Fighter
Base Class: Fighter

Dragoons are masters of the spear and javelin although are perfectly capable wielding other weapons as well. Their ability to jump vast distances only to come crashing back down with force is a sight to behold.

Jump

At the 3rd level you gain the ability to jump twice the height you normally could. In addition you gain the ability to leap high into the air and come crashing down on your foes. The jump action is a melee attack roll that you can do after you perform a 30ft jump into the air and come down onto an empty space within 15ft of where you took off. this attack deals an extra 1d8 damage if done with a spear or similar weapon or 1d4 damage if done with any other kind of weapon. The number of dice increases to 2d8 or 2d4 at the 7th level, 3d8 or 3d4 at the 10th level, 4d8 or 4d4 at the 15th level and 5d8 or 5d4 at the 18th level. If you cannot leap the 30ft into the air, you cannot perform the action.

Dragoon's Reach

Starting at 7th level, you can can engage creatures from 10ft away without you becoming engaged to them, allowing you to perform opportunity attacks if they move out of this range. Your javelin throws can also pierce the first target you hit attacking another creature in a straight line behind them.

Enhanced Vigor

At 10th level, you no longer provoke opportunity attacks when moving or using the Jump action. You also gain advantage on dexterity saving throws and initiative rolls.

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.

Smashing Jump

Starting at 15th level, When you hit an opponent with the Jump command the target must succeed on a strength saving throw equal to 8 + your strength modifier + proficiency or be knocked prone. In addition if your Jump action already strikes a prone target you may add an additional 2d8 or 2d4 damage to the roll.

Perfect Form

At 18th level, Your mastery of the Dragoon style is complete. Your Jump action can now replace one attack action when you use the multiattack action. This can only occur once per multiattack usage. In addition Your javelin throws now attack all targets in a line. Your Jump height is now tripled instead of doubled.

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