Fighter
Base Class: Fighter

Through great training and study, those of the dragoon archetype have learned the art of momentum in combat, redirecting their force to turn jumps into deadly tactics and falls into crushing strikes. Enemies of the air are their passion and cause, and if there's one thing that plagues a flying foe's mind, it's the thought a dragoon may be nearby, ready to bat them from the sky and crush them on the way down

Aerial Reflex

Also at 3rd level, as part of your training, you overcome your physical limits and gain resistance to fall damage. Your long jump distance is now doubled and your base high jump height is now 10 feet. This jump height increases to 20 ft at 10th level and 30 ft at 15th level. You cannot maintain a grapple while jumping using this feature

Skybound Technique

When choosing this archetype at 3rd level, you set your eyes to the sky and hone your body into a powerful, lightning fast weapon. You perfect devastating techniques to aid you in combat against foes in both land and air. You may only use one Technique on each of your turns and these Techniques may be made in mid-air. You cannot maintain a grapple while performing a sky bound technique.

These techniques might require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows: 

Skybound DC = 8 + your proficiency modifier + your Strength or Dexterity modifier (your choice)

Soaring Strike.

As part of a melee attack, you can expend some (a minimum of 10 ft) of your movement to leap towards a target. On a hit, you deal an 1d6 extra damage. If you make this attack after falling at least 10 ft, you deal an additional 1d6 damage. 

Felling Blow.

As part of an attack, you may attempt to strike an airborne target within range down from the skies. On a hit, the creature must make a Strength saving throw against your Skybound DC or drop 30 feet from the air. If the target hits the ground as a result of this attack, they suffer the regular fall damage and fall prone.

Aerial Ace.

As part of a melee attack, you may make a straight 10 ft leap in any direction. You are considered disengaged for the duration of this attack

Skyward Grace

At 7th level, you have trained your reflexes and poise as well as your strength. When you succeed on any Dexterity saving throw, you may move up to half your base movement speed as a reaction without provoking attacks of opportunity

Wisdom of the Winds

At 10th level, you are considered proficient in History and Nature checks relating to creatures with natural flying speeds. If you are already proficient in these skills, you can instead add double your proficiency modifier to these checks in this way. In addition, you now have advantage on Strength and Dexterity saving throws against creatures with natural flying speeds

Dragoon's Might

At 15th level, you gain immunity to fall damage. 

Additionally, you may choose to use one of your Skybound techniques twice on your turns.

Aerial Superiority

At 18th level, you learn to devastate the battlefield with your Techniques. Once per long rest, you can choose to empower a Soaring Strike with an explosion of power. After the attack, all other creatures within a 30 ft radius of you must make a Strength saving throw against your Skybound DC or be knocked prone and suffer 8d6 force damage; halved on a successful save. If you land on the ground with this attack, the surrounding landscape becomes a shattered mess and is now considered difficult terrain.

Dragoon (Remnant) Image

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