Fighter
Base Class: Fighter

The Dragoon is a master of aerial combat, channeling the power of dragons to perform extraordinary leaps and devastating strikes from above. These formidable warriors combine their martial prowess with draconic agility, embodying the fearsome power and majesty of their namesake.

Credit to Game Masters Domain

Soaring Strike

At 3rd level As a bonus action you can leap into the air to become Airborne and jump a number of feet equal to or lower than your strength score without provoking attacks of opportunity, you remain airborne until the start of your next turn, or until you make a plunging attack.

Additionally, while Airborne you can make a plunging attack against a creature within 5 feet of you dealing an additional 1d10 damage.

Airborne Maneuvers

At 3rd level, you gain access to special attacks while Airborne and wielding a weapon with the reach property.

  • Lunar Crescent: Choose two creatures within melee range, make make a single attack against one of the creatures, this attack deals extra damage equal to your proficiency bonus, If the original attack roll hits the second creature, it takes the same amount of damage.
  • Aerial Retreat: As a reaction when you hit a creature with with a melee weapon attack while airborne you can move up to half of your movement speed away from that creature without provoking attacks of opportunity.
  • Sky Uppercut: Once per turn when you hit a creature up to one size category larger than you with a melee weapon attack while Airborne, you can force them to make an athletics check (DC 8 + PB + your strength modifier) or be knocked into 10 feet into the air.
  • Swirling Blades: As a bonus action, you can make a melee attack against all creatures within a 5-foot radius of you. Each creature must make a Strength saving throw (DC 8 + PB + your Strength modifier) or take an additional 1d10 slashing damage and be pushed 10 feet away from you on a failed save, or half as much damage and are pushed 5 feet on a successful one.

Additionally, while airborne your movement speed increases by 10 feet

Airborne Status

  • Airborne creatures act as if they are hovering a number feet off the ground equal to or lower than your maximum jump height unless it is stated that they move or are moved higher.
  • Airborne creatures gain +2 AC against melee attacks made by any creature that is not airborne.
  • Airborne creatures do not take fall damage when they land, unless they have been knocked prone, or otherwise lost the airborne status before landing. A creature with a flying speed does not gain the +2 AC against melee attacks made by any creature that is not airborne.
  • A creature wearing heavy armor cannot gain the airborne status.

Skydancer

At 7th level at the start of your turn if you are airborne and wielding a weapon with the reach property, you can make an athletics or acrobatics skill check (DC 8 + PB + your strength modifier) to stay airborne, instead of landing.

Additionally, once per turn when you hit a creature with a plunging attack you can choose to stay airborne instead of landing.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Moonlight Havoc

At 15th level when you make a plunging attack each creature within a 10-foot radius of you must make a Strength saving throw (DC 8 + PB + your strength modifier) or take an additional 2d12 slashing damage, and be knocked prone on a failed save, or half as much damage and are not prone on a successful one.

Additionally, whenever you hit a creature with a melee weapon attack while airborne, you can choose to move up to 10 feet vertically

Skyfall

At 18th level while Airborne, and over 30 feet in the air, you can make a special plunging attack, Choose a creature within 60 feet of you, make a melee weapon attack against that creature, on a hit the creature takes an additional 1d10 damage for every 5 feet you are above the ground to a maximum of 60 feet.

Once you use this feature you must finish a short or long rest to use it again.

Additionally, you have advantage on attack rolls made against creatures that are not Airborne.

The Dragoon Image

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