Base Class: Ranger
prerequisites: 13 dex, 13 str, training in acrobatics and athletics
Through painful grueling training, the dragoons have developed their bodies to match or outclass the worlds greatest athletes. Dragoons are known to jump up to 15ft high without the use of magic, and are able to use magic to position themselves above their target and utilize the momentum to blow past heavy dragon armor in a single and incredibly devastating blow. They are known to hunt and chase dragons who don't keep to their territory, and are highly respected and very well paid for their services. Dragons are mighty foes so dragoons rarely work alone, and recruit help of any kind they can muster. Dragon slaying is risky business, so oftentimes the help can be hard to find and must rely on other dragoons. They follow no banner, rather the dragoon is a lifestyle of grueling training, and little compromises, believing that freedom must be fought for, and easily taken away from the weak. The techniques are well published and available for all to adopt, and were originally developed thousands of years ago by a guild of rangers who would go on to hunt and kill hundreds of dragons, leading to a new age of prosperity. Sometimes dragoons will help train others aspiring to earn the same title. Still, the number of dragoons is very small, as very few can endure the intense training needed to perform their techniques.
Leap of the Slayer
You double your strength bonus for any checks involving jumping and your base high jump bonus becomes 5. As long as you land on your feet in a controlled manner, and you have at least 5 ft of space to roll forward from the space you landed, your fall damage is halved and you take no damage from falls less than 50ft. Your jumping distance is not reduced for standing high jumps. Your high jumps can exceed your move speed.
Dragoon Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Dragoon Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Dragoon Spells
| Ranger Level | Spell |
|---|---|
| 3rd | jump |
| 5th | misty step |
| 9th | haste |
| 13th | dimension door |
| 17th | far step |
Plunging Attack
At 3rd level, you learn to improve your strikes from above. If you are at least 5 feet above your opponent and falling toward them, you may use an action to make a weapon attack. You roll your weapon attack damage multiple times depending on your ranger level and add the total. You may not benefit from the extra attack feature during the round you use this attack, however abilities like haste work normally. When you use plunging attack, you cannot do so again until the end of your next turn. The bonus to hit and damage increases at higher levels.
Ranger Level Bonus to hit /weapon attack damage rolls
| 3 | +1 to hit / 2 damage rolls |
| 9 | +2 to hit / 3 damage rolls |
| 18 | +3 to hit / 4 damage rolls |
The bonus increases further if you attack from greater heights. The distance is measured starting from the top of the creature, or the top of the area you are going to strike if the creature is large size or larger. If the attack hits and you are wielding a piercing weapon, any fall damage you would take (using the base fall damage model) is instead added to the damage roll up to a maximum. Any damage dealt by falling beyond the abilities maximum height is dealt to you instead, and both you and the target take this damage if the target is small size or smaller (you may half this damage as normal, or negate it if it is less than 50ft).
Ranger Level Maximum Distance
| 3 | 30ft (3d6) |
| 7 | 40ft (4d6) |
| 11 | 50ft (5d6) |
| 15 | 60ft (6d6) |
| 20 | 70ft (7d6) |
Fade Walker
At 7th level, you learn to step into the world of Fade. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. You ignore any penalties induced by the spell for moving up or down while using this ability.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Superior Training
At 11th level your intense training and experience have allowed you to masterfully control your body.
You gain expertise in acrobatics and athletics and gain the extra attack (2) feature. You can now jump toward your target from any direction to trigger plunging attack. You must be airborne for at least 5ft in a momentum moving directly toward your target before you can use the attack.
Dragon Fire Dive
At level 15 while in midair, you may enhance your weapon with dragon-fire. Your next plunging attack does its damage in a 15ft radius circle centered at the point of impact. The damage can be fire, cold, acid, poison, or lightning. Any creatures in the area make a DC12 dex saving throw, adding either your agility, strength, OR spellcasting ability modifier to the save, in addition to any bonuses from plunging attack. Targets of medium size or smaller who fail the saving throw are pushed back 5 ft and knocked prone. Targets who succeed the saving throw take half damage and are not knocked prone or pushed. The radius of this attack and the push-back increases by 5ft for every 30ft you are above the target before the impact. The radius of this ability can't exceed 50ft and the push-back can't exceed 20ft.
Once you use this ability, you cannot do so again until you finish a short or long rest.
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