Fighter
Base Class: Fighter

Hailing from the great military tradition of Tymanther, the fearless dragoons are members of the dragonborn nation’s core army, the Lance Defenders. Its highly trained warriors specialize in the use of polearms, demonstrating their deadliness on foot or on the back of giant bats. Dragoons excel in ground combat, where they wreak havoc among enemy forces with their far-reaching jump attacks. An intimidating sight to behold, veteran dragoons are usually part of elite units, such as the Seventh Silver Cohort.

Under rare circumstances, promising individuals of other humanoid races are allowed to become dragoons, as it has happened with a chosen few mulani recruits during the first Tymanther-Unther War. Sometimes the martial tradition is also passed down over generations within dragonborn clans living in foreign lands.

Martial Leap

At 3rd level, you adopt the mobility and martial techniques of a dragoon, putting weight and velocity into devastating polearm attacks. You gain the following benefits:

  • You gain proficiency in the Athletics skill. If you already have proficiency in that skill, you gain proficiency in the Acrobatics skill instead. Your proficiency bonus is doubled for any Strength (Athletics) check that you make with regard to jumping, and you can add your proficiency bonus in feet to your jump height whenever you make a running high or long jump.
  • Once on each of your turns, when you hit a creature within 10 feet of you with a weapon attack during or immediately after a running high or long jump, you can add your proficiency bonus to the weapon damage roll. You must be attacking with a glaive, halberd, javelin, lance, or spear to gain this benefit.
  • When a creature you can see makes an opportunity attack against you, you can subtract your proficiency bonus from its attack roll if you aren't incapacitated.

Dragonheart

Also starting at 3rd level, you have advantage on saving throws against being frightened.

Wyvern Assault

Beginning at 7th level, you can use a bonus action to move up to your speed toward an enemy that you can see.

Unerring Leap

Starting at 10th level, when you make a weapon attack during or immediately after a running high or long jump against a creature that you can see within 10 feet of you, you can turn a miss into a hit or a hit into a critical hit. You must be attacking with a glaive, halberd, javelin, lance, or spear to gain this benefit.

You can use this feature a number of times equal to your Strength modifier (minimum of once), but no more than once per turn. You regain all expended uses when you finish a long rest.

Dragon Spirit

Beginning at 15th level, you add your Charisma modifier to your death saving throws (minimum bonus of +1).

Additionally, when you succeed on a death saving throw, you regain hit points equal to half your hit point maximum. Once you regain hit points with this feature, you can’t do so again until you finish a long rest.

Might of the Dragon

Starting at 18th level, when you deal extra damage with your Martial Leap to a Huge or smaller creature, you can force the target to make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, the creature is knocked prone or pushed up to 15 feet away from you (your choice).

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