Paladin
Base Class: Paladin

Dragoons receive their powers through a very specific oath, which most of the other paladins are not able to swear. When a knight accomplishes a great deed, a legendary dragon may notice it. These legendary dragons, in turn, have -- at some point of their lifes -- battled amongst other inferior mortal races for a great cause. These dragons believe that some knights are worthy of making a sacred oath to them, becoming dragoons. 

The bigger part of the dragoons, fight for good, as the good dragons tend to be more open to other races. None the less, some evil dragons might make someone a dragoon in order to use the paladin as it's pawn or to accomplish some goal without exposing themselves.

Dragoons are known for being very strong and rapid fighter in the battlefield, often using a great spears, halberds and polearms, these being their most known weapons. Some dragoons may opt for other sort of weapon, but that's not a common thing to see. Dragoons tend to be very conservative towards their weapon usage.

Channel Divinity

Jump Attack. You can use your channel divinity to leap into the airs making a devastating attack. When you do so, you can jump to a place that's in a distance equal to twice your moove speed. Make a melee attack roll against your target, if it hits, you deal double your weapon damage (triple if it crits). If you choose to smite during the use of this feature, your attack no longer causes double damage. You can still make an extra attack (with normal damage) if you have the extra attack trait already.

Curse Of The Dragoon. You can use your channel divinity to curse a creature that is hostile towards you with a curse only known to you. When a creature is marked with the curse of the dragoon, and within 30ft of you, you can attack it even if you're not in range for a melee attack. The damage you deal is converted enterily to the element of your dragon god. If the creature surrenders to fight, the curse is automatically dismissed. If the creature is lying, the curse maintains itself. This trait lasts for 1min.

 

Aura Of The Dragon

If a friendly creature is within 10 feet of you, it has resistance against the element associated with your dragon god. If a hostile creature leaves the zone of the aura, you can have it make a STR saving throw against you Spell Save DC, if it fails, it is forced to stay in the zone of the aura. altough not loosing the rest of it's move speed.

At 18th level, the range of this aura increases to 30 feet.

Dragon's Aggility

Dragoons are known to be rapid warriors, you gain the following benefits when using specific armors:

Heavy Armor. You gain a +5 feet bonus on your moovement speed. If your heavy armor does not impose disadvantage on stealth checks, your benefits are the same as if you were wearing medium armor.

Medium Armor. You gain a +10 feet bonus to your moovement speed.

Light Armor. You gain a +15 feet bonus to your moovement speed.

Major Dragon's Curse

If you hit an enemy with an attack, instead of making one extra attack, you can use that action to put the Major Dragon's Curse on that creature you have hit. When you use this trait, your enemy must make a CON Saving Throw agains your Spell Save DC or begin taking 1d10 damage associated to the element of your dragon god at the start of each of it's turns. This curse lasts for 24h and you can sense where the marked creature is, if it is in the same plane of existance as you. If the creature leaves an area of 30ft from you, it stops taking damage.

Ultimate Dragon Curse

If a creature you have seen at least once if in the same plane of existance as you, you can use you jump attack to teleport to it. When doing so, you can attack the creature if you choose to. This attack is an automatic hit that deals 7d10 + your paladin level of your dragon god associated element damage. If you choose not to hurt the creature you teleported to, you apear within 30 feet of it.

Once you use this trait, you can't use it again untill you finish a long rest.

Oath Of The Dragoon Image