Base Class: Fighter
Dragoon's are polearm wielding fighters who have gained the ability to leap and lunge great distance. In combat this ability can be used to devastating effect in damaging, controlling, and crippling their adversaries.
Legendary Leap
For every point of strength, you can Long Jump two feet instead of one. Every foot of movement speed can be converted to three feet of Long Jump distance. You suffer no distance penalty for making a standing Long Jump.
For every point of strength, you can High Jump one foot instead of the normal calculation for High Jump. Every foot of movement speed can be converted to two feet of High Jump distance. You suffer no distance penalty for making a standing High Jump.
In addition, the Dragoon does not suffer falling damage from any fall that is equal to or less than your High Jump distance so long as you are not incapacitated or otherwise unable to properly land. If the distance is greater than your High Jump distance, calculate the damage of the fall by subtracting your High Jump distance from the total fall distance.
You cannot make more than one modified High Jump or Long Jump per turn of combat. You cannot exceed your movement speed in Jump distance if you have moved at all during that turn. For example, if you have a movement speed of 30 feet you can only make a High Jump of more than 60 feet if you have not previously used any of your 30 feet of movement that turn.
At 7th and 10th level, you can jump an additional foot per point of strength. A 10th level Dragoon with 20 strength could therefore High Jump 60 feet, which would consume 30 feet of movement, or Long Jump 80 feet at the cost of 27 feet of movement.
At 15th level, the Dragoon does not take falling damage from any height so long as they are not incapacitated or otherwise unable to properly land.
Leap Attack
At 3rd level, while wielding a Polearm, you can make a Leap Attack. To do so, you must High Jump into the air at least 15 feet and no higher than your maximum High Jump distance.
At the beginning of your next turn, you land within 15 feet of your initial position. If there is a target within reach of where you wish to land, you can use the Attack Action to make an attack against them on your way down, dealing additional damage. If you have multiple attacks per Action such as the Extra Attack feature, this counts as one of those attacks. The additional damage is determined by how high you have leaped into the air on your last turn. consult the table below.
Being struck by an attack of opportunity at any point between jumping and attacking on the next turn prevents the Dragoon from applying this additional damage and prevents other features that rely on this feature completing successfully being activated.
| HIGH JUMP DISTANCE | ADDITIONAL DAMAGE |
|---|---|
| 15 ft. | 1d6 |
| 20 ft. | 2d6 |
| 30 ft. | 3d6 |
| 45 ft. | 4d6 |
| 60+ ft. | 5d6 |
Lunge Attack
At 7th level, while wielding a Polearm, you can make a Lunge Attack. To do so, you must Long Jump directly at an enemy at least 15 feet away, land within reach of your equipped weapon, and make a successful attack. If the attack hits, you deal additional damage. If you have multiple attacks per Action such as the Extra Attack feature, this counts as one of those attacks. The additional damage is determined by the distance traveled on your Long Jump.
You cannot deal damage with Leap Attack and Lunge Attack in the same turn.
Being struck by an attack of opportunity at any point between jumping and attacking prevents the Dragoon from applying this additional damage and prevents other features that rely on this feature completing successfully being activated.
| LONG JUMP DISTANCE | ADDITIONAL DAMAGE |
|---|---|
| 15 ft. | 1d6 |
| 20 ft. | 2d6 |
| 30 ft. | 3d6 |
| 45 ft. | 4d6 |
| 60+ ft. | 5d6 |
Crippling Strike
Starting at 10th level, whenever the Dragoon lands a successful Leap or Lunge Attack, they may inflict one of the following effects on the target:
- The target must succeed on a Strength saving throw against the Dragoon’s save DC or be knocked prone.
- The target must succeed on a Strength saving throw against the Dragoon’s save DC or be disarmed.
- The target must succeed on a Constitution saving throw against the Dragoon’s save DC or have their movement speed cut in half until the end of their next turn.
Evasive Action
At 10th level, your airborne agility has made you a hard target to hit. Attacks against you that are made while you are airborne are made with Disadvantage. This Includes opportunity attacks as a result of making a Long or High Jump.
Crippling Impact
Starting at 15th level, upon successfully applying an effect via your Crippling Strike feature, you may choose to execute a Crippling Impact.
Leap Attack: All creatures within 10ft of the target must make a constitution saving throw. On a failed save, they take damage equal to half the additional damage dealt by the Leap Attack as thunder damage, are knocked back 10 ft directly away from the target struck, and are knocked prone. On a successful save they take half damage and suffer no other effects.
Lunge Attack: Creatures within a 10 ft line centered on the target struck and pointed in the direction the Dragoon is facing must make a dexterity saving throw. On a failed save, they take piercing damage equal to the additional damage dealt by Leap Attack and are knocked prone. On a successful save they take half damage and suffer no other effects.
Critical Devastation
Starting at 18th level, your Leap and Lunge Attacks score a critical hit on a roll of 18–20. These critical hits double the damage of the attack as well as the additional damage of Leap and Lunge Attack and Crippling Impact. Targets of the Crippling Strike and Crippling Impact feature make their save with disadvantage on these Critical Hits.
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