Base Class: Fighter
Some say Dragoons were disciplined warriors who fought dragons and others say they were skilled fighters trained by the dragons themselves. Wherever there origins originated now Dragoons have found places all over the world where their skill can be put to good use. Some find mercenary work hunting monsters. Some find work in military units where their mobility on a battlefield is an asset. Others use their skills to protect and help those that cannot help themselves. Wherever they are found their combat skills are always welcomed.
Dragoon Trance
As a bonus action you focus your mind and body to enhance your physical prowess.
While your trance is active, your base jump distance is doubled and all jumps do not require 10 feet of movement to reach its maximum distance.
In addition, while your trance is active, as a bonus action on your turn you can take the Dash action.
You can enter this trance as many times a day as equal to your proficiency bonus and regain all uses after a long rest. Your trance lasts for 1 minute and ends early if you are knocked unconscious.
Focused Jump Attack
Once per turn, immediately after landing a jump of 10' or greater, you can make your first melee attack roll with advantage.
Knowledge of the Dragoon
You have advantage on all Knowledge checks regarding dragons.
Accelerated Jump
You no longer provoke any attacks of opportunity during any portion of your jump movements.
Heavy Thrust
Whenever you score a critical hit you can roll one additional weapon damage die when determining your critical damage.
Dragons Fang
While under the effects of your Dragoons Trance you can use an action to make one melee weapon attack against a creature in range and regain hit points equal to the damage dealt. You can use this feature a number of times equal to your proficiency bonus. You regain all uses after a long rest.
Spineshatter Dive
As an action made immediately after a jump movement, you can make a melee weapon strike against every creature withing your weapons reach. All creatures must make a Dexterity saving throw vs 8 + proficiency bonus + STR modifier. On a failed save they take damage equal to your weapons critical damage roll and are knocked prone. On a successful save they take half the damage and are not knocked prone.
You can use this feature 2 times. You regain all uses after a long rest.
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Posted Mar 8, 2023I have also come up with some optional jump rules to help clarify some potential mechanical issues that could come up with this classes playstyle.
Optional Rule 1: A jump movement can encompass both a long and high jump provided that
A) neither the length and height of the jump exceed their perspective maximum distances and...
B) you have the available movement to complete the jump
Optional Rule 2: For ease of the movement mechanics you reach your intended height of your jump in the space you started your jump and do not descend until you reach the space you are landing the jump.
Optional Rule 3: Jump movements, both long and high, can be used as part of the "dash" movement as prescribed in the Charger feat for charge attacks.
Optional Rule 4: Landing a jump on a space occupied by a creature counts as landing on difficult terrain. The creature performing the jump must make the DEX save before any other action takes place. On a failed save they land prone on a random, unoccupied, adjacent space.
Optional Rule 5: When a creature makes a vertical jump to land back in the originating space, the jump height is only needed for the ascension but you use your movement for both the ascension and descension of the jump. If the landing exceeds their movement speed the creature begins to fall from that height.
EX. A Character has a movement speed of 30' and a maximum running jump height of 12'. They can move 10' and jump straight up another 10' and land back down (the last 10' of movement) safely.
If that same character moves 20' then jumps up 10' (using all of their 30' of movement) then if they have no means if holding their position in the air, they will then fall the remainder of the distance in accordance with the falling rules in the PHB.
Optional Rule 6:
****(This one needs playtesting)****
Jump movement assisted by magical means (spell or magical item(s)) does not count against your movement. The base movement of that jump still counts as movement.
EX. A character has a base speed of 30' and a STR score of 18. The character has a Ring of Jumping equipped. This characters maximum running long jump (moving 10' first) could be 54' (18 from the strength score, up to 54' after the effects of the Ring of Jumping).
If the character runs 10' and wants to make a long jump they would normally be restricted to the 20' remaining from their speed. With this optional rule they could move the 10', jump the 54' and still have 2' of movement left for a total 66' of total movement (round down if using a grid).