Fighter
Base Class: Fighter

Loosely based on the job from final fantasy, Dragoon fighters are masters of polearms like spears, glaives, and halberds; they use speed and mobility with a dash of magic to overwhelm their opponents.

Dragoon Training

When you choose this archetype at 3rd level, you gain proficiency in one of the following: Acrobatics, Athletics, or Perception. In addition, your speed increases by 5 feet. It increases by a further 5 feet at 10th and 18th levels. Finally, you gain expert training with particular weapons, called your zephyr weapons. These are halberds, glaives, pikes, and spears. Many of this archetype’s features work only with your zephyr weapons. In addition, if you are a Small creature, you ignore the heavy property for these weapons.

Zephyr Stance

Also at 3rd level, you gain the ability to enter a combat stance called a Zephyr Stance. 

As a bonus action while wielding a zephyr weapon, you can enter this stance, gaining a bonus to your AC and to Dexterity saving throws equal to half your proficiency bonus. In addition, you can take the Dash, Disengage or Dodge action as a bonus action on your turn while in this stance. Finally, once while in this stance, you can cast the Zephyr Strike spell. You regain the ability to cast it again when you enter into a new Zephyr Stance.

This stance lasts for 1 minute, until you are incapacitated, until you are no longer wielding a zephyr weapon, or until you exit it as a bonus action. Once you have used this feature, you can’t use it again until you finish a short or long rest.

Dragoon Leap

By 7th level, you have learned how to use your polearm to vault great distances and break your fall. Your jump distance is increased by 10 feet while you are wielding a zephyr weapon. In addition, while wielding such a weapon, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to your level; when you do so, you also don’t fall prone when landing in difficult terrain.

Blink Step

By 10th level, your practice with moving at blinding speeds and your dabbling into magic have granted you the ability to teleport short distances. While you are wielding a zephyr weapon, you can cast the Misty Step spell. When you do so, you gain advantage on the next attack you make this turn. Once you use this feature, you must finish a short or long rest before you can use it again. You also regain your use of this feature if you use your Action Surge.

Zephyr's Training

Also at 10th level, your Zephyr Stance improves. When you enter your Zephyr Stance, you can choose one of the following positions you wish to emulate while in that stance. You gain the benefits of that position/ until you leave that stance.

Defensive Position. Hostile creatures within reach of your weapon make opportunity attacks at disadvantage, and you make opportunity attacks at advantage.

Precise Position. Your weapon attacks score a critical hit on a roll of 19 or 20.

Agile Position. You can take the Dash, Disengage or Dodge actions as a reaction at the start of each of your turns. If you do so, you can’t take that action again until the start of your next turn.

Countering Position. Whenever a creature within 5 feet of you makes a melee attack against you, you can use your reaction to make one weapon attack against it.

Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Dragoon Bladestorm

By 18th level, your Zephyr Stance has achieved perfection. While in your Zephyr Stance, you can cast the Steel Wind Strike spell. You have advantage on the last attack you make as part of that spell. Once you use this feature, you must finish a long rest before you can use it again.

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