Fighter
Base Class: Fighter

          Named after the fiercest of flying creatures, the mighty Dragons. Dragoons or Dragon Knights are typically trained from a young age to fight aerial combatants, able to surprise their foes with the ability to strike at them mid flight with deadly lances and spears without the need of a flying mount themselves. Dragoons usually hail from mountainous regions though they can be found anywhere that flying creatures are a threat. Dragoons tend to style their armour after the beast for which they are named, this includes winged motifs, horns, claws and even tails. While not unskilled at fighting in a conventional way, Dragoons prefer to use hit and run tactics, Leaping onto/into their enemies to strike then moving out of range. Some claimed to have seen Dragoons executing this daring attack style mid air with out ever touching the ground.

Lunging Strike

          Beginning when you choose this archetype at 3rd level, If you move at least 10 feet before making an attack action you may lunge at your target dealing bonus damage equal to your total strength score. In addition your lance and polearm attacks score a critical hit on a roll of 19 or 20.

  • If the weapon would normally give you disadvantage when attacking within 5 feet, it no longer does.
  • This bonus damage is only be applied to the first attack when taking multiple attacks and is not multiplied on a critical hit.
  • In order for this ability to work you must not be wearing heavy armour or be encumbered.

Jump Attack

          Starting at 7th level, you can  make a Jump Attack in place of your Attack Action. Target and enemy within 10 feet and jump into the air, (up to twice your strength score in height), and come crashing down upon them ending the attack in a square of your choice adjacent to the enemy you attacked unless it is blocked or occupied. Add the distance jumped vertically to the damage dealt by the attack and this damage is also multiplied on a critical hit. You can do this a number of times per long rest equal to you proficiency bonus. This attack does not provoke an Opportunity Attack when used.

  • At 12th level it becomes three times your strength score in height.
  • In order for this ability to work you must not be wearing heavy armour or be encumbered.

Motion Control

          Beginning at 10th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Fighter level and add half your fighter level to all jump distances.

  • These bonuses increases to ten times your fighter level and equal to your fighter level at 15th level.
  • In addition, you can use a bonus action on each of your turns in combat to take the Dash or Disengage action. You can do this a number of times per long rest equal to your proficiency bonus.

Powerful Strikes

          When using a Lunging Strike or a Jump Attack, increase the damage die of your weapon by one. (ex. a Pike deals 2d10 instead of 1d10)

  • The extra die of damage only applies to the first attack in a Lunging Strike.
  • The Damage die increases by one more at 18th level. (ex. a Pike deals 3d10 instead of 1d10)

Dragon Jump

          Conjuring up some of the innate magic of the beast from which your order is named, you create an arcane symbol beneath your feet and may push off from it treating it as a solid surface, allowing you perform your Jump Attacks or Lunging Strikes from any angle. Additionally you can change the damage type of your attack to either Acid, Cold, Fire, Lightning, or Thunder damage.

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