Fighter
Base Class: Fighter

Dragoons are capable of great feats of strength, both unnatural and incredibly difficult to learn. Capable of jumping massive distances and their inertia as a weapon unto itself, a Dragoon is mobile, intelligent, and striking to behold.

Unnatural Prowess

At 3rd level. when you take this Martial Archetype, you gain the ability to jump to heights unreachable for the mundane soldier. Your Jump height from a standing position is 10 + your strength modifier + your fighter level. All fall damage is reduced by 5x your fighter level to a minimum of 0.

Leaping strike

At 3rd level you gain the ability to jump into the air and strike down on an enemy from above. When you take the Attack Action you can choose instead to make a Leaping Strike. You can choose a target within 20ft of you and leap into the air, coming down in the nearest unoccupied space within 5ft of the target.

Opportunity attacks against you when you move in the way are made at disadvantage.

The first attack roll you make on the target enemy has advantage and deal an additional 1d6 piercing damage. This additional damage increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 15th level.

Tactics

At 7th level you have learned to more adeptly channel the arcane magics you control to skillfully and tactfully execute abilities previously beyond your capabilities.

Choose two of the Tactics listed. You can an additional Tactic at 1th and 15th level. The save DC for you Tactics is 8+your strength + your proficiency bonus.

Only one Tactic can activated per turn.

 

Tactic - Decisive Step

You charge yourself forward at breakneck speeds. You move in a straight line up to half your movement speed as an action. if you hit a creature during the movement, you stop moving directly adjacent to them and make an attack roll.

on a hit a creature takes an additional  1d6 bludgeoning damage per 5ft of movement. 

Tactic - Killer Sweep:

As a bonus action you make a wide sweep with your weapon. Each creature within the weapons reach must make a strength saving throw, on a failed save they are knocked prone.

Tactic - Knock back strike

You thrust forward with your attacks aiming to deal as much force as possible. As a bonus action you can cause any creature hit by your attacks this turn to make a strength saving throw. on a failed save they they are pushed 5ft backwards, if you use this in concord with leaping strike, it deals force damage this turn.

Tactic - Ricochet

When you use your Leaping Strike after making the first attack, you may jump to another creature within 10ft. of the initial target. On a hit the target takes your Leaping strike damage in addition to the weapon damage, however this attack does not gain advantage, You can ricochet to as many targets as you have Attacks.

Tactic - Sky Drop

You jump high into the air far higher than you had previously. as you fall the air around you begins to split into a large spear of force.

when you use your leaping strike ability, instead of making attacks against the target you can instead force any creature in a 10ft radius to make dexterity saving throw. on a failed save a creature takes 2d6 force damage, or half as much on a successful save.

this damage increases to 4d6 at 6th level, 6d6 at 10th level, and 8d6 at 15th level.

this tactic can only be used once per short rest regardless of tactics charges.

Tactic - Spearing Might

You Focus your energy, charging up for the turn ahead. As an action you pool your strength to meditate and size up your opponent. On your next turn your leaping strike distance is doubled. If the first strike hits, it deals maximum damage to the target

Jumping Dodge

At 10th level the magical strength derived within you has given your body heightened reaction time. You gain advantage on initiative rolls. in addition to this, as a reaction when a creature would make a melee attack against you but before the roll has resolved, you may jump to a target you can see within 10ft. you may use this reaction a number of times equal to your intelligence modifier per short rest.

Arcane Structure

Your body has begun to alter due the intense strain put on it by the magical energy you channel. Because of this constant manipulation of the arcane , you have become accustomed to magical energies.

At 15th level, you gain resistance to either fire cold or lightning damage, your choice.

Additionally, once per short rest, when a creature deals magical damage to you, you may subtract your intelligence modifier + your fighter level from the damage dealt.

Arcane Structure - resistance (fire)

You gain resistance to Fire damage.

Arcane Structure resistance (cold)

You gain Cold resistance.

Arcane Structure resistance (lightning)

You gain Lightning resistance

Magical Focus

Your body and mind have been heightened to a point far beyond what most people could stand. you can see things others cannot, find weakness where none is readily apparent, and move with the speed necessary to act.

At 18th level you roll a critical hit on a 19-20. when you roll a critical hit you may reroll damage die up to intelligence modifier. you must take the results of the second roll. 

Dragoon Image

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