Fighter
Base Class: Fighter

Dragoons are specialized fighters who act as the tip of the spear in any combat formation. By leveraging their mobility a Dragoon creates a unique style of combat that marries together an evasive defense, while harnessing the maximum potential of your piercing weaponry. The harmonious blend of mitigating ferocious attacks, while seizing the opportunity to exploit your enemies defenses is why the Dragoon is typically summoned to battle some of the realms most dangerous monsters.

Vault

At 3rd level, you gain the ability to increase the maximum of your high jump based on the category of armor that you have equipped. When you make a high jump, you leap into the air a number of feet equal to:

  • Unarmored - Strength Score + Dexterity Score
  • Light Armor - Dexterity Score + your Strength modifier
  • Medium Armor - Dexterity Score
  • Heavy Armor - 3 + your Strength modifier + your Dexterity modifier

Lissome

In addition at the 3rd level, you gain a specialized jump that is a combination of your long jump and high jump. While completing a long jump, you may complete a Strength (Athletics) check with a DC of 10. If successful, you can clear obstacles (height of any obstacles must be no greater than your high jump) between your final long jump destination.

In the event there are multiple obstacles of varying heights and/or positioning encountered during your long jump your original Strength (Athletics) check would be considered a Strength (Athletics) skill challenge. The DC required to be successful for the would equal a Strength (Athletics) check of 10 +5 (per additional obstacle) encountered during the long jump.

Under these circumstances, there is a chance to be successful, partially successful, or fail:

  • A partially successful attempt is where the base DC of 10 is met, but there the Strength (Athletics) check did not equal or exceed the total skill challenge requirement. 
  • A failed attempt is where the Strength (Athletics) check did not meet the base requirement of 10 required for the initial obstacle.

At your DM's option, the total DC required when completing the Strength (Athletics) skill challenge check may or may not be revealed at the start of this skill challenge.

The cost of movement for this ability is only associated with the long jump. The changes in height based on the various obstacles does not cost any additional movement.

Safe Landing

Lastly at 3rd level, you are not considered to be falling when successfully completing a long jump where you utilized the lissome class feature.

The safe landing class feature does not apply when you either are only partially successful during a Strength (Athletics) skill challenge check, or when you fail the base DC requirement of 10.

Any differences of height between the point of origin and the point of destination while completing a long jump is still considered falling.

Slyboots

At 7th level, you gain the ability to make a standing long jump as a reaction. This reaction can be used in response to any hostile action that creates an area of effect where you are within the radius. If the standing long jump moves you outside of the area of effect; no saving throw is required.

Piercing Expertise

At 10th level, attacks you make that have the damage type of piercing ignore resistance to piercing.

Additionally, targets with piercing immunity are considered to have piercing resistance when you make attacks utilizing the damage type of piercing.

Grace

By 15th level, you have acquired greater levels of agility. You gain proficiency in Dexterity saving throws.

Piercing Mastery

At 18th level, you have mastered attacks that utilize the piercing damage type. Any dice in your attack related to the piercing damage type are automatically considered to have a result equal to the highest result possible on that die when you score a critical hit.

If the attack involves other damage dice as well related to the portion of the attack that utilizes the piercing damage type, such as the extra dice from scoring the critical hit or from the rogue's Sneak Attack feature. Those dice are considered to have a result equal to the highest result possible on that die.

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