Base Class: Fighter
Warriors trained to stand their ground against all manners of creatures whether demon, or fiend, however they truly specialize in combating dragons. Dragoons use their dominance of the sky and ground to strike down their foes with devastating attacks. Their most notable ability is the Dragoon Jump, which is powered by a magical gem each Dragoon receives upon completing their basic training.
The Dragoons have the ability to soar high into the sky to meet their dragon foes on equal footing. These warriors are able to crash down from the heavens using their weapons and dragoon arts to bring down any aerial creature, or cause great damage to those on the ground. With such dominance of the sky and land, none can escape a dragoon once it has set its eyes upon you.
Dragoon Points
At 3rd level, harness the power of the Dragoon Gem and perform special abilities by expending dragoon points. The number of dragoon points is equal to the character's level plus their Dex mod.
Jump
At 3rd level, as one of your attacks and by spending one dragoon point, you can make a jump attack leaping 30ft. in the air and landing on a creature or an empty space in a 15ft radius from your point of origin. If your attack roll hits, add 1d6 bonus piercing damage to your attack. This bonus damage is increased to 2d6 at 7th level, 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 18th level.
You may not use Jump on a creature that is higher than 30ft. nor if it does not have at least 5ft. of space above their head. You may also only use 1 jump action per round. After finishing your Jump, select an empty space adjacent to the target creature to land on. If the creature's size is Huge or larger, you may choose to attempt to land on the creature instead by making an Acrobatics check (difficulty determined by your DM). You do not take fall damage as a result of using the Jump ability.
Life Surge
At 3rd level, a dragoon can expend a dragoon point to buff themselves as a bonus action. Life Surge increases the dragoon's critical range by 1 for an amount of rounds equal to the dragoon's dexterity modifier. If a dragoon gets a critical attack, they also heal themselves for half of the damage rounded down.
Spineshatter Dive
At 7th level, a dragoon can expend a dragoon point to perform a stunning jump attack. This action behaves like the jump action except there is no extra damage, instead there is a Con save by the targeted creature. Failure of the save results in a stun. The save DC is 8 + Proficiency Bonus + Dexterity modifier.
Fang and Claw
At 7th level, if a dragoon has succeeded in an attack, it can expend a dragoon point to make its second attack deal extra damage by rolling an extra damage die. Fang and Claw must be declared before rolling attack dice.
Wheeling Thrust
At 7th level, if a dragoon has successfully attacked with Fang and Claw, it can expend 3 dragoon points to make an additional attack as a bonus action and roll double their damage dice.
High Jump
At 10th level, Jump is replaced with High Jump. High Jump behaves exactly as Jump except the jump height is raised to 40 ft, the range is increased to 20 ft, and the damage die is raised to a d8.
Lance Charge
At 10th level, a dragoon utilizes its momentum to increase it's chances of attacking. A dragoon can expend 2 dragoon points to perform Lance Charge as a bonus action. Lance Charge gives the dragoon advantage on its attacks for the round.
Battle Litany
At 15th level, a dragoon can call upon the ferocity of a dragon to inspire their teammates. By expending 3 dragoon points, all teammates within 20 ft increase their critical range by 1. This effect lasts for as many rounds equal to the dragoon's dexterity modifier.
Dragonfire Dive
At level 15, a dragoon can expend 4 dragoon points to replace a jump action with dragonfire dive. Dragonfire dive behaves exactly as jump except it deals 8d8 fire damage in a 20ft diameter of the landing point.
Nastrond
At level 15, a dragoon overcharges their magical gem and unleashes a line attack in the form of a dragon made of energy. By expending 4 dragoon points, a dragoon fires an energy dragon in a 5ft wide, 60ft long line. This attack does 10d6 points of force damage. A dexterity save will cause half damage. The save DC is equal to 8 + proficiency bonus + dex mod. Using this ability counts as an action.
Stardiver
At level 18, this replaces High Jump. A dragoon is able to draw out the maximum potential out of its gem and empower their jump attack with magical energy. Stardiver behaves exactly as High Jump except the damage now becomes force damage, and the extra damage also affects a 10ft diameter around the landing point.
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