon Damage + 3d10 + DEX | Prompts a Reflex saving throw, dealing half damage on a success. On a failure, deals full damage plus an additional 2d6 per 2 tiles of height when utilized. - 65 Stamina.)
Sky Rave (A)
Unleash a torrent of attacks against an airborne enemy. Make four weapon attacks against the creature with advantage on each attack roll before sending them downwards a maximum of 5 tiles; forcing them take the fall damage. If all four attacks hit, the final attack is an automatic critical hit and the opponent takes double the fall damage upon hitting the ground. This can be used as a reaction to Celestial Shooter for an additional cost of 30 Stamina.
(-90 Stamina.)
Sky High (S)
The user spends an incredible amount of energy into their legs. They jump 40 tiles into the air. They may then choose to expend a bonus action in order to utilize the 'Hyper Jump' ability at half its cost from their current height, but granting it +5 to hit.
(-100 Stamina.)
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--Dragon Magic--
Holy Breath (B)
The Dragoon releases a powerful breath, as if a dragon themselves. This breath is imbued with the power of Holy, and prompts a saving throw against targets in its radius.
(Damage: 4d12+WIS holy | Prompts a Fortitude saving throw, dealing full damage and inflicting Silence on failure ; and half on success. 5 tile cone. -50 Mana.)
Fire Breath (B)
The Dragoon releases a powerful breath, as if a dragon themselves. This breath is imbued with the power of Flame and prompts a saving throw against targets in its radius.
(Damage: 4d12+WIS fire | Prompts a Fortitude saving throw, dealing full damage and inflicting Burn on failure ; and half on success. 5 tile cone. -50 Mana.)
Frost Breath (B)
The Dragoon releases a powerful breath, as if a dragon themselves. This breath is imbued with the power of Ice and prompts a saving throw against targets in its radius.
(Damage: 4d12+WIS ice | Prompts a Fortitude saving throw, dealing full damage and inflicting Slow on failure ; and half on success. 5 tile cone. -50 Mana.)
Lightning Breath (B)
The Dragoon releases a powerful breath, as if a dragon themselves. This breath is imbued with the power of Thunder and prompts a saving throw against targets in its radius.
(Damage: 4d12+WIS lightning | Prompts a Fortitude saving throw, dealing full damage and inflicting Paralyze on failure ; and half on success. 5 tile cone. -50 Mana.)
Wind Breath (B)
The Dragoon releases a powerful breath, as if a dragon themselves. This breath is imbued with the power of Wind and prompts a saving throw against targets in its radius.
(Damage: 4d12+WIS wind | Prompts a Fortitude saving throw, dealing full damage and inflicting a 5 tile knockback and Bleed on failure ; and half on success. 5 tile cone. -50 Mana.)
Ocean Breath (B)
The Dragoon releases a powerful breath, as if a dragon themselves. This breath is imbued with the power of Water and prompts a saving throw against targets in its radius.
(Damage: 4d12+WIS water | Prompts a Fortitude saving throw, dealing full damage and Wet on failure ; and half on success. 5 tile cone. -50 Mana.)
Poison Breath (B) -
The Dragoon releases a powerful breath, as if a dragon themselves. This breath is imbued with the power of Bio and prompts a saving throw against targets in its radius.
(Damage: 4d12+WIS Bio | Prompts a Fortitude saving throw, dealing full damage as well as Weaken, and Poison on failure ; and half on success. 5 tile cone. -50 Mana.)
Sacred Spear (B)
Calling upon the power of the most ancient and sacred of Dragons, the Dragoon imbues their weapon with the light of judgement. The light extends from their weapon as a spear of judgement, which pierces defenses.
(Damage: Weapon Damage + 3d10 holy | 3 tile line, Weapon attack roll. Ignores up to 15 points of damage reduction. -40 Mana.)
Regal Wings (A)
The Dragoon may activate this ability as a bonus action. For every 30 Mana they spend, this ability lasts for 2 rounds [capping at 6 rounds with 90 Mana spent]. Channeling sacred draconic energy, a holy light erupts from the Dragoon - and they gain draconic wings of light which sprout from their back. While these wings are active, the Dragoon has the Float status effect ; which is unremovable. In addition, they gain +2 additional tile movement, +2 to hit, and 1d8 additional Holy damage on both magical and melee attacks.
(-30 mana, up to 90 Mana.)