Base Class: Fighter
Born from the ancient martial traditions of Vana'diel, the Dragoon is a master of high-altitude battlefield control, kinetic momentum, and peerless polearm mastery. Long ago, these elite knights fought in perfect unison with the great dragons of the realm. Though generations have passed, the modern Dragoon retains the incredible lower-body conditioning, heavy armor evasion, and piercing strike styles of those legendary vanguard warriors.
Where other foot soldiers are bound to the earth, the Dragoon treats gravity as a weapon. They utilize explosive, vertical leaps to vanish from an enemy's focus, dropping from the clouds with the full weight of their momentum concentrated into the point of a lance. Whether holding the line on foot with a massive two-handed spear or driving a lance forward from the saddle of a roaring mount, a Dragoon on the battlefield is an unmistakable storm of aerodynamic plate armor and diving steel.
Follow the path of the Dragon Kings. Dominate the skies, shatter the enemy's ranks, and unleash the fury of the Dragonfire Dive.
Aerial Vanguard
Your intense physical conditioning grants you unparalleled lower-body strength and a mastery of the lance.
Fleet of Foot: Your walking speed increases by 10 feet, and your maximum high jump and long jump distances are doubled. Additionally, you do not need a running start to clear your maximum distance; you can leap to full effect even from a complete standstill.
Cat's Landing: You have resistance to falling damage, you ignore damage from your own deliberate jumps, and you always land on your feet.
Lancer Mastery: You can wield a lance two-handed while on foot. Additionally, you do not suffer the disadvantage normally imposed by a lance when attacking a target within 5 feet of you.
Kinetic Jump
As a bonus action, you can leap up to your maximum high jump or long jump distance to an unoccupied space without provoking opportunity attacks. If you land adjacent to a creature and hit them with a Reach weapon on this turn, you deal an extra 1d6 damage.
Kinetic Dice: You have three 1d6 dice. When you hit with a jump attack, you can spend a die to add an additional 1d6 damage to the roll (for a total of +2d6) and force a Strength save to knock the target prone or 10 feet back. You regain all dice on a short or long rest.
Mounted Dragoon: If you are mounted, you can use this feature to make your mount leap with you instead of leaving the saddle, applying your damage from the mount's position.
High Jump & Wheeling Thrust
High Jump: Your maximum jump distance (both vertical and horizontal) is permanently increased by 15 feet. This range increase stacks with other magical or physical jumping enhancements. Additionally, if you jump from a higher elevation than your target, you gain advantage on the attack roll.
Mechanic Note: This +15 feet bonus is added to your base jump distance before your Level 3 doubling feature or any spells like Jump multiply it.
Wheeling Thrust: When a creature misses you with a melee attack, you can use your reaction to leap 10 feet away without provoking opportunity attacks.
Lancet
Once per turn, when you hit a creature with a Kinetic Jump attack, you can siphon their vitality. You gain temporary hit points equal to the total piercing damage dealt by that attack. You can use this feature 3 times, recharging on a long rest.
Additionally, your Kinetic Dice grow to 1d8, and you gain one additional die (4 total).
Super Jump
When you are targeted by an attack or forced to make a Dexterity saving throw, you can use your reaction to instantly leap up to 60 feet away to an unoccupied space. If this puts you out of range or the area of effect, you take no damage or completely avoid the effect. Whether you avoid it or not, your speed leaves a blinding slipstream: all attack rolls against you have disadvantage until the start of your next turn. Recharges on a short or long rest.
Dragonfire Dive
As an action (or in place of one attack during an Attack action), leap 60 feet into the air and crash down. Every creature within a 15-foot radius must make a Dexterity saving throw vs your Kinetic Strike DC. On a failure, they take 8d8 fire or piercing damage (your choice) and are knocked prone. On a success, they take half damage and stay standing. Immediately after, you can instantly leap up to 60 feet away without provoking opportunity attacks. Recharges on a long rest.
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