Fighter
Base Class: Fighter

A martial tradition passed down by the wyrmriders of Dragonbarrow from before the Great Chaining. Long ago mortal champions of the great dragons would battle upon the backs of the divine mechanisms of the gods. These mortal warriors were trained to support and protect their draconic lords with cover fire and precision shots which would hinder enemy combatants. Now the tradition has been taken up by other riders of great beasts who utilize the ancient techniques of mounted and arial combat.

Flashy Rider

When you choose the draconic auxiliary archetype at 3rd level, you gain proficiency in Animal Handling and Performance. If you already had one of these proficiencies you gain a new one of your choice. 

Wryrmrider

Starting at 3rd level, a rider who is prone to falling off their wyrm would have been eaten. You have advantage on rolls made to avoid falling off mounts. If you are knocked off your mount and descend less than 10 ft., you do not land prone. Mounting or dismounting a creature only costs you 5 ft. of movement.

Tactical Hinderance

Starting at 3rd level, your role on the field is to support the draconic vanguard, you have been trained to use your weapons to hinder rather than slay. Once per turn when you make an attack roll you can declare you are aiming to hinder. When you do so you take a -5 penalty to hit. If you do you may choose one of the following effects in addition to damage.

Create an opening: any creature within 15ft may use their reaction to immediately make a single weapon or unarmed attack against the target.

Sweep the leg: the target's speed is reduced by half until the end of its next turn.

Blinding slice. the target is blinded until the end of its next turn. 

Martyr's Interception

At 7th level, you learn to react to threats at a moments noticed. As a reaction to a friendly creature within 5ft being attacked by a ranged attack roll you may move up to half your speed, if you move between the attacker and the target, you instead become the target of the attack. 

Sky Raider

Beginning at 7th level, you have mastered fighting on the backs of great beasts and as such are familiar with mounting, moving upon and dismounting them. You gain a climbing speed equal to your walking speed and do not consider moving creatures difficult terrain. If you would fall within melee range of a creature you can instead use your reaction to make a melee attack. If this attack hits you transfer all your fall damage to the creature as part of the attack. 

Improved Tactical Hinderance

At 10th level, your ability to hinder your foes has greatly improved. When you successfully hinder a target gain the additional effect. 

Create an Opening. Allies who use their reaction to attack score a critical hit on a 19-20. 

Sweep the Leg. The target's speed is reduced to 0 until the end of their turn. 

Blinding Strike. The target takes additional damage equal to your proficiency bonus. 

Stick the Landing

Starting at 15th level, you are graceful at landing and have become accustomed to repeatedly leaping from great heights. As a reaction to falling you may halve the fall damage and land on your feat. In addition, when calculating your jump distance you may double it. 

Wyrms Gambit

Starting at 18th level, your learn a legendary technique allowing you to carry the wind within your blade as you fall upon your enemies from the heavens. When you successfully perform a Falling Strike reaction from your Sky Raider ability, all creatures within 15ft of you must succeed a Dexterity Saving throw (DC: 19) or also take the fall damage dealt to the target or half as much on a success. 

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