Base Class: Fighter
The Dragoons are a powerful order of warriors who wield polearms and challenge the powerful beasts of the sky, using powerful jumps charged with energy to reach their distant enemies. They wear special armor meant to invoke the imagery of dragons, including helmets shaped like a draconic heads, spikes, along with wing and scale designs.
Dragoon Warrior
Beginning when you choose this archetype at 3rd level, your attacks with glaives, pikes and halberd have their damage dice increased to 1d12. Additionally, begin to display the aerial mobility of a draconic warrior, displayed in your attacks involving jumping. As long as you are not wearing heavy armor, you do not need a running start for the maximum height of your jumps, and your long jump and high jump heights become 10 feet plus your Strength modifier.
Additionally, you do not take falling damage up to a height equal to your current jump height, and jumping does not provoke opportunity attacks against you. Also, jumping is no longer limited by your remaining movement. Furthermore, you gain the ability to initiate a "Jump Attack".
Jump Attack
When making a jump covering a distance of at least 20 feet, you can use your action to initiate a jump attack on any one space that your jump covers or is adjacent to, making a melee weapon attack against the creature in that space. On a hit, the creature takes an additional 1d6 damage, increased to 2d6 at 7th level, 3d6 at 10th level, 4d6 at 15th level and 5d6 at 18th level.
Spear of Lightning
Starting at 7th level, you learn how to infuse draconic energy into your preferred weapon, allowing them to take better flight and strike true against your adversaries. You can now use polearmed weapons (Glaives, Pikes and Halberds) as thrown weapons, with a short range of 20 feet and a long range of 60 feet. Also, spears, javelins and tridents have their short range increased by 20 feet, and their long range increased by 40 feet.
In addition, your maximum jump distance is increased to 20 feet plus your Strength modifier.
Meteor Force
At 10th level, you learn a different way of applying your jumps as an attack, crashing into the ground with such force that you do damage to more than just your primary target. When you make a Jump Attack, you can choose to make a Meteor Strike. When doing so, All creatures adjacent to the target of your jump attack must make a Strength saving throw, the DC being 8 + Your Strength modifier + your proficiency bonus, or be knocked prone and take the Jump attack damage. The Jump Attack damage dice on the primary target is doubled. Once you have used this feature, you can't do so again until you have finished a short or a long rest. You gain an additional use of the feature at the 18th level.
In addition, your maximum jump distance is increased to 30 feet plus your Strength modifier.
Elite Skypiercer
Starting at 15th level, you grow deadlier as a dragoon, both on the ground and in the skies, and are able to make more efficient use of your jumps. You can now use your Jump Attack as bonus action. When you make a weapon attack with a polearm against a large or smaller creature that is airborne, the creature has their flying speed reduced to 0 until the end of their next turn. If they are not held aloft by any other forces, they will fall to the ground.
In addition, if you are wielding a glaive, pike or halberd as your weapon, you gain a +2 bonus to your Armor Class.
Master of the Skies
At 18th level, you attain the pinnacle of form that allows you to pursue airborne creatures that would be out of reach to any other combatant. You ignore damage resistance to your Jump attack. You can additionally double your high jump distance if you make a jump with the intention to make a jump attack against an airborne creature.
Additionally, you're especially proficient in piercing weak points in airborne creatures. Once per turn when dealing damage to a creature that is currently aloft, you deal an additional 2d12 piercing damage to the creature.
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