Base Class: Fighter
The tradition of the Dragoons originates from an ancient order of warriors who were dedicated to dragon-slaying. The order eventually fell apart, but some still use the techniques, which have been adapted to work against creatures other than dragons.
Jump
The first thing any Dragoon learns is how to empower their jumps. You gain the Jump action. This action is a movement action. When you take this action, you can jump a horizontal distance up to your maximum long jump distance, and a vertical distance up to five times your high jump distance. You can take the Attack action against any creature you are within attacking reach of during the jump. If you land adjacent to a creature and immediately take the Attack action against it, you can choose to only make one attack. If you do, you make the attack with advantage and it deals an extra 1d6 damage of your weapon's type. This extra damage changes to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 20th level. You can use this action a number of times equal to your Strength modifier. You regain your uses of this action when you finish a short rest.
Polearm Mastery
You have trained with the traditional weapons of Dragoons, giving you special abilities with them. When you wield spears, they gain reach. When you wield pikes, they deal 1d12 damage. When you wield glaives, you gain +1 AC. When you wield halberds, you can utilize the hook to trip enemies. You can take an action to attempt to trip a creature within reach. Make a contested Strength check vs. the target's Dexterity check. On a failure, the target is knocked prone. If the target is flying, they instead fall 30 ft.
Improved Jump
You can empower your Jump further. You can spend an extra use of your Jump action when you use it to stay at the height you jump until the end of your next turn. Furthermore, when you attack a flying creature, it takes an additional 1d4 damage of the weapon's type.
Skykiller
You have gained unparalleled ability to slay flying creatures. Flying creatures provoke opportunity attacks when they enter your reach. Additionally, if you hit a flying creature with an opportunity attack, you can choose whether its speed is reduced to 0 until the end of its turn or it falls 10 ft.
Jump Expertise
You have total mastery over your Jump. While you are in the air during your Jump, you have resistance to all damage. Additionally, you can take a special action while airborne. If you are wielding a spear, pike, glaive, or halberd, you are in the air, and a flying creature is within your reach, you may take this action. When you take this action, you make a melee attack with a polearm against a flying creature within your reach. If you hit, your weapon is lodged in the creature. If the creature moves, you are moved with it. Your weapon stays in the creature until you take a bonus action to remove it or the creature succeeds on a DC 18 Dexterity check to remove the weapon.You cannot make regular attacks with the stuck weapon, except a special attack only against the creature the weapon is stuck in that deals 1d12 + Strength piercing damage. This attack automatically, but you can only make one.
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