Ranger
Base Class: Ranger

Dragoons are a class of elite warriors, wielding polearms as their weapon of choice. They specialize in taking on winged beasts of the sky, such as griffons, rocs, and even dragons. The legend and their name is said to be directly tied to a few mighty heroes of ancients past who saved their kingdom from a vicious onslaught of an army of dragons. Since then their teachings have been passed down and perfected into the art known as the Dragoon. In honor of their legacy, many Dragoons choose to wear armor made to resemble an image that of a dragon. However, many dragons do not take kindly to those who honor dragon slayers. 

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

Precision Balance

When you choose this archetype at 3rd level, your movement speed increases by 10 feet and you ignore fall damage when falling from heights up to 30 feet as long as you are conscious. Additionally, while wielding a polearm (glaive, halberd, pike, or quarterstaff) you have advantage on Dexterity (Acrobatic) checks. 

Dragoon Tactics

Starting at 3rd level, as long as you are not wearing heavy armor, your jumping ability is improved (See Dragoon Tactics below). Additionally, as part of this movement you may make a special Jump Attack. 

Dragoon Tactics

Your jumping ability is improved. You may perform a long or high jump without spending additional movement before the jump, and you ignore the movement penalty of a standing jump. Refer to the following when you make a long or high jump. This replaces the rules on page 182 of the Basic Rules on using special movement to jump.

Long Jump = 10 + your proficiency bonus + your Strength score.

High Jump = 10 + your proficiency bonus + your Strength modifier.

Jump Attack

When you take the attack action on your turn, you may choose to forgo one of your attacks to perform a special jumping attack that strikes foes with deadly accuracy. You can target a creature that is within range equal to the amount of movement you can make as part of a jump and make a melee attack against that creature. As part of the attack you jump into the air, spending at least 10 feet of movement. On hit, the target takes the weapon die of damage and an additional 1d4 force damage. This damage increases to 2d4 at 7th level, 3d4 at 11th level, and 4d4 at 15th level. Regardless of a hit or miss, you land within 5 feet of the target creature. If you can make multiple attacks with the attack action on your turn, you may use multiple Jump Attacks provided you have at least 10 feet of movement speed. You do not provoke attacks of opportunity when making a Jump Attack. You must be wielding a polearm to make a Jump Attack (glaive, halberd, pike, or quarterstaff). 

Aerial Evade

At 7th level you learn to control the air currents during your jumps, making you more nimble. When you perform a jump or Jump Attack, you can spend 5 feet of movement to change the direction of your fall. Additionally, when you perform a jump you do not provoke attacks of opportunities. 

Sky Predator

Starting at 11th level, whenever you hit a creature that has a flying speed they must succeed on a Strength Saving throw of a DC equal to 10 or half of the received damage, whichever is greater, or fall prone. You may also forgo your attack to instead attempt to grapple onto a creature that you can reach as part of your Jump Attack. Additionally, if you critically strike a creature with your Jump Attack that creature also falls prone. 

Heart of the Dragoon

Starting at 15th level, you reach the pinnacle that few other dragoons have achieved. You double the distance you cover in the air when you perform a jump or Jump Attack. When you do, you only spend half of that movement. Additionally, you only take half damage when you fall from heights greater than 30 feet.

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