Base Class: Fighter
In the legends of old, rider and dragon fought as one. In this day and age with the decline and rarity of dragons, witnessing a pair in action are not so common anymore. As such, the dragons and their riders are almost non-existent, but their teachings and knowledge still remain, protected by the descendants of the dragon riders. Their techniques and knowledge are taught among the chosen few who choose to learn the old ways. Since the times have changed, these techniques were further developed; incorporating the needed skills and cunning of the riders with the graceful, yet powerful movements of their dragons. Thus giving birth to a new age of dragon warriors, known as the Dragoons.
Rider's Erudition
Beginning at 3rd level, you are knowledgeable in the ways of dragons. You can read, write, and understand Draconic. You also have advantage on History (Intelligence) checks and Nature (Wisdom) checks regarding dragons or dragonborn.
Dragon's Grace
Beginning at 3rd level, you have learned the fundamentals of Dragoon mobility. Your long jump and high jump distance are doubled. Additionally, as a bonus action, after your initial jump, you may Air Walk in mid-air in any direction up to 15 feet. As a reaction, you may also Leap in any direction, up to 10ft. when trying to avoid an area of effect spell that does damage.
At 13th level, you can now jump twice in your Air Walk bonus action.
Aerial Combatant
At 7th level, you gain proficiency in polearms, which include the following weapons: Javelin, Spear, Longspear, Pike, Glaive, Halberd, Trident, Great Trident, and Lances. When wielding a Polearm, you gain a +2 bonus to attack and damage rolls with that weapon, and can wield any polearm in one hand.
Additionally, when you make a melee attack with a polearm you are wielding against a creature within range in mid-air or upon landing, you deal an additional 1d4 for every 10 feet you fell (to a max of 5d4). If you hit the target, you take half fall damage.
Draconic Affinity
Starting at 10th level, you've gained the power to utilize 3 of the many dragon element types to imbue into your strikes. As a bonus action, upon a successful hit on a target, you may choose one of your chosen 3 dragon element types to apply on the attack, giving off an area of effect range of 15ft. within a sphere, centered on the target. You may use this feature up 3 times per Long Rest.
At level 18th level, you gain one extra die and the die type is increased from d4's to d6's for all element types.
Air
All creatures within range take an additional 3d4 force damage and your next Leap reaction gains an extra 15ft. of movement.
Earth
All creatures within range must make a Strength saving throw contested by your Strength check or be pushed back 20ft. and be knocked prone. You also gain a +1 to your AC until the end of your next turn.
Fire
All creatures within range burn for an additional 6d4 fire damage.
Holy
All creatures within range take an additional 3d4 radiant damage and are blinded until the start of your next turn.
Ice
All creatures within range have their movement speed decreased by 20ft. and take an additional 2d4 cold damage.
Lightning
All creatures within range take an additional 4d4 lighting damage (damage is rolled separately for each creature). Creatures that take less than 12 lightning damage are stunned until the beginning of their turn. Creatures that take 12 or more lightning damage are paralyzed until the start of your next turn.
Psi
All creatures within range take an additional 3d4 psychic damage and must roll a Wisdom Saving throw contested by your Strength check or be frightened by you and one other creature of your choice.
Thunder
All creatures within range take 4d4 Thunder damage and are knocked back 20ft. For every 5ft. that the creatures are moved, they take an additional d4 force damage if they run into a barrier sturdy enough to not fall (i.e. a stone wall).
Death from Above
Whenever you move your max movement speed by jumping and using both your Leap(s) bonus action, as you're falling your first attack does maximum damage. You have advantage on Dexterity saves and checks until the start of your next turn when attacking in this way. Additionally, if you hit an attack, any potential fall damage is negated. If you miss an attack, any potential fall damage is halved.
Dance of the Dragons
As you reach 18th level, you begin to understand and can imitate the purposeful movements of the dragons. Once per Long Rest, as an action, you enter a trance called Sky Warden. In this trance, you gain the following benefits for 10 minutes as it takes a heavy toll on your body.
- You can jump infinitely up to your base walking speed and after every jump, you may instantly cast the Levitate spell without needing any components.
- You negate any fall damage from 1000ft or less
- You may double your Dexterity modifier to any Acrobatics (Dexterity) checks
At 20th level, you use this feature twice per Long Rest and the duration increases to 1 hour.
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