Base Class: Fighter
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 ounce of their bodies behind the blow. It is this penetrative power that characterizes the dragoon.
Skyward Leap
When you choose this archetype at 3rd level, you learn to magically launch yourself with a mighty leap. While standing on a solid surface, you can use a bonus action to leap horizontally, vertically, or a combination of both, up to a combined distance of no more than 15 feet. For example, you can choose to leap 10 feet horizontally and 5 feet vertically, potentially allowing you to avoid a dangerous trap or barricade blocking your path. When you reach 7th level in this class, the leap’s distance can total up to 30 feet instead. You can’t use this feature if your speed is 0, and if you leap completely horizontally, you still leap 1 foot off the ground. Leaping in this way doesn’t provoke opportunity attacks or count against your movement, and if you fall immediately after using this feature, you can subtract up to 30 feet from the fall when calculating falling damage. Leaping in this way can also strengthen your strikes by using the force of your momentum. The first target you hit with a melee weapon attack immediately after using Skyward leap takes an extra 1d10 damage of the weapon’s type. The attack can be made immediately after you land at the end of the leap or during the leap’s movement. You can use this ability a number of times equal to your proficiency bonus, and regain all expended usages at the end of a short or long rest.
Dragoon's gift
Also at 3rd level, dragons blood pulses through your veins. You gain resistance to fall damage and your jump distance is tripled. At 7th level, your speed can’t be reduced by spells and you ignore difficult terrain
Wyrm's Sight
Starting at 7th level, you can bond your draconic energy with another being. As an action on your turn, you bond with a creature within 30 feet of you that you can see, and both gain the following benefits.
- You have advantage on saving throws against being frightened
- Once per turn, when you deal damage with a weapon attack, you may deal additional damage equal to the Dragoon’s strength modifier.
These benefits last for 1 minute or until you use this feature again. Once you use this feature, you can’t do so again until you finish a short or long rest. At level 15, you gain an additional usage of Wyrm’s sight per short or long rest.
Nastrod's Dive
Starting at 10th level, your skills at fighting opponents who are ground and even airborne increase. Your Skyward leap can cover a total of 60 feet, and whenever you strike a creature during or after your skyward leap, it must make a strength saving throw or be knocked prone (DC 8 + strength modifier + proficiency bonus). Flying creatures have disadvantage on this save. In addition, when you deal damage with an attack affected by skyward leap, you can cause another creature within 15 feet of you to take force damage equal to half the damage dealt by the attack.
Miðgarðsormr Endurance
Starting at 15th level, your dragon's blood burns with power. You gain resistance to damage dealt by a dragon's breath weapon action. In addition, you gain an additional usage of second wind.
Níðhöggr’s Rage
Starting at 18th level, you can embrace the consuming rage of Níðhöggr, burning your soul and body as your fight. Once per long rest as an action, you can enter a draconic fury for the next minute. For the duration, you gain the following benefits:
- You can use your Skyward leap feature without spending uses of it
- Your damage bonus from Skyward leap increases to 2d10
- Your Skyward leap can travel up to 90 feet
- As an action on your turn, you can unleash your draconic might upon anyone unfortunate enough to be in close proximity to you. You force a creature within 10 feet of you to make a Dexterity saving throw or take 6d8 Necrotic damage and become frightened until the end of its next turn, taking half damage on a success. Dragons have disadvantage on this saving throw.
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